My program doesn't have bugs. It just develops random features.

Difference between revisions of "UE3:UTProj BioShot (UT3)"

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====FearSpot====
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| {{tl|CheckRadius||UTProjectile}}
 
| {{tl|CheckRadius||UTProjectile}}

Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_BioShot
Package: 
UTGameContent
Direct subclasses:
UTProj_BioGlob, UTProj_BioGlobling

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

Properties[edit]

bCheckedSurface[edit]

Type: bool


bExploded[edit]

Type: bool


bLanding[edit]

Type: bool


bOnMover[edit]

Type: bool


CeilingHit[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Ceiling'

DripTime[edit]

Type: float


Default value: 1.8

FearSpot[edit]

Type: UTAvoidMarker

used to notify AI of bio on the ground

FloorHit[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Floor'

GooDecalChoices[edit]

Type: array<MaterialInterface>


Default value, index 0: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'

Default value, index 1: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal_001'

GooDecalMaterial[edit]

Type: MaterialInstanceConstant


GooDecalTemplate[edit]

Type: MaterialInterface


Default value: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'

GooMesh[edit]

Type: MeshComponent


Default value: StaticMeshComponent'ProjectileMesh'

HitBioTemplate[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Blob_hits_Blob_Burst'

HitEmitter[edit]

Type: Emitter


HitMode[edit]

Type: HitType


HitPawnTemplate[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Player_Hit'

RemainingRestTime[edit]

Type: float

Modifiers: repnotify


RestTime[edit]

Type: float


Default value: 3.0

SteppedInSound[edit]

Type: SoundCue

sound to play on explosion due to being stepped in

Default value: SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactFizzle_Cue'

SurfaceNormal[edit]

Type: Object.Vector


WallHit[edit]

Type: ParticleSystem


Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Wall'

WallThreshold[edit]

Type: float


Default value: 0.3

Default values[edit]

Property Value
Buoyancy 1.5
CheckRadius 40.0
Components[1] StaticMeshComponent'ProjectileMesh'
Damage 21.0
DesiredRotation
Member Value
Pitch 30000
Roll 0
Yaw 0
ExplosionLightClass Class'UTGame.UTBioExplosionLight'
ExplosionSound SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactExplode_Cue'
ImpactSound SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactExplode_Cue'
LifeSpan 12.0
MaxEffectDistance 7000.0
MomentumTransfer 40000.0
MyDamageType Class'UTGameContent.UTDmgType_BioGoo'
Physics PHYS_Falling
ProjExplosionTemplate ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Primary_PoP'
RotationRate
Member Value
Pitch 50000
Roll 0
Yaw 0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
CollideActors True

ProjectileMesh[edit]

Class: Engine.StaticMeshComponent

Property Value
bAcceptsLights False
BlockActors False
BlockRigidBody False
bUseAsOccluder False
CachedCullDistance 12000.0
CastShadow False
CollideActors False
CullDistance 12000.0
StaticMesh StaticMesh'WP_BioRifle.Mesh.S_Bio_Ball'

Enums[edit]

HitType[edit]

HIT_None 
HIT_Wall 
HIT_Ceiling 
HIT_Floor 

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


PhysicsVolumeChange[edit]

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


Shutdown[edit]

simulated event Shutdown ()

Overrides: UTProjectile.Shutdown

Clean up

Other instance functions[edit]

Explode[edit]

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

Overrides: UTProjectile.Explode

Explode this glob

GrowCollision[edit]

simulated function GrowCollision ()


MyOnParticleSystemFinished[edit]

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


SpawnExplosionEffects[edit]

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects

States[edit]

Flying[edit]

Modifiers: auto

Flying.HitWall[edit]

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

Overrides: Projectile.HitWall (global)


Flying.Landed[edit]

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

Overrides: UTProjectile.Landed (global)

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: UTProjectile.ProcessTouch (global)


OnGround[edit]

OnGround.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

OnGround.HitWall[edit]

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

Overrides: Projectile.HitWall (global)


OnGround.TakeDamage[edit]

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

Overrides: Actor.TakeDamage (global)

(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)

OnGround.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


OnGround.ProcessTouch[edit]

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

Overrides: UTProjectile.ProcessTouch (global)