Mostly Harmless

UE3:UTProj_ScavengerBoltBase (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_ScavengerBoltBase
Package: 
UTGame
Direct subclass:
UTProj_ScavengerBolt

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

AttackRangeSq[edit]

Type: float

Range that target can be attacked (squared)

Default value: 90000.0

BeamEffect[edit]

Type: ParticleSystem

Damage beam effect

BeamEmitter[edit]

Type: ParticleSystemComponent


BeamEndName[edit]

Type: name


Default value: 'LinkBeamEnd'

BeamFireCue[edit]

Type: SoundCue

Modifiers: const, protected

Cue to play when the bolt/drone thing fires its beam

Default value: SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_DroneFire_Cue'

Bounces[edit]

Type: int

  1. of times they can bounce before blowing up

Default value: 8

DamageFrequency[edit]

Type: float


Default value: 0.2

DetectionRange[edit]

Type: float

How far away bolt can detect a target

Default value: 1000.0

FastHomeAccel[edit]

Type: float


Default value: 2400.0

LastDamageTime[edit]

Type: float


LastOwnerBounce[edit]

Type: float


LastValidTargetTime[edit]

Type: float


LastValidTargetUpdateTime[edit]

Type: float


MaxAttackRangeSq[edit]

Type: float

Max range for attacking target. If bolt further than this from instigator, it returns

Default value: 3.6E7

MaxValidationInterval[edit]

Type: float


Default value: 0.5

SeekingAcceleration[edit]

Type: float

How fast to accelerate towards target being seeked

Default value: 2000.0

SlowHomeAccel[edit]

Type: float


Default value: 2000.0

TargetActor[edit]

Type: Actor

Current target being tracked

Default values[edit]

Property Value
bBlockedByInstigator True
bBounce True
bNetTemporary False
bProjTarget True
bRotationFollowsVelocity True
Damage 30.0
LifeSpan 0.0
MaxSpeed 1400.0
Speed 80.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
BlockActors True
CollideActors True
CollisionHeight 16.0
CollisionRadius 16.0

Functions[edit]

Events[edit]

DealDamage[edit]

event DealDamage (Object.Vector HitLocation)


HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Projectile.HitWall


KillBolt[edit]

event KillBolt ()


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.

PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

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

SpawnBeam[edit]

simulated event SpawnBeam ()


TakeDamage[edit]

event TakeDamage (int DamageAmount, Controller EventInstigator, 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]

FullySpawned[edit]

simulated function bool FullySpawned ()


ProcessTouch[edit]

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

Overrides: UTProjectile.ProcessTouch


SetTargetActor[edit]

simulated function SetTargetActor (Actor HitActor)


SpawnExplosionEffects[edit]

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects