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UE3:UTProj_AvrilRocketBase (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_AvrilRocketBase |
Contents
- Package:
- UTGame
- Direct subclass:
- UTProj_AvrilRocket
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
BeaconTexture[edit]
Type: Texture2D
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
bRedirectedLock[edit]
Type: bool
Set to true if the lock for this rocket has been redirected
InitialPostRenderTime[edit]
Type: float
LastLockWarningTime[edit]
Type: float
The last time a lock message was sent
LockedTarget[edit]
Type: Actor
Holds the vehicle this rocket is locked on to. The vehicle will give us our Homing Target
LockingWeapon[edit]
Type: UTWeap_Avril
the AVRiL that is currently controlling the target lock (could be different if MyWeapon has no target)
LockWarningInterval[edit]
Type: float
How long before re-sending the next Lock On message update
MyWeapon[edit]
Type: UTWeap_Avril
Holds a pointer back to the firing Avril - Only valid server side
RaptorBoltExtendedRadius[edit]
Type: float
Extended radius for raptor bolts destroying this avril
Default value: 80.0
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions[edit]
Native functions[edit]
NativePostRenderFor[edit]
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
Events[edit]
Destroyed[edit]
Overrides: UTProjectile.Destroyed
PostBeginPlay[edit]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
PostRenderFor[edit]
Overrides: Actor.PostRenderFor
PostRenderFor() Hook to allow pawns to render HUD overlays for themselves. Assumes that appropriate font has already been set
Parameters:
- PC - The Player Controller who is rendering this pawn
- Canvas - The canvas to draw on
Shutdown[edit]
Overrides: UTProjectile.Shutdown
Clean up
TakeDamage[edit]
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Other instance functions[edit]
ForceLock[edit]
SetTarget[edit]
sets the target we're locked on to. May fail (return false) if NewLockOwner isn't allowed to control me