Always snap to grid
UE3:UTProj_SpiderMineBase (UT3)
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
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties
AttackScreechSoundComponent
Type: AudioComponent
The battle cry
bClosedDown
Type: bool
bGoToTargetLoc
Type: bool
bReturnedToTrap
Type: bool
set when the mine is being destroyed because it successfully returned to a trap (so don't play explosion effects)
bReturning
Type: bool
set when mine is trying to return to its trap
DetectionRange
Type: float
check for targets within this many units of us
Default value: 750.0
DetectionTimer
Type: float
check target every this many seconds
Default value: 0.5
HeightOffset
Type: float
KeepTargetExtraRange
Type: float
extra range beyond DetectionRange in which we keep an already acquired target
Default value: 250.0
Lifeline
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
Type: SkeletalMeshComponent
MinSpiderFloorZ
Type: float
Minimum floor normal.Z that spider can walk on
Default value: 0.1
ReturnToTrapDelay
Type: float
mine starts returning to its trap (if it has one) after this many seconds of inactivity
Default value: 5.0
ScurryAnimRate
Type: float
Default value: 1.0
ScurrySpeed
Type: float
Default value: 525.0
TargetLoc
Type: Object.Vector
TargetLocFuzz
Type: int
Default value: 250
TargetPawn
Type: Pawn
TeamNum
Type: int
WalkingSoundComponent
Type: AudioComponent
looping walk sound
Default values
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
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions
Events
Attach
Overrides: Actor.Attach
Destroyed
Overrides: UTProjectile.Destroyed
Detach
Overrides: Actor.Detach
HitWall
Overrides: Projectile.HitWall
PhysicsVolumeChange
Overrides: Actor.PhysicsVolumeChange
PostBeginPlay
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ScriptGetTeamNum
Overrides: Actor.ScriptGetTeamNum
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)
TornOff
Overrides: UTProjectile.TornOff
Other instance functions
AcquireTarget
AdjustSpeed
Explode
Overrides: UTProjectile.Explode
Explode this Projectile
Init
Overrides: UTProjectile.Init
Initialize the Projectile
OnSameTeam
PlayAnim
ProcessTouch
Overrides: UTProjectile.ProcessTouch
SetScurryTarget
NewInstigator is asking the mine to go to NewTargetLoc
Returns:
- whether the mine will follow the request
StopAnim
WarnTarget
States
Flying
Modifiers: auto
Flying.BeginState
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
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
Overrides: HitWall (global)
Flying.Landed
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
Modifiers: simulated
OnGround.BeginState
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
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
Overrides: Actor.Timer (global)
OnGround.ReturnToTrap
returns the spider mine to its trap, if it has one
OnGround.SetScurryTarget
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
Extends: Scurrying
Modifiers: simulated
Returning.BeginState
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
Overrides: Actor.Bump (global)
Returning.EndState
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
Overrides: Scurrying.Timer
Scurrying
Modifiers: simulated
Scurrying.BeginState
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
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
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
Overrides: Actor.Timer (global)
ScurryToTargetLoc
Extends: Scurrying
Modifiers: simulated
ScurryToTargetLoc.EndState
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
Overrides: Scurrying.Timer
ScurryToTargetLoc.SetScurryTarget
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