Gah - a solution with more questions. – EntropicLqd

UE3:UTProj_FlakShard (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 09:11, 17 May 2008 by Wormbo (Talk | contribs) (Auto-generated page)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_FlakShard
Package: 
UTGame
Direct subclass:
UTProj_FlakShardMain

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

  1. 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
Member Value
Pitch 0
Roll 30000
Yaw 0
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
Member Value
Pitch 0
Roll 50000
Yaw 0
Speed 3500.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions[edit]

Events[edit]

HitWall[edit]

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

Overrides: Projectile.HitWall


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.

Other instance functions[edit]

GetDamage[edit]

simulated function float GetDamage (Actor Other, Object.Vector HitLocation)

Attenuate shard damage at long range

GetMomentumTransfer[edit]

simulated function float GetMomentumTransfer ()


Init[edit]

function Init (Object.Vector Direction)

Overrides: UTProjectile.Init

Initialize the Projectile

InternalSpawnFlightEffects[edit]

simulated function InternalSpawnFlightEffects ()


MyOnParticleSystemFinished[edit]

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


ProcessTouch[edit]

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

Overrides: UTProjectile.ProcessTouch


SpawnFlightEffects[edit]

simulated function SpawnFlightEffects ()

Overrides: UTProjectile.SpawnFlightEffects

Spawns any effects needed for the flight of this projectile

SpawnImpactEffect[edit]

simulated function bool SpawnImpactEffect (Object.Vector HitLocation, Object.Vector HitNormal)


StartToShrink[edit]

simulated function StartToShrink ()