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UE3:UTProj_BioShot (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_BioShot |
Contents
- 1 Properties
- 1.1 bCheckedSurface
- 1.2 bExploded
- 1.3 bLanding
- 1.4 bOnMover
- 1.5 CeilingHit
- 1.6 DripTime
- 1.7 FearSpot
- 1.8 FloorHit
- 1.9 GooDecalChoices
- 1.10 GooDecalMaterial
- 1.11 GooDecalTemplate
- 1.12 GooMesh
- 1.13 HitBioTemplate
- 1.14 HitEmitter
- 1.15 HitMode
- 1.16 HitPawnTemplate
- 1.17 RemainingRestTime
- 1.18 RestTime
- 1.19 SteppedInSound
- 1.20 SurfaceNormal
- 1.21 WallHit
- 1.22 WallThreshold
- 1.23 Default values
- 1.24 Subobjects
- 2 Enums
- 3 Functions
- 4 States
- Package:
- UTGameContent
- Direct subclasses:
- UTProj_BioGlob, UTProj_BioGlobling
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bCheckedSurface
Type: bool
bExploded
Type: bool
bLanding
Type: bool
bOnMover
Type: bool
CeilingHit
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Ceiling'
DripTime
Type: float
Default value: 1.0
FearSpot
Type: UTAvoidMarker
used to notify AI of bio on the ground
FloorHit
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Floor'
GooDecalChoices
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
Type: MaterialInstanceConstant
GooDecalTemplate
Type: MaterialInterface
Default value: DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'
GooMesh
Type: MeshComponent
Default value: StaticMeshComponent'ProjectileMesh'
HitBioTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Blob_hits_Blob_Burst'
HitEmitter
Type: Emitter
HitMode
Type: HitType
HitPawnTemplate
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Player_Hit'
RemainingRestTime
Type: float
Modifiers: repnotify
RestTime
Type: float
Default value: 3.0
SteppedInSound
Type: SoundCue
sound to play on explosion due to being stepped in
Default value: SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactFizzle_Cue'
SurfaceNormal
Type: Object.Vector
WallHit
Type: ParticleSystem
Default value: ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Wall'
WallThreshold
Type: float
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
Buoyancy | 1.0 | ||||||||
CheckRadius | 40.0 | ||||||||
Components[1] | StaticMeshComponent'ProjectileMesh' | ||||||||
Damage | 21.0 | ||||||||
DesiredRotation |
|
||||||||
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 |
|
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
ProjectileMesh
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
HitType
- HIT_None
- HIT_Wall
- HIT_Ceiling
- HIT_Floor
Functions
Events
Destroyed
Overrides: UTProjectile.Destroyed
PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
Shutdown
Overrides: UTProjectile.Shutdown
Clean up
Other instance functions
Explode
Overrides: UTProjectile.Explode
Explode this glob
GrowCollision
MyOnParticleSystemFinished
Overrides: UTProjectile.MyOnParticleSystemFinished
SpawnExplosionEffects
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects
States
Flying
Modifiers: auto
Flying.HitWall
Overrides: Projectile.HitWall (global)
Flying.Landed
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
Overrides: UTProjectile.ProcessTouch (global)
OnGround
OnGround.BeginState
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
Overrides: Projectile.HitWall (global)
OnGround.TakeDamage
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
Overrides: Actor.Timer (global)
OnGround.ProcessTouch
Overrides: UTProjectile.ProcessTouch (global)