Gah - a solution with more questions. – EntropicLqd
UE3:UTVehicleShield (UDK)
From Unreal Wiki, The Unreal Engine Documentation Site
Object >> Actor >> UTWeaponShield >> UTVehicleShield |
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
shield that vehicles can attach to themselves and activate/deactivate
Properties[edit]
ActivatedSound[edit]
Type: SoundCue
AmbientComponent[edit]
Type: AudioComponent
bFullyActive[edit]
Type: bool
DeactivatedSound[edit]
Type: SoundCue
ShieldActivatedTime[edit]
Type: float
Default value: 1.8
ShieldEffectComponent[edit]
Type: ParticleSystemComponent
Default values[edit]
Property | Value |
---|---|
bCollideActors | False |
bHardAttach | True |
bHidden | True |
Functions[edit]
Events[edit]
TakeDamage[edit]
event TakeDamage (int Damage, Controller EventInstigator, Object.Vector HitLocation, Object.Vector Momentum, class<DamageType> DamageType, optional Actor.TraceHitInfo HitInfo, optional Actor DamageCauser)
Overrides: Actor.TakeDamage
(Description copied from Actor.TakeDamage)
apply some amount of damage to this actor
Parameters:
- DamageAmount - 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]
SetActive[edit]
function SetActive (bool bNowActive)
turns the shield on or off
ShieldFullyOnline[edit]
simulated function ShieldFullyOnline ()