My program doesn't have bugs. It just develops random features.
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[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 |
|
||||||||
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[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]
Overrides: UTProjectile.Destroyed
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
Shutdown[edit]
Overrides: UTProjectile.Shutdown
Clean up
Other instance functions[edit]
Explode[edit]
Overrides: UTProjectile.Explode
Explode this glob
GrowCollision[edit]
MyOnParticleSystemFinished[edit]
Overrides: UTProjectile.MyOnParticleSystemFinished
SpawnExplosionEffects[edit]
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects
States[edit]
Flying[edit]
Modifiers: auto
Flying.HitWall[edit]
Overrides: Projectile.HitWall (global)
Flying.Landed[edit]
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]
Overrides: UTProjectile.ProcessTouch (global)
OnGround[edit]
OnGround.BeginState[edit]
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]
Overrides: Projectile.HitWall (global)
OnGround.TakeDamage[edit]
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]
Overrides: Actor.Timer (global)
OnGround.ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch (global)