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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
BeaconTexture
Type: Texture2D
Default value: Texture2D'UI_HUD.HUD.UI_HUD_BaseA'
bRedirectedLock
Type: bool
Set to true if the lock for this rocket has been redirected
InitialPostRenderTime
Type: float
LastLockWarningTime
Type: float
The last time a lock message was sent
LockedTarget
Type: Actor
Holds the vehicle this rocket is locked on to. The vehicle will give us our Homing Target
LockingWeapon
Type: UTWeap_Avril
the AVRiL that is currently controlling the target lock (could be different if MyWeapon has no target)
LockWarningInterval
Type: float
How long before re-sending the next Lock On message update
MyWeapon
Type: UTWeap_Avril
Holds a pointer back to the firing Avril - Only valid server side
RaptorBoltExtendedRadius
Type: float
Extended radius for raptor bolts destroying this avril
Default value: 80.0
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions
Native functions
NativePostRenderFor
Overrides: Actor.NativePostRenderFor
Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set
Events
Destroyed
Overrides: UTProjectile.Destroyed
PostBeginPlay
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
PostRenderFor
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
Overrides: UTProjectile.Shutdown
Clean up
TakeDamage
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
ForceLock
SetTarget
sets the target we're locked on to. May fail (return false) if NewLockOwner isn't allowed to control me