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UE3:UTProj_BioShot (UT3)

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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

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
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

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

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume NewVolume)

Overrides: Actor.PhysicsVolumeChange


Shutdown

simulated event Shutdown ()

Overrides: UTProjectile.Shutdown

Clean up

Other instance functions

Explode

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

Overrides: UTProjectile.Explode

Explode this glob

GrowCollision

simulated function GrowCollision ()


MyOnParticleSystemFinished

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


SpawnExplosionEffects

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects

States

Flying

Modifiers: auto

Flying.HitWall

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

Overrides: Projectile.HitWall (global)


Flying.Landed

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

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

Overrides: UTProjectile.ProcessTouch (global)


OnGround

OnGround.BeginState

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

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

Overrides: Projectile.HitWall (global)


OnGround.TakeDamage

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

simulated event Timer ()

Overrides: Actor.Timer (global)


OnGround.ProcessTouch

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

Overrides: UTProjectile.ProcessTouch (global)