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UE3:UTProj_ShockBall (UDK)

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UDK Object >> Actor >> Projectile >> UTProjectile >> UTProj_ShockBall
Package: 
UTGameContent
This class in other games:
UT3


Properties

bComboed

Type: bool

Modifiers: repnotify

true if we have been combo'ed (so don't play normal explosion effects)

ComboAmmoCost

Type: int


Default value: 3

ComboDamage

Type: int


Default value: 215

ComboDamageType

Type: class<UTDamageType>


Default value: Class'UTGame.UTDmgType_ShockCombo'

ComboExplosionEffect

Type: class<UTReplicatedEmitter>


Default value: Class'UTGame.UTEmit_ShockCombo'

ComboExplosionSound

Type: SoundCue


Default value: SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_ComboExplosionCue'

ComboMomentumTransfer

Type: float


Default value: 150000.0

ComboRadius

Type: float


Default value: 275.0

ComboTarget

Type: Pawn

for AI use

ComboTemplate

Type: ParticleSystem


Default value: ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo'

ComboTriggerType

Type: class<UTDamageType>


Default value: Class'UTGame.UTDmgType_ShockPrimary'

Default values

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

CollisionCylinder

Class: Engine.CylinderComponent

Inherits from: UTProjectile.CollisionCylinder

Property Value
BlockActors True
CollideActors True
CollisionHeight 16.0
CollisionRadius 16.0
ReplacementPrimitive None

Functions

Events

CreateProjectileLight

simulated event CreateProjectileLight ()

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

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


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:

  • 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

ComboExplosion

function ComboExplosion ()


Monitor

function Monitor (Pawn P)


ProcessTouch

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

Overrides: UTProjectile.ProcessTouch


States

WaitForCombo

WaitForCombo.EndState

event EndState (name NextStateName)

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

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)