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UE3:UTProj_BioGlob (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_BioShot >> UTProj_BioGlob
Package: 
UTGameContent

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'UTProj_BioGlob'[edit]

GloblingSpeed[edit]

Type: float


Default value: 200.0

MaxRestingGlobStrength[edit]

Type: int


Default value: 6

Internal variables[edit]

GibDamageType[edit]

Type: class<UTDamageType>


Default value: Class'UTGameContent.UTDmgType_BioGooGib'

GlobStrength[edit]

Type: int

Modifiers: repnotify


Default value: 1

GooLandedMesh[edit]

Type: StaticMeshComponent


Default value: StaticMeshComponent'ProjectileMeshFloor'

HitWallEffect[edit]

Type: ParticleSystemComponent


Default value: ParticleSystemComponent'HitWallFX'

Default values[edit]

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[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProj_BioShot.CollisionCylinder

Property Value
CollisionHeight 4.0
CollisionRadius 20.0

HitWallFX[edit]

Class: Engine.ParticleSystemComponent

Property Value
bAutoActivate False
SecondsBeforeInactive 1.0
Template ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_Blob_Impact'

ProjectileMeshFloor[edit]

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[edit]

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[edit]

Events[edit]

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

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

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Other instance functions[edit]

DissolveFromGoo[edit]

function 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[edit]

simulated function Explode (Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProj_BioShot.Explode

Explode this glob

GrowCollision[edit]

simulated function GrowCollision ()

Overrides: UTProj_BioShot.GrowCollision


InitBio[edit]

function InitBio (UTWeap_BioRifle_Content FiringWeapon, int InGlobStrength)


MergeWithGlob[edit]

simulated function MergeWithGlob (int AdditionalGlobStrength)


SetGlobStrength[edit]

simulated function SetGlobStrength (int NewStrength)

Sets the strength of this bio goo actor

SplashGloblings[edit]

simulated function SplashGloblings ()

Spawns several children globs

States[edit]

DissolvingPlayer[edit]

DissolvingPlayer.AnimEnd[edit]

simulated function AnimEnd (int Channel)


DissolvingPlayer.ProcessTouch[edit]

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProjectile.ProcessTouch (global)


Flying[edit]

Inherits from: UTProj_BioShot.Flying

Modifiers: auto

Flying.HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor HitWall, PrimitiveComponent WallComp)

Overrides: UTProj_BioShot.Flying.HitWall


Flying.Landed[edit]

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

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[edit]

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProj_BioShot.Flying.ProcessTouch


OnGround[edit]

OnGround.AnimEnd[edit]

simulated function AnimEnd (int Channel)


OnGround.Drip[edit]

simulated function Drip ()


OnGround.MergeWithGlob[edit]

simulated function MergeWithGlob (int AdditionalGlobStrength)

Overrides: MergeWithGlob (global)


OnGround.ProcessTouch[edit]

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProj_BioShot.OnGround.ProcessTouch