UE3:UTVehicleShield (UT3): Difference between revisions

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'''Default value:''' 1.0
'''Default value:''' 1.8


====ShieldEffectComponent====
====ShieldEffectComponent====

Latest revision as of 07:40, 23 May 2008

UT3 Object >> Actor >> UTWeaponShield >> UTVehicleShield
Package:
UTGame
Direct subclasses:
UTLeviathanShield, UTPaladinShield
This class in other games:

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<DamageTypeDamageType, 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 ()