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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

AttackRangeSq

Type: float

Range that target can be attacked (squared)

Default value: 90000.0

BeamEffect

Type: ParticleSystem

Damage beam effect

BeamEmitter

Type: ParticleSystemComponent


BeamEndName

Type: name


Default value: 'LinkBeamEnd'

BeamFireCue

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

Type: int

  1. of times they can bounce before blowing up

Default value: 8

DamageFrequency

Type: float


Default value: 0.2

DetectionRange

Type: float

How far away bolt can detect a target

Default value: 1000.0

FastHomeAccel

Type: float


Default value: 2400.0

LastDamageTime

Type: float


LastOwnerBounce

Type: float


LastValidTargetTime

Type: float


LastValidTargetUpdateTime

Type: float


MaxAttackRangeSq

Type: float

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

Default value: 3.6E7

MaxValidationInterval

Type: float


Default value: 0.5

SeekingAcceleration

Type: float

How fast to accelerate towards target being seeked

Default value: 2000.0

SlowHomeAccel

Type: float


Default value: 2000.0

TargetActor

Type: Actor

Current target being tracked

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
BlockActors True
CollideActors True
CollisionHeight 16.0
CollisionRadius 16.0

Functions

Events

DealDamage

event DealDamage (Object.Vector HitLocation)


HitWall

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

Overrides: Projectile.HitWall


KillBolt

event KillBolt ()


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.

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

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

SpawnBeam

simulated event SpawnBeam ()


TakeDamage

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

FullySpawned

simulated function bool FullySpawned ()


ProcessTouch

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

Overrides: UTProjectile.ProcessTouch


SetTargetActor

simulated function SetTargetActor (Actor HitActor)


SpawnExplosionEffects

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

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects