Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTProj_ShockBall (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_ShockBall |
Contents
- Package:
- UTGame
- Direct subclasses:
- UTProj_LeviathanShockBall, UTProj_TurretShockBall, UTProj_VehicleShockBallBase, UTProj_HeroShockBall
- This class in other games:
- UDK
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
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 |
Functions
Events
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
Overrides: Actor.ReplicatedEvent
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
ComboExplosion
Monitor
ProcessTouch
Overrides: UTProjectile.ProcessTouch
States
WaitForCombo
WaitForCombo.EndState
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
Overrides: Actor.Tick (global)