Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
DistanceExplosionTemplates
Type: array<UTEmitter.DistanceBasedParticleTemplate>
ExplosionClass
Type: class<UTReplicatedEmitter>
ExplosionShake
Type: CameraAnim
ProjMesh
Type: StaticMeshComponent
RocketMaterialInstance
Type: MaterialInstanceConstant
Used to pulse the lights
TeamColor
Type: Object.LinearColor
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 14.0 |
G | 1.0 |
R | 0.5 |
TeamParamName
Type: name
Default value: 'Redeemer_Team_Color'
Default values
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
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 12.0 |
CollisionRadius | 20.0 |
RedeemerLightEnvironment
Class: Engine.DynamicLightEnvironmentComponent
Property | Value |
---|---|
bCastShadows | False |
Functions
Static functions
DoKnockdown
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
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
shakes the view of players near Location static so that it can be shared with UTRemoteRedeemer
Events
EncroachingOn
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
Overrides: Projectile.FellOutOfWorld
called when the actor falls out of the world 'safely' (below KillZ and such)
HitWall
Overrides: Projectile.HitWall
Landed
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
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
TakeDamage
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
EffectIsRelevant
Overrides: UTProjectile.EffectIsRelevant
Explode
Overrides: UTProjectile.Explode
Explode this Projectile
ProcessTouch
Overrides: UTProjectile.ProcessTouch
SpawnExplosionEffects
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects
States
Dying
Modifiers: simulated
Dying.BeginState
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
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
Overrides: Actor.Timer (global)