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

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

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

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

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Other instance functions

DissolveFromGoo

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

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

Overrides: UTProj_BioShot.Explode

Explode this glob

GrowCollision

simulated function GrowCollision ()

Overrides: UTProj_BioShot.GrowCollision


InitBio

function InitBio (UTWeap_BioRifle_Content FiringWeapon, int InGlobStrength)


MergeWithGlob

simulated function MergeWithGlob (int AdditionalGlobStrength)


SetGlobStrength

simulated function SetGlobStrength (int NewStrength)

Sets the strength of this bio goo actor

SplashGloblings

simulated function SplashGloblings ()

Spawns several children globs

States

DissolvingPlayer

DissolvingPlayer.AnimEnd

simulated function AnimEnd (int Channel)


DissolvingPlayer.ProcessTouch

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

Overrides: UTProjectile.ProcessTouch (global)


Flying

Inherits from: UTProj_BioShot.Flying

Modifiers: auto

Flying.HitWall

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

Overrides: UTProj_BioShot.Flying.HitWall


Flying.Landed

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

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

Overrides: UTProj_BioShot.Flying.ProcessTouch


OnGround

OnGround.AnimEnd

simulated function AnimEnd (int Channel)


OnGround.Drip

simulated function Drip ()


OnGround.MergeWithGlob

simulated function MergeWithGlob (int AdditionalGlobStrength)

Overrides: MergeWithGlob (global)


OnGround.ProcessTouch

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

Overrides: UTProj_BioShot.OnGround.ProcessTouch