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User:Wormbo/NetworkProjectileSpawner
Contents
- 1 Properties
- 1.1 Property group 'NetworkProjectileSpawner'
- 1.2 Property group 'ProjectileDamage'
- 1.3 Property group 'ProjectileDestination'
- 1.4 Property group 'ProjectileEffects'
- 1.5 Property group 'ProjectileLook'
- 1.6 Property group 'ProjectileMovement'
- 1.7 Property group 'ProjectileProperties'
- 1.8 Property group 'ProjectileSounds'
- 1.8.1 BounceSound
- 1.8.2 BounceSoundPitch
- 1.8.3 BounceSoundRadius
- 1.8.4 BounceSoundVolume
- 1.8.5 ExplosionSound
- 1.8.6 ExplosionSoundPitch
- 1.8.7 ExplosionSoundRadius
- 1.8.8 ExplosionSoundVolume
- 1.8.9 FlightAmbientSound
- 1.8.10 FlightAmbientSoundPitch
- 1.8.11 FlightAmbientSoundRadius
- 1.8.12 FlightAmbientSoundVolume
- 1.8.13 SpawnSound
- 1.8.14 SpawnSoundPitch
- 1.8.15 SpawnSoundRadius
- 1.8.16 SpawnSoundVolume
- 2 States
- Package:
- NetworkProjectileSpawner
An advanced network-compatible projectile spawner. Instead of specifying a projectile class to spawn, this spawner lets the mapper configure projectile properties manually to allow for a great amount of flexibility.
This actor can be downloaded separately from my website and is also included in Crusha's Ultimate Mapping Tools.
Properties
Property group 'NetworkProjectileSpawner'
bInitiallyEnabled
Type: bool
Initial enabled state for TriggerToggle and TriggerControl states.
bStartSpawningImmediately
Type: bool
Triggering immediately starts spawning. Otherwise wait for spawn interval to pass.
Build
Type: string
Modifiers: const, editconst
Shows the time when I last compiled the package.
Default value: (date and time in the format "YYYY-MM-DD HH:MM")
MaxBurstAmount
Type: int
Maximum number of projectiles to spawn in TriggerBurst state.
Default value: 1
MaxBurstDuration
Type: float
Maximum duration to spawn projectiles in TriggerBurst state.
Default value: 1.0
SpawnInterval
Type: Object.Range
Time between projectile spawns.
Default value:
Member | Value |
---|---|
Max | 1.0 |
Min | 1.0 |
Property group 'ProjectileDamage'
bReflectableProjectile
Type: bool
Whether the projectile will bounce off the shieldgun shield.
Damage
Type: int
Amount of impact/explosion damage.
DamageMomentum
Type: float
Impact/explosion momentum.
DamageRadius
Type: float
Explosion damage radius.
DamageType
Type: class<DamageType>
The damage type to use for impact/explosion damage.
Default value: Class'Engine.DamageType'
ReflectionCost
Type: int
The amount of shield energy this projectile draws when it is reflected by a shieldgun shield.
Default value: 10
Property group 'ProjectileDestination'
bRandomDestination
Type: bool
Whether to randomly pick a destination actor, in case more than one matched the DestinationTag. If disabled, destinations are cycled in order.
Default value: True
bStartWithFirstDestination
Type: bool
Always start with the first destination when beginning to spawn projectiles.
DestinationTag
Type: name
Tag or name of a destination actor for spawned projectiles. If not specified, spawner rotation is used instead.
The spawner will always aim spawned projectiles directly at the destination actor and then apply direction randomness. That means it is unlikely the projectile will hit a moving destination actor.
DirectionRandomness
Type: float
Amount of randomness added to direction. (0.0-1.0)
Property group 'ProjectileEffects'
BounceEffectClass
Effect class to spawn when the projectile bounces off a wall.
ExplosionDecal
Decal to spawn on explosion.
ExplosionEffectClass
Effect to spawn on explosion.
ExploWallOut
Type: float
The explosion is moved away from the impact location by this distance.
ProjectileLightBrightness
Type: float
LightBrightness for the projectile.
ProjectileLightEffect
Type: Actor.ELightEffect
LightEffect for the projectile.
ProjectileLightHue
Type: byte
LightHue for the projectile.
ProjectileLightRadius
Type: float
LightRadius for the projectile.
ProjectileLightSaturation
Type: byte
LightSaturation for the projectile.
