UE3:UTProj_BioGlob (UT3)
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Object >> Actor >> Projectile >> UTProjectile >> UTProj_BioShot >> UTProj_BioGlob |
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
Property group 'UTProj_BioGlob'
GloblingSpeed
Type: float
Default value: 200.0
MaxRestingGlobStrength
Type: int
Default value: 6
Internal variables
GibDamageType
Type: class<UTDamageType>
Default value: Class'UTGameContent.UTDmgType_BioGooGib'
GlobStrength
Type: int
Modifiers: repnotify
Default value: 1
GooLandedMesh
Type: StaticMeshComponent
Default value: StaticMeshComponent'ProjectileMeshFloor'
HitWallEffect
Type: ParticleSystemComponent
Default value: ParticleSystemComponent'HitWallFX'
Default values
Property | Value |
---|---|
AmbientSound | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Inair_Cue' |
bNetTemporary | False |
bProjTarget | True |
CeilingHit | None |
Components[1] | SkeletalMeshComponent'ProjectileSkelMeshAir' |
DamageRadius | 120.0 |
DrawScale | 0.5 |
ExplosionSound | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltImpactExplode_Cue' |
FloorHit | None |
GooMesh | SkeletalMeshComponent'ProjectileSkelMeshAir' |
ImpactSound | SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltImpactExplode_Cue' |
LifeSpan | 20.0 |
MyDamageType | Class'UTGameContent.UTDmgType_BioGoo_Charged' |
ProjExplosionTemplate | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_Blob_POP' |
WallHit | None |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProj_BioShot.CollisionCylinder
Property | Value |
---|---|
CollisionHeight | 4.0 |
CollisionRadius | 20.0 |
HitWallFX
Class: Engine.ParticleSystemComponent
Property | Value |
---|---|
bAutoActivate | False |
SecondsBeforeInactive | 1.0 |
Template | ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_Blob_Impact' |
ProjectileMeshFloor
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
bAcceptsDecals | False |
bUseAsOccluder | False |
CachedCullDistance | 12000.0 |
CullDistance | 12000.0 |
Scale | 2.0 |
StaticMesh | StaticMesh'WP_BioRifle.Mesh.S_Bio_Blob_Chunk_Reduced' |
ProjectileSkelMeshAir
Class: Engine.SkeletalMeshComponent
Property | Value |
---|---|
Animations | AnimNodeSequence'UTGameContent.Default__UTProj_BioGlob:MeshSequenceA' |
AnimSets[0] | AnimSet'WP_BioRifle.Anims.Bio_Alt_Blob_Projectile_Shake' |
bUseAsOccluder | False |
SkeletalMesh | SkeletalMesh'WP_BioRifle.Mesh.SK_WP_Bio_Alt_Projectile_Blob' |
Functions
Events
PostBeginPlay
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
Other instance functions
DissolveFromGoo
start dissolving pawn from goo - take damage over time, and give kill credit to goo launcher on any kill if enough damage left in glob 1 glob strengths worth of damage per 0.18 seconds, and destroy glob when done. be sure to gib on final damage if initial glob was > 4
Explode
Overrides: UTProj_BioShot.Explode
Explode this glob
GrowCollision
Overrides: UTProj_BioShot.GrowCollision
InitBio
MergeWithGlob
SetGlobStrength
Sets the strength of this bio goo actor
SplashGloblings
Spawns several children globs
States
DissolvingPlayer
DissolvingPlayer.AnimEnd
DissolvingPlayer.ProcessTouch
Overrides: UTProjectile.ProcessTouch (global)
Flying
Inherits from: UTProj_BioShot.Flying
Modifiers: auto
Flying.HitWall
Overrides: UTProj_BioShot.Flying.HitWall
Flying.Landed
Overrides: UTProj_BioShot.Flying.Landed
Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.
Flying.ProcessTouch
Overrides: UTProj_BioShot.Flying.ProcessTouch
OnGround
OnGround.AnimEnd
OnGround.Drip
OnGround.MergeWithGlob
Overrides: MergeWithGlob (global)
OnGround.ProcessTouch
Overrides: UTProj_BioShot.OnGround.ProcessTouch