Gah - a solution with more questions. – EntropicLqd
UE3:UTProj_FlakShard (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_FlakShard |
Contents
- Package:
- UTGame
- Direct subclass:
- UTProj_FlakShardMain
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bCheckShortRangeKill[edit]
Type: bool
if set, play camera anim for killer when kill at very short range (set to false for shards spawned by alt shell)
Default value: True
Bounces[edit]
Type: int
- of times they can bounce
Default value: 2
BounceTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_Rock_bounce'
bShrinking[edit]
Type: bool
DamageAttenuation[edit]
Type: float
How fast damage is reduced per second from when the chunk is fired
Default value: 5.0
DefaultHitSound[edit]
Type: UTPhysicalMaterialProperty.MaterialSoundEffect
Default value:
Member | Value |
---|---|
Sound | SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactDirtCue' |
HitPawnSound[edit]
Type: SoundCue
Default value: SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactFleshCue'
LastImpactEffect[edit]
Type: ParticleSystemComponent
reference to impact effect we created; we wait for this before being destroyed
RockSmokeTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_rocksmoke'
ShortRangeKillAnim[edit]
Type: CameraAnim
the camera anim to play
Default value: CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near'
ShrinkTimer[edit]
Type: float
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bBounce | True | ||||||||
CheckRadius | 20.0 | ||||||||
Damage | 18.0 | ||||||||
DesiredRotation |
|
||||||||
ImpactSound | SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactDirtCue' | ||||||||
LifeSpan | 2.0 | ||||||||
MaxEffectDistance | 5000.0 | ||||||||
MaxSpeed | 3500.0 | ||||||||
MomentumTransfer | 14000.0 | ||||||||
MyDamageType | Class'UTGame.UTDmgType_FlakShard' | ||||||||
NetCullDistanceSquared | 4.9E7 | ||||||||
ProjFlightTemplate | ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_trails' | ||||||||
RotationRate |
|
||||||||
Speed | 3500.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions[edit]
Events[edit]
HitWall[edit]
Overrides: Projectile.HitWall
Landed[edit]
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.
Other instance functions[edit]
GetDamage[edit]
Attenuate shard damage at long range
GetMomentumTransfer[edit]
Init[edit]
Overrides: UTProjectile.Init
Initialize the Projectile
InternalSpawnFlightEffects[edit]
MyOnParticleSystemFinished[edit]
Overrides: UTProjectile.MyOnParticleSystemFinished
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
SpawnFlightEffects[edit]
Overrides: UTProjectile.SpawnFlightEffects
Spawns any effects needed for the flight of this projectile