Always snap to grid

UE3:UTProj_VehicleShockBallBase (UT3)

From Unreal Wiki, The Unreal Engine Documentation Site
Revision as of 07:40, 23 May 2008 by (Talk)

(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search
UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_ShockBall >> UTProj_VehicleShockBallBase
Package: 
UTGameContent
Direct subclasses:
UTProj_VehicleShockBall, UTProj_SPMAShockBall

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

BeamTemplate[edit]

Type: ParticleSystem

template for the beam during a chain reaction

Default value: ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'

ChainReactionDelay[edit]

Type: float

How long to wait before continuing the chain

Default value: 0.25

EndPoint[edit]

Type: Object.Vector

Modifiers: repnotify

replicate InstigatorWeapon only to the player that fired it

InstigatorPlayerController[edit]

Type: PlayerController

cached cast of InstigatorController for replication test

InstigatorWeapon[edit]

Type: UTVWeap_ShockTurretBase

Modifiers: repnotify

Holds a link to the weapon that fired this gun

MaxChainReactionDist[edit]

Type: float

The maximum distance to search for a combo

Default value: 2500.0

Default values[edit]

Property Value
ComboAmmoCost 0
ComboDamage 200
ComboExplosionEffect Class'UTGameContent.UTEmit_VehicleShockCombo'
ComboRadius 525.0
Damage 25.0
DrawScale 0.7
MaxSpeed 1100.0
MomentumTransfer 25000.0
Speed 1100.0

Subobjects[edit]

CollisionCylinder[edit]

Class: Engine.CylinderComponent

Inherits from: UTProj_ShockBall.CollisionCylinder

No new values.

Functions[edit]

Events[edit]

Destroyed[edit]

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


PostBeginPlay[edit]

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

ReplicatedEvent[edit]

simulated event ReplicatedEvent (name VarName)

Overrides: UTProj_ShockBall.ReplicatedEvent


TakeDamage[edit]

event TakeDamage (int DamageAmount, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageTypeDamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)

Overrides: UTProj_ShockBall.TakeDamage

Look to see if this should be combo

Other instance functions[edit]

SpawnBeam[edit]

simulated function SpawnBeam ()


States[edit]

ChainReaction[edit]

ChainReaction.BeginState[edit]

event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Explode this ball and then find a new one to explode

ChainReaction.ShutDown[edit]

simulated event ShutDown ()

Overrides: UTProjectile.Shutdown (global)

Clean up

ChainReaction.ComboNextBall[edit]

function ComboNextBall ()

Explode the next ShockBall

WaitForCombo[edit]

WaitForCombo.Tick[edit]

event Tick (float DeltaTime)

Overrides: UTProj_ShockBall.WaitForCombo.Tick