Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE3:UTProj_ViperBolt (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_ViperBolt |
- Package:
- UTGameContent
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties[edit]
Bounces[edit]
Type: int
- of times they can bounce
Default value: 3
BounceTemplate[edit]
Type: ParticleSystem
Default value: ParticleSystem'VH_NecrisManta.Effects.PS_Viper_Gun_Impact'
ImpactEffects[edit]
Type: array<ParticleSystemComponent>
reference to impact effect we created; we wait for this before being destroyed
Default values[edit]
Property | Value |
---|---|
AccelRate | 16000.0 |
bBounce | True |
bRotationFollowsVelocity | True |
CheckRadius | 30.0 |
Damage | 36.0 |
DrawScale | 1.2 |
ExplosionSound | SoundCue'A_Vehicle_Viper.Cue.A_Vehicle_Viper_PrimaryFireImpactCue' |
LifeSpan | 1.6 |
MaxSpeed | 7000.0 |
MomentumTransfer | 4000.0 |
MyDamageType | Class'UTGameContent.UTDmgType_ViperBolt' |
ProjExplosionTemplate | ParticleSystem'VH_NecrisManta.Effects.PS_Viper_Gun_Impact' |
ProjFlightTemplate | ParticleSystem'VH_NecrisManta.Effects.PS_Viper_Projectile' |
Subobjects[edit]
CollisionCylinder[edit]
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions[edit]
Events[edit]
HitWall[edit]
Overrides: Projectile.HitWall
Landed[edit]
Overrides: UTProjectile.Landed
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.
Other instance functions[edit]
MyOnParticleSystemFinished[edit]
Overrides: UTProjectile.MyOnParticleSystemFinished
SpawnExplosionEffects[edit]
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects