UE3:UTVehicleShield (UT3): Difference between revisions
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'''Default value:''' 1. | '''Default value:''' 1.8 | ||
====ShieldEffectComponent==== | ====ShieldEffectComponent==== |
Latest revision as of 07:40, 23 May 2008
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Object >> Actor >> UTWeaponShield >> UTVehicleShield |
- Package:
- UTGame
- Direct subclasses:
- UTLeviathanShield, UTPaladinShield
- This class in other games:
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
Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
ActivatedSound
Type: SoundCue
AmbientComponent
Type: AudioComponent
bFullyActive
Type: bool
DeactivatedSound
Type: SoundCue
ShieldActivatedTime
Type: float
Default value: 1.8
ShieldEffectComponent
Type: ParticleSystemComponent
Default values
Property | Value |
---|---|
bCollideActors | False |
bHardAttach | True |
bHidden | True |
Functions
Events
TakeDamage
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:
- Damage - 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
SetActive
function SetActive (bool bNowActive)
turns the shield on or off
ShieldFullyOnline
simulated function ShieldFullyOnline ()