I don't need to test my programs. I have an error-correcting modem.

UE3:UTProj_CicadaRocket (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_CicadaRocket
Package: 
UTGameContent
This class in other games:
UDK

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

Properties[edit]

AxisDir[edit]

Type: Object.Vector


AxisOrigin[edit]

Type: Object.Vector


bFinalTarget[edit]

Type: bool


CurForwardForceMag[edit]

Type: float


CurInwardForceMag[edit]

Type: float


CurSpiralForceMag[edit]

Type: float


DesiredDistanceDecayRate[edit]

Type: float


Default value: 500.0

DesiredDistanceToAxis[edit]

Type: float


Default value: 250.0

DT[edit]

Type: float


Default value: 0.1

ForwardForceMag[edit]

Type: float


Default value: 15000.0

IgniteSound[edit]

Type: SoundCue


Default value: SoundCue'A_Vehicle_Cicada.SoundCues.A_Vehicle_Cicada_MissileIgnite'

IgniteTime[edit]

Type: float


Default value: 0.2

InitialAcceleration[edit]

Type: Object.Vector

Modifiers: repnotify


InwardForceMag[edit]

Type: float


Default value: 25.0

InwardForceMagGrowthRate[edit]

Type: float


KillRange[edit]

Type: float


Default value: 2000.0

ProjIgnitedFlightTemplate[edit]

Type: ParticleSystem


Default value: ParticleSystem'VH_Cicada.Effects.P_VH_Cicada_MissileTrailIgnited'

SecondTarget[edit]

Type: Object.Vector


SpiralForceMag[edit]

Type: float


Default value: 800.0

SwitchTargetTime[edit]

Type: float


Target[edit]

Type: Object.Vector


Default values[edit]

Property Value
AccelRate 750.0
bCollideActors False
bNetTemporary False
bRotationFollowsVelocity True
bWaitForEffects True
Damage 50.0
DamageRadius 220.0
DesiredRotation
Member Value
Pitch 0
Roll 900000
Yaw 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'VH_Cicada.Effects.P_VH_Cicada_MissileExplosion'
ProjFlightTemplate ParticleSystem'VH_Cicada.Effects.P_VH_Cicada_MissileTrail'
RotationRate
Member Value
Pitch 0
Roll 50000
Yaw 0
Speed 1000.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions[edit]

Events[edit]

Landed[edit]

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[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


Other instance functions[edit]

ArmMissile[edit]

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


ChangeTarget[edit]

simulated function ChangeTarget ()


Explode[edit]

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

Overrides: UTProjectile.Explode

Explode this Projectile

Ignite[edit]

simulated function Ignite ()


Init[edit]

function Init (Object.Vector Direction)

Overrides: UTProjectile.Init

Initialize the Projectile

ProcessTouch[edit]

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

Overrides: UTProjectile.ProcessTouch


States[edit]

Homing[edit]

Homing.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).

Homing.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


Spiraling[edit]

Spiraling.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).

Spiraling.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)