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UE3:UTProj_StingerShard (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_StingerShard |
Contents
- Package:
- UTGame
- Direct subclasses:
- UTProj_LeviathanShard, UTProj_TurretShard
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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Property group 'UTProj_StingerShard'[edit]
SpikeVictimVelFactor[edit]
Type: float
Default value: 0.5
Internal variables[edit]
BaseActor[edit]
Type: Actor
Used to keep track of what actor to base ourselves on
bCanCreateSpike[edit]
Type: bool
Used to prevent rare infinite recursion when spiking overlapping dead bodies
bSpiked[edit]
Type: bool
This is true if this projectile is currently spiking a victim
MyMesh[edit]
Type: StaticMeshComponent
We need a pointer to our mesh component so we can switch collision when we create the constraint
Default value: StaticMeshComponent'ProjectileMesh'
OldLocation[edit]
Type: Object.Vector
ShardVictimConstraint[edit]
Type: RB_ConstraintActor
This holds a link to our Constraint Actor
Default values[edit]
Property | Value |
---|---|
AccelRate | 4500.0 |
CheckRadius | 27.0 |
Components[1] | StaticMeshComponent'ProjectileMesh' |
Damage | 38.0 |
LifeSpan | 10.0 |
MaxEffectDistance | 7000.0 |
MaxSpeed | 4000.0 |
MomentumTransfer | 70000.0 |
MyDamageType | Class'UTGame.UTDmgType_StingerShard' |
ProjExplosionTemplate | ParticleSystem'WP_Stinger.Particles.P_WP_Stinger_AltFire_Surface_Impact' |
Speed | 2500.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
ProjectileMesh[edit]
Class: Engine.StaticMeshComponent
Property | Value |
---|---|
bAcceptsLights | False |
BlockActors | False |
BlockRigidBody | False |
bUseAsOccluder | False |
CachedCullDistance | 12000.0 |
CastShadow | False |
CollideActors | False |
CullDistance | 12000.0 |
Scale | 1.5 |
StaticMesh | StaticMesh'WP_Stinger.Mesh.S_WP_StingerShard' |
Functions[edit]
Static functions[edit]
CreateSpike[edit]
This function creates the actual spike in the world. A duplicate Shard projectile is spawned and that projectile is used to spike the pawn. We use a secondary actor in order to avoid having to wait for replication to occur since this actor is spawned client-side
FindNearestBone[edit]
Events[edit]
Destroyed[edit]
Overrides: UTProjectile.Destroyed
Insure that our constraint is destroyed when we are destroyed
HitWall[edit]
Overrides: Projectile.HitWall
We have to override HitWall in order to store a pointer to the actor that we hit (in the case of non-world geometry). This way we can be stuck to tanks, etc.
PostBeginPlay[edit]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
Shutdown[edit]
Overrides: UTProjectile.Shutdown
Make sure to set our base properly
Other instance functions[edit]
AdjustPhysicsForHit[edit]
Setup this projectile's physics after it has spiked a victim
ClientSideTouch[edit]
This function is called when the touch occurs locally in a remote client. It checks to see if the pawn is already ragdolling and if so, spikes it again
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
We only want to process the touch if we are not spike and we are not a remote client. In the case of a remote client, ClientTouch should be used.
SpikeVictim[edit]
This function is responsible for creating the constraint between the projectile and the victim.