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UE3:UTProj_FlakShard (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_FlakShard
Package: 
UTGame
Direct subclass:
UTProj_FlakShardMain

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

Properties

bCheckShortRangeKill

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

Type: int

  1. of times they can bounce

Default value: 2

BounceTemplate

Type: ParticleSystem


Default value: ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_Rock_bounce'

bShrinking

Type: bool


DamageAttenuation

Type: float

How fast damage is reduced per second from when the chunk is fired

Default value: 5.0

DefaultHitSound

Type: UTPhysicalMaterialProperty.MaterialSoundEffect


Default value:

Member Value
Sound SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactDirtCue'

HitPawnSound

Type: SoundCue


Default value: SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactFleshCue'

LastImpactEffect

Type: ParticleSystemComponent

reference to impact effect we created; we wait for this before being destroyed

RockSmokeTemplate

Type: ParticleSystem


Default value: ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_rocksmoke'

ShortRangeKillAnim

Type: CameraAnim

the camera anim to play

Default value: CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near'

ShrinkTimer

Type: float


Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

No new values.

Functions

Events

HitWall

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

Overrides: Projectile.HitWall


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.

Other instance functions

GetDamage

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

Attenuate shard damage at long range

GetMomentumTransfer

simulated function float GetMomentumTransfer ()


Init

function Init (Object.Vector Direction)

Overrides: UTProjectile.Init

Initialize the Projectile

InternalSpawnFlightEffects

simulated function InternalSpawnFlightEffects ()


MyOnParticleSystemFinished

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


ProcessTouch

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

Overrides: UTProjectile.ProcessTouch


SpawnFlightEffects

simulated function SpawnFlightEffects ()

Overrides: UTProjectile.SpawnFlightEffects

Spawns any effects needed for the flight of this projectile

SpawnImpactEffect

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


StartToShrink

simulated function StartToShrink ()