Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
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
Bounces
Type: int
- of times they can bounce
Default value: 3
BounceTemplate
Type: ParticleSystem
Default value: ParticleSystem'VH_NecrisManta.Effects.PS_Viper_Gun_Impact'
ImpactEffects
Type: array<ParticleSystemComponent>
reference to impact effect we created; we wait for this before being destroyed
Default values
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
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
No new values.
Functions
Events
HitWall
Overrides: Projectile.HitWall
Landed
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
MyOnParticleSystemFinished
Overrides: UTProjectile.MyOnParticleSystemFinished
SpawnExplosionEffects
Overrides: UTProjectile.SpawnExplosionEffects
Spawn Explosion Effects