My program doesn't have bugs. It just develops random features.
UE3:UTProj_TransDisc (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_TransDisc |
Contents
- 1 Properties
- 2 Enums
- 3 Functions
- 4 States
- Package:
- UTGame
- Direct subclasses:
- UTProj_TransDisc_ContentBlue, UTProj_TransDisc_ContentRed
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
bNoAI[edit]
Type: bool
BounceSound[edit]
Type: SoundCue
BounceTemplate[edit]
Type: ParticleSystem
particle system played when the disc bounces off something
DisruptedController[edit]
Type: Controller
Who disrupted it
DisruptedEffect[edit]
Type: ParticleSystemComponent
Effect when it's broken
DisruptedLoop[edit]
Type: AudioComponent
DisruptedSound[edit]
Type: SoundCue
Integrity[edit]
Type: float
How much "Integrity" does it have
Default value: 2.0
LandEffects[edit]
Type: ParticleSystemComponent
When the disk has landed this system starts running
MyTranslocator[edit]
Type: UTWeap_Translocator
NextBeacon[edit]
Type: UTProj_TransDisc
Create a linked list of all beacons in the level
TLState[edit]
Type: ETLState
Modifiers: repnotify
TranslocationTarget[edit]
Type: Actor
for AI
TranslocationTargetLoc[edit]
Type: Object.Vector
Default values[edit]
Property | Value |
---|---|
bBounce | True |
bCheckProjectileLight | True |
bNetTemporary | False |
bProjTarget | True |
bSwitchToZeroCollision | False |
Buoyancy | 0.6 |
Components[1] | StaticMeshComponent'ProjectileMesh' |
LifeSpan | 0.0 |
MomentumTransfer | 50000.0 |
MyDamageType | Class'UTGame.UTDmgType_Telefrag' |
Physics | PHYS_Falling |
ProjectileLightClass | Class'UTGame.UTTranslocatorLight' |
Speed | 1330.0 |
TossZ | 155.0 |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 2.0 |
CollisionRadius | 10.0 |
ProjectileMesh[edit]
Class: Engine.StaticMeshComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bAcceptsLights | False | ||||||||
BlockActors | False | ||||||||
BlockRigidBody | False | ||||||||
bUseAsOccluder | False | ||||||||
CachedCullDistance | 6000.0 | ||||||||
CastShadow | False | ||||||||
CollideActors | False | ||||||||
CullDistance | 6000.0 | ||||||||
Translation |
|
Enums[edit]
ETLState[edit]
- TLS_None
- TLS_InAir
- TLS_OnGround
- TLS_Disrupted
Functions[edit]
Events[edit]
CreateProjectileLight[edit]
Overrides: UTProjectile.CreateProjectileLight
CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create light, even at low frame rates
Destroyed[edit]
Overrides: UTProjectile.Destroyed
HitWall[edit]
Overrides: Projectile.HitWall
Landed[edit]
Overrides: UTProjectile.Landed
When this disc lands, give it some bounce.
PostBeginPlay[edit]
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ReplicatedEvent[edit]
Overrides: Actor.ReplicatedEvent
ShutDown[edit]
Overrides: UTProjectile.Shutdown
Clean up
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)
Other instance functions[edit]
BotTranslocate[edit]
Disrupted[edit]
EndMonitoring[edit]
IsMonitoring[edit]
MyOnParticleSystemFinished[edit]
Overrides: UTProjectile.MyOnParticleSystemFinished
ProcessTouch[edit]
Overrides: UTProjectile.ProcessTouch
Unlike most projectiles, when the TransDisc hits a pawn, have it bounce like it was a wall
Recall[edit]
Called from the UTWeap_Translocator to recall this disc
SetTranslocationTarget[edit]
SpawnBounceEffect[edit]
SpawnFlightEffects[edit]
Overrides: UTProjectile.SpawnFlightEffects
Spawns any effects needed for the flight of this projectile
SpawnTrail[edit]
States[edit]
MonitoringThrow[edit]
MonitoringThrow.Destroyed[edit]
Overrides: Destroyed (global)
MonitoringThrow.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.
MonitoringThrow.HitWall[edit]
Overrides: HitWall (global)
MonitoringThrow.Tick[edit]
Overrides: Actor.Tick (global)
MonitoringThrow.Touch[edit]
Overrides: Projectile.Touch (global)
MonitoringThrow.BotTranslocate[edit]
Overrides: BotTranslocate (global)
MonitoringThrow.EndMonitoring[edit]
Overrides: EndMonitoring (global)
MonitoringThrow.IsMonitoring[edit]
Overrides: IsMonitoring (global)