Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
Difference between revisions of "UE3:UTProj SpiderMineBase (UT3)"
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{{autogenerated}} | {{autogenerated}} | ||
− | Copyright 1998- | + | Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. |
==Properties== | ==Properties== | ||
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Initialize the Projectile | Initialize the Projectile | ||
+ | |||
+ | ====OnSameTeam==== | ||
+ | {{code|simulated function [[bool]] '''OnSameTeam''' ({{cl|Actor}} '''Other''')}} | ||
+ | |||
+ | <!-- enter function description --> | ||
====PlayAnim==== | ====PlayAnim==== |
Latest revision as of 05:30, 16 August 2009
Object >> Actor >> Projectile >> UTProjectile >> UTProj_SpiderMineBase |
Contents
- 1 Properties
- 1.1 AttackScreechSoundComponent
- 1.2 bClosedDown
- 1.3 bGoToTargetLoc
- 1.4 bReturnedToTrap
- 1.5 bReturning
- 1.6 DetectionRange
- 1.7 DetectionTimer
- 1.8 HeightOffset
- 1.9 KeepTargetExtraRange
- 1.10 Lifeline
- 1.11 Mesh
- 1.12 MinSpiderFloorZ
- 1.13 ReturnToTrapDelay
- 1.14 ScurryAnimRate
- 1.15 ScurrySpeed
- 1.16 TargetLoc
- 1.17 TargetLocFuzz
- 1.18 TargetPawn
- 1.19 TeamNum
- 1.20 WalkingSoundComponent
- 1.21 Default values
- 1.22 Subobjects
- 2 Functions
- 3 States
- Package:
- UTGame
- Direct subclass:
- UTProj_SpiderMine
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
AttackScreechSoundComponent[edit]
Type: AudioComponent
The battle cry
bClosedDown[edit]
Type: bool
bGoToTargetLoc[edit]
Type: bool
bReturnedToTrap[edit]
Type: bool
set when the mine is being destroyed because it successfully returned to a trap (so don't play explosion effects)
bReturning[edit]
Type: bool
set when mine is trying to return to its trap
DetectionRange[edit]
Type: float
check for targets within this many units of us
Default value: 750.0
DetectionTimer[edit]
Type: float
check target every this many seconds
Default value: 0.5
HeightOffset[edit]
Type: float
KeepTargetExtraRange[edit]
Type: float
extra range beyond DetectionRange in which we keep an already acquired target
Default value: 250.0
Lifeline[edit]
Type: UTSpiderMineTrap
the UTSpiderMineTrap that this mine is bound to. If it becomes None, the mine will blow itself up The mine will return to it if it has nothing to do
Mesh[edit]
Type: SkeletalMeshComponent
MinSpiderFloorZ[edit]
Type: float
Minimum floor normal.Z that spider can walk on
Default value: 0.1
ReturnToTrapDelay[edit]
Type: float
mine starts returning to its trap (if it has one) after this many seconds of inactivity
Default value: 5.0
ScurryAnimRate[edit]
Type: float
Default value: 1.0
ScurrySpeed[edit]
Type: float
Default value: 525.0
TargetLoc[edit]
Type: Object.Vector
TargetLocFuzz[edit]
Type: int
Default value: 250
TargetPawn[edit]
Type: Pawn
TeamNum[edit]
Type: int
WalkingSoundComponent[edit]
Type: AudioComponent
looping walk sound
Default values[edit]
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bBlockActors | True | ||||||||
bBounce | True | ||||||||
bHardAttach | True | ||||||||
bNetTemporary | False | ||||||||
bProjTarget | True | ||||||||
bSwitchToZeroCollision | False | ||||||||
bUpdateSimulatedPosition | True | ||||||||
Damage | 95.0 | ||||||||
DamageRadius | 250.0 | ||||||||
LifeSpan | 0.0 | ||||||||
MaxSpeed | 800.0 | ||||||||
MomentumTransfer | 50000.0 | ||||||||
Physics | PHYS_Falling | ||||||||
RotationRate |
|
||||||||
Speed | 800.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions[edit]
Events[edit]
Attach[edit]
Overrides: Actor.Attach
Destroyed[edit]
Overrides: UTProjectile.Destroyed
Detach[edit]
Overrides: Actor.Detach
HitWall[edit]
Overrides: Projectile.HitWall
PhysicsVolumeChange[edit]
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay[edit]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ScriptGetTeamNum[edit]
Overrides: Actor.ScriptGetTeamNum
TakeDamage[edit]
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)
TornOff[edit]
Overrides: UTProjectile.TornOff
Other instance functions[edit]
AcquireTarget[edit]
AdjustSpeed[edit]
Explode[edit]
Overrides: UTProjectile.Explode
Explode this Projectile
Init[edit]
Overrides: UTProjectile.Init
Initialize the Projectile
OnSameTeam[edit]
PlayAnim[edit]
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
SetScurryTarget[edit]
NewInstigator is asking the mine to go to NewTargetLoc
Returns:
- whether the mine will follow the request
StopAnim[edit]
WarnTarget[edit]
States[edit]
Flying[edit]
Modifiers: auto
Flying.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Flying.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.
Flying.HitWall[edit]
Overrides: HitWall (global)
Flying.Landed[edit]
Overrides: UTProjectile.Landed (global)
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.
OnGround[edit]
Modifiers: simulated
OnGround.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
OnGround.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.
OnGround.Timer[edit]
Overrides: Actor.Timer (global)
OnGround.ReturnToTrap[edit]
returns the spider mine to its trap, if it has one
OnGround.SetScurryTarget[edit]
Overrides: SetScurryTarget (global)
(Description copied from UTProj_SpiderMineBase.SetScurryTarget)
NewInstigator is asking the mine to go to NewTargetLoc
Returns:
- whether the mine will follow the request
Returning[edit]
Extends: Scurrying
Modifiers: simulated
Returning.BeginState[edit]
Overrides: Scurrying.BeginState
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Returning.Bump[edit]
Overrides: Actor.Bump (global)
Returning.EndState[edit]
Overrides: Scurrying.EndState
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.
Returning.Timer[edit]
Overrides: Scurrying.Timer
Scurrying[edit]
Modifiers: simulated
Scurrying.BeginState[edit]
Overrides: Object.BeginState (global)
Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).
Scurrying.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.
Scurrying.Landed[edit]
Overrides: UTProjectile.Landed (global)
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.
Scurrying.Timer[edit]
Overrides: Actor.Timer (global)
ScurryToTargetLoc[edit]
Extends: Scurrying
Modifiers: simulated
ScurryToTargetLoc.EndState[edit]
Overrides: Scurrying.EndState
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.
ScurryToTargetLoc.Timer[edit]
Overrides: Scurrying.Timer
ScurryToTargetLoc.SetScurryTarget[edit]
Overrides: SetScurryTarget (global)
(Description copied from UTProj_SpiderMineBase.SetScurryTarget)
NewInstigator is asking the mine to go to NewTargetLoc
Returns:
- whether the mine will follow the request