I love the smell of UnrealEd crashing in the morning. – tarquin
UE3:UTProj_RedeemerBase (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_RedeemerBase |
- Package:
- UTGame
- Direct subclasses:
- UTProj_Redeemer, UTProj_HeroRedeemer
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
DistanceExplosionTemplates[edit]
Type: array<UTEmitter.DistanceBasedParticleTemplate>
ExplosionClass[edit]
Type: class<UTReplicatedEmitter>
ExplosionShake[edit]
Type: CameraAnim
ProjMesh[edit]
Type: StaticMeshComponent
RocketMaterialInstance[edit]
Type: MaterialInstanceConstant
Used to pulse the lights
TeamColor[edit]
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 14.0 |
G | 1.0 |
R | 0.5 |
TeamParamName[edit]
Type: name
Default value: 'Redeemer_Team_Color'
Default values[edit]
Property | Value |
---|---|
bCollideComplex | False |
bImportantAmbientSound | True |
bNetTemporary | False |
bProjTarget | True |
bSuppressExplosionFX | True |
Components[1] | DynamicLightEnvironmentComponent'RedeemerLightEnvironment' |
Damage | 250.0 |
DamageRadius | 2600.0 |
LifeSpan | 20.0 |
MaxSpeed | 1000.0 |
MomentumTransfer | 250000.0 |
Speed | 1000.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 12.0 |
CollisionRadius | 20.0 |
RedeemerLightEnvironment[edit]
Class: Engine.DynamicLightEnvironmentComponent
Property | Value |
---|---|
bCastShadows | False |
Functions[edit]
Static functions[edit]
DoKnockdown[edit]
knocks down all players that would have been killed, but avoided it by being out of line of sight static so that it can be shared with UTRemoteRedeemer
RedeemerHurtRadius[edit]
special version of HurtRadius() for the Redeemer that works better with the giant radius by tracing to edges of large objects instead of just the center static so that it can be shared with UTRemoteRedeemer
ShakeView[edit]
shakes the view of players near Location static so that it can be shared with UTRemoteRedeemer
Events[edit]
EncroachingOn[edit]
Overrides: Projectile.EncroachingOn
(Description copied from Actor.EncroachingOn)
called when this Actor is encroaching on Other and we couldn't find an appropriate place to push Other to
Returns:
- true to abort the move, false to allow it
Warning: do not abort moves of PHYS_RigidBody actors as that will cause the Unreal location and physics engine location to mismatch
FellOutOfWorld[edit]
Overrides: Projectile.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
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.
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay[edit]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
TakeDamage[edit]
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Other instance functions[edit]
EffectIsRelevant[edit]
Overrides: UTProjectile.EffectIsRelevant
Explode[edit]
Overrides: UTProjectile.Explode
Explode this Projectile
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
SpawnExplosionEffects[edit]
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects
States[edit]
Dying[edit]
Modifiers: simulated
Dying.BeginState[edit]
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).
Dying.TakeDamage[edit]
Overrides: TakeDamage (global)
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- Damage - the base damage to apply
- EventInstigator - the Controller responsible for the damage
- HitLocation - world location where the hit occurred
- Momentum - force caused by this hit
- DamageType - class describing the damage that was done
- HitInfo - additional info about where the hit occurred
- DamageCauser - the Actor that directly caused the damage (i.e. the Projectile that exploded, the Weapon that fired, etc)
Dying.Timer[edit]
Overrides: Actor.Timer (global)