Property group 'ProjectileLook'
bProjectileUnlit
Type: bool
Whether the projectile should be unlit.
Default value: True
ProjectileAmbientGlow
Type: byte
AmbientGlow for the projectile.
ProjectileMesh
Type: Mesh
Mesh for the projectile.
ProjectilePrePivot
Type: Object.Vector
PrePivot for the projectile
ProjectileRenderStyle
Type: Actor.ERenderStyle
Render style of the projectile.
Default value: STY_Normal
ProjectileScale
Type: float
DrawScale for the projectile.
Default value: 1.0
ProjectileScale3D
Type: Object.Vector
DrawSCale3D for the projectile mesh.
Default value:
Member | Value |
---|---|
X | 1.0 |
Y | 1.0 |
Z | 1.0 |
ProjectileSkins
Skins list for the projectile mesh.
ProjectileSprite
Type: Material
Sprite texture for the projectile.
ProjectileStaticMesh
Type: StaticMesh
StaticMesh for the projectile.
TrailEffectClass
Trailer effect class to spawn for the projectile.
Property group 'ProjectileMovement'
AccelRate
Type: float
Projectile acceleration. Negative means backwards.
bApplyGravity
Type: bool
Whether to apply gravity to the projectile.
bApplyGravityAfterBounce
Type: bool
Whether to start applying gravity to the projectile after its first bounce off a wall.
bApplyTerminalVelocity
Type: bool
Whether the terminal velocity of the projectile's current PhysicsVolume should be applied.
Default value: True
bFaceMovementDirection
Type: bool
Should the projectile always be rotated to face its movement direction?
Default value: True
BounceDampenFactor
Type: float
How much of the projectile's speed should be retained when it bounces off a wall.
Default value: 0.5
BounceDampenFactorParallel
Type: float
How much of the projectile's speed perpendicular to the wall should be retained when if bounces. Default value: 0.8
InitialVelocity
Type: Object.Vector
Initial projectile speed, relative to spawner rotation. Negative X means move backwards, Y/Z move sideways.
Default value:
Member | Value |
---|---|
X | 1000.0 |
MaxNumBounces
Type: int
Maximum number of bounces.
MaxSpeed
Type: float
Projectile's maximum movement speed.
Default value: 2000.0
MinBounceSpeed
Type: float
If the projectile hits the ground and the velocity after bounce is lower than this, the projectile will stop.
ProjectileRotationRate
Type: Object.Rotator
RotationRate for the projectile.
Property group 'ProjectileProperties'
bProjectileNetTemporary
Type: bool
Whether projectiles should be net-temporary.
Default value: True
bUseTriggerInstigator
Type: bool
Set the player who (un)triggered the spawner as projectile instigator.
ProjectileLifeSpan
Type: float
Projectile life time.
Default value: 10.0
ProjectileTag
Type: name
A Tag value to assign to spawned projectiles, e.g. if you want to destroy them via scripted actions.
Property group 'ProjectileSounds'
BounceSound
Type: Sound
Projectile impact sound.
BounceSoundPitch
Type: float
Default value: 1.0
BounceSoundRadius
Type: float
Default value: 300.0
BounceSoundVolume
Type: float
Default value: 0.3
ExplosionSound
Type: Sound
Projectile impact sound.
ExplosionSoundPitch
Type: float
Default value: 1.0
ExplosionSoundRadius
Type: float
Default value: 300.0
ExplosionSoundVolume
Type: float
Default value: 0.3
FlightAmbientSound
Type: Sound
Projectile ambient sound.
FlightAmbientSoundPitch
Type: byte
Default value: 64
FlightAmbientSoundRadius
Type: float
Default value: 64.0
FlightAmbientSoundVolume
Type: byte
Default value: 128
SpawnSound
Type: Sound
Projectile spawn sound.
SpawnSoundPitch
Type: float
Default value: 1.0
SpawnSoundRadius
Type: float
Default value: 300.0
SpawnSoundVolume
Type: float
Default value: 0.3
States
By default the spawner just keeps spawning projectiles and triggering has no effect. Pick one of the following states as InitialState to gain more control over the spawner's behavior.
TriggerBurst
Starts spawning projectiles when triggered and stops when either the maximum burst duration or amount is reached, whichever happens first.
TriggerControl
Starts spawning projectiles when triggered, stops when untriggered.
TriggerToggle
Starts spawning projectiles when triggered, stops when triggered again.