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UE3:UTProj_CicadaRocket (UDK)

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UDK Object >> Actor >> Projectile >> UTProjectile >> UTProj_CicadaRocket
Package: 
UTGameContent
This class in other games:
UT3


Properties

AxisDir

Type: Object.Vector


AxisOrigin

Type: Object.Vector


bFinalTarget

Type: bool


CurForwardForceMag

Type: float


CurInwardForceMag

Type: float


CurSpiralForceMag

Type: float


DesiredDistanceDecayRate

Type: float


Default value: 500.0

DesiredDistanceToAxis

Type: float


Default value: 250.0

DT

Type: float


Default value: 0.1

ForwardForceMag

Type: float


Default value: 15000.0

IgniteSound

Type: SoundCue


Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileIgnite'

IgniteTime

Type: float


Default value: 0.2

InitialAcceleration

Type: Object.Vector

Modifiers: repnotify


InwardForceMag

Type: float


Default value: 25.0

InwardForceMagGrowthRate

Type: float


KillRange

Type: float


Default value: 2000.0

SecondTarget

Type: Object.Vector


SpiralForceMag

Type: float


Default value: 800.0

SwitchTargetTime

Type: float


Target

Type: Object.Vector


Default values

Property Value
AccelRate 750.0
bCollideActors False
bNetTemporary False
bRotationFollowsVelocity True
bWaitForEffects True
Damage 50.0
DamageRadius 220.0
DrawScale 0.5
ExplosionLightClass Class'UTGame.UTCicadaRocketExplosionLight'
ExplosionSound SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Impact_Cue'
LifeSpan 7.0
MaxSpeed 4000.0
MomentumTransfer 40000.0
MyDamageType Class'UTGameContent.UTDmgType_CicadaRocket'
ProjExplosionTemplate ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketExplosion'
ProjFlightTemplate ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketTrail'
RotationRate
Member Value
Pitch 0
Roll 50000
Yaw 0
Speed 1000.0

Subobjects

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
ReplacementPrimitive None

Functions

Events

Landed

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

Overrides: UTProjectile.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.

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Other instance functions

ArmMissile

function ArmMissile (Object.Vector InitAccel, Object.Vector InitVelocity)


ChangeTarget

simulated function ChangeTarget ()


Explode

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

Overrides: UTProjectile.Explode

Explode this Projectile

Ignite

simulated function Ignite ()


Init

function Init (Object.Vector Direction)

Overrides: UTProjectile.Init

Initialize the Projectile

ProcessTouch

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

Overrides: UTProjectile.ProcessTouch


States

Homing

Homing.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).

Homing.Timer

simulated event Timer ()

Overrides: Actor.Timer (global)


Spiraling

Spiraling.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).

Spiraling.Timer

simulated event Timer ()

Overrides: Actor.Timer (global)