Gah - a solution with more questions. – EntropicLqd
UE3:UTProj_ShockBall (UDK)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_ShockBall |
Contents
- Package:
- UTGameContent
- This class in other games:
- UT3
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Properties[edit]
bComboed[edit]
Type: bool
Modifiers: repnotify
true if we have been combo'ed (so don't play normal explosion effects)
ComboAmmoCost[edit]
Type: int
Default value: 3
ComboDamage[edit]
Type: int
Default value: 215
ComboDamageType[edit]
Type: class<UTDamageType>
Default value: Class'UTGame.UTDmgType_ShockCombo'
ComboExplosionEffect[edit]
Type: class<UTReplicatedEmitter>
Default value: Class'UTGame.UTEmit_ShockCombo'
ComboExplosionSound[edit]
Type: SoundCue
Default value: SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_ComboExplosionCue'
ComboMomentumTransfer[edit]
Type: float
Default value: 150000.0
ComboRadius[edit]
Type: float
Default value: 275.0
ComboTarget[edit]
Type: Pawn
for AI use
ComboTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo'
ComboTriggerType[edit]
Type: class<UTDamageType>
Default value: Class'UTGame.UTDmgType_ShockPrimary'
Default values[edit]
Property | Value |
---|---|
AmbientSound | SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireTravelCue' |
bCheckProjectileLight | True |
bCollideComplex | False |
bNetTemporary | False |
bProjTarget | True |
CheckRadius | 40.0 |
Damage | 55.0 |
DamageRadius | 120.0 |
ExplosionSound | SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue' |
LifeSpan | 8.0 |
MaxEffectDistance | 7000.0 |
MaxSpeed | 1150.0 |
MomentumTransfer | 70000.0 |
MyDamageType | Class'UTGame.UTDmgType_ShockBall' |
ProjectileLightClass | Class'UTGame.UTShockBallLight' |
ProjExplosionTemplate | ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball_Impact' |
ProjFlightTemplate | ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball' |
Speed | 1150.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
Property | Value |
---|---|
BlockActors | True |
CollideActors | True |
CollisionHeight | 16.0 |
CollisionRadius | 16.0 |
ReplacementPrimitive | None |
Functions[edit]
Events[edit]
CreateProjectileLight[edit]
Overrides: UTProjectile.CreateProjectileLight
CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create shock light, even at low frame rates (since critical for timing combos)
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
TakeDamage[edit]
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - 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]
ComboExplosion[edit]
Monitor[edit]
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
States[edit]
WaitForCombo[edit]
WaitForCombo.EndState[edit]
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
WaitForCombo.Tick[edit]
Overrides: Actor.Tick (global)