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UE3:UTProj_RedeemerBase (UT3)

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Revision as of 05:26, 16 August 2009 by Wormbo (Talk | contribs) (Default values: DamageRadius increased to 2600.0)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_RedeemerBase
Package: 
UTGame
Direct subclasses:
UTProj_Redeemer, UTProj_HeroRedeemer

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]

static function DoKnockdown (Object.Vector Loc, WorldInfo WI, Controller InstigatedByController)

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]

static function RedeemerHurtRadius (float RadiusFactor, Actor Redeemer, Controller InstigatedByController)

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]

static function ShakeView (Object.Vector Loc, WorldInfo WI)

shakes the view of players near Location static so that it can be shared with UTRemoteRedeemer

Events[edit]

EncroachingOn[edit]

event bool EncroachingOn (Actor Other)

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]

simulated event FellOutOfWorld (class<DamageTypeDmgType)

Overrides: Projectile.FellOutOfWorld

called when the actor falls out of the world 'safely' (below KillZ and such)

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.

PhysicsVolumeChange[edit]

simulated event PhysicsVolumeChange (PhysicsVolume Volume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

TakeDamage[edit]

event TakeDamage (int DamageAmount, Controller InstigatedBy, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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]

simulated function bool EffectIsRelevant (Object.Vector SpawnLocation, bool bForceDedicated, float CullDistance)

Overrides: UTProjectile.EffectIsRelevant


Explode[edit]

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

Overrides: UTProjectile.Explode

Explode this Projectile

ProcessTouch[edit]

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

Overrides: UTProjectile.ProcessTouch


SpawnExplosionEffects[edit]

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects

States[edit]

Dying[edit]

Modifiers: simulated

Dying.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).

Dying.TakeDamage[edit]

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

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]

event Timer ()

Overrides: Actor.Timer (global)