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UE3:UTProj_AvrilRocketBase (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_AvrilRocketBase
Package: 
UTGame
Direct subclass:
UTProj_AvrilRocket

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

simulated native function NativePostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

Overrides: Actor.NativePostRenderFor

Hook to allow actors to render HUD overlays for themselves. Assumes that appropriate font has already been set

Events

Destroyed

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

PostRenderFor

simulated event PostRenderFor (PlayerController PC, Canvas Canvas, Object.Vector CameraPosition, Object.Vector CameraDir)

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

simulated event Shutdown ()

Overrides: UTProjectile.Shutdown

Clean up

TakeDamage

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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

function ForceLock (Actor ForcedLock)


SetTarget

function bool SetTarget (Actor NewTarget, UTWeap_Avril NewLockOwner)

sets the target we're locked on to. May fail (return false) if NewLockOwner isn't allowed to control me