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UE3:UTProj_ViperBolt (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_ViperBolt
Package: 
UTGameContent

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

Properties

Bounces

Type: int

  1. 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

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Projectile.HitWall


Landed

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

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

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


SpawnExplosionEffects

simulated function SpawnExplosionEffects (Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: UTProjectile.SpawnExplosionEffects

Spawn Explosion Effects