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UE3:UTProj_RedeemerBase (UT3)

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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

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

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

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

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

EncroachingOn

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

simulated event FellOutOfWorld (class<DamageTypeDmgType)

Overrides: Projectile.FellOutOfWorld

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

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.

PhysicsVolumeChange

simulated event PhysicsVolumeChange (PhysicsVolume Volume)

Overrides: Actor.PhysicsVolumeChange


PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

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

TakeDamage

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

EffectIsRelevant

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

Overrides: UTProjectile.EffectIsRelevant


Explode

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

Overrides: UTProjectile.Explode

Explode this Projectile

ProcessTouch

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

Overrides: UTProjectile.ProcessTouch


SpawnExplosionEffects

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects

States

Dying

Modifiers: simulated

Dying.BeginState

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

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

event Timer ()

Overrides: Actor.Timer (global)