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Difference between revisions of "UE3:UTProj ScavengerBoltBase (UT3)"
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Latest revision as of 07:40, 23 May 2008
Object >> Actor >> Projectile >> UTProjectile >> UTProj_ScavengerBoltBase |
Contents
- 1 Properties
- 1.1 AttackRangeSq
- 1.2 BeamEffect
- 1.3 BeamEmitter
- 1.4 BeamEndName
- 1.5 BeamFireCue
- 1.6 Bounces
- 1.7 DamageFrequency
- 1.8 DetectionRange
- 1.9 FastHomeAccel
- 1.10 LastDamageTime
- 1.11 LastOwnerBounce
- 1.12 LastValidTargetTime
- 1.13 LastValidTargetUpdateTime
- 1.14 MaxAttackRangeSq
- 1.15 MaxValidationInterval
- 1.16 SeekingAcceleration
- 1.17 SlowHomeAccel
- 1.18 TargetActor
- 1.19 Default values
- 1.20 Subobjects
- 2 Functions
- Package:
- UTGame
- Direct subclass:
- UTProj_ScavengerBolt
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 1998-2007 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
- 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]
HitWall[edit]
Overrides: Projectile.HitWall
KillBolt[edit]
Landed[edit]
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]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
SpawnBeam[edit]
TakeDamage[edit]
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]
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
SetTargetActor[edit]
SpawnExplosionEffects[edit]
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects