My program doesn't have bugs. It just develops random features.
UE3:UTProj_Rocket (UT3)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> Projectile >> UTProjectile >> UTProj_Rocket |
- Package:
- UTGame
- Direct subclasses:
- UTProj_SeekingRocket, UTProj_LeviathanRocket, UTProj_LoadedRocket, UTProj_TurretRocket
- This class in other games:
- UDK
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Default values
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
AmbientSound | SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Travel_Cue' | ||||||||
bAttachExplosionToPawns | False | ||||||||
bAttachExplosionToVehicles | False | ||||||||
bCheckProjectileLight | True | ||||||||
bWaitForEffects | True | ||||||||
CheckRadius | 42.0 | ||||||||
Damage | 100.0 | ||||||||
DamageRadius | 220.0 | ||||||||
DecalHeight | 128.0 | ||||||||
DecalWidth | 128.0 | ||||||||
DesiredRotation |
|
||||||||
ExplosionDecal | MaterialInstanceTimeVarying'WP_RocketLauncher.Decals.MITV_WP_RocketLauncher_Impact_Decal01' | ||||||||
ExplosionLightClass | Class'UTGame.UTRocketExplosionLight' | ||||||||
ExplosionSound | SoundCue'A_Weapon_RocketLauncher.Cue.A_Weapon_RL_Impact_Cue' | ||||||||
LifeSpan | 8.0 | ||||||||
MaxSpeed | 1350.0 | ||||||||
MomentumTransfer | 85000.0 | ||||||||
MyDamageType | Class'UTGame.UTDmgType_Rocket' | ||||||||
ProjectileLightClass | Class'UTGame.UTRocketLight' | ||||||||
ProjExplosionTemplate | ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketExplosion' | ||||||||
ProjFlightTemplate | ParticleSystem'WP_RocketLauncher.Effects.P_WP_RocketLauncher_RocketTrail' | ||||||||
RotationRate |
|
||||||||
Speed | 1350.0 |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Events
PostBeginPlay
simulated event PostBeginPlay ()
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it