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UE3:UTProj_ScavengerBoltBase (UT3)
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
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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
- 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
HitWall
Overrides: Projectile.HitWall
KillBolt
Landed
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
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
SpawnBeam
TakeDamage
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
ProcessTouch
Overrides: UTProjectile.ProcessTouch
SetTargetActor
SpawnExplosionEffects
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects