UE1:UPakRocket (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
RTNP Object >> Actor >> Projectile >> UPakRocket
Package:
UPak
Direct subclass:
TowRocket

UPakRocket.uc $Author: Deb $ $Date: 4/23/99 12:14p $ $Revision: 1 $

Properties

bBubbling

Type: bool


bHitWater

Type: bool


bRing

Type: bool


bSmoking

Type: bool


bWaterStart

Type: bool


Count

Type: float


InitialDir

Type: Object.Vector


MagnitudeVel

Type: float


NumExtraRockets

Type: int


OldVel

Type: Object.Vector


Sequence

Type: int


SmokeRate

Type: float


SpeedModifier

Type: float


Default values

Property Value
AmbientGlow 96
AnimSequence 'Armed'
bBounce True
bFixedRotationDir True
bProjTarget True
bUnlit True
CollisionHeight 2.0
CollisionRadius 8.5
Damage 80.0
LifeSpan 0.0
MaxSpeed 2500.0
Mesh LodMesh'UPak.rocketL'
MomentumTransfer 8500
RemoteRole ROLE_SimulatedProxy
RotationRate
Member Value
Roll 95000
SoundRadius 128
SoundVolume 255
Speed 850.0

Functions

Events

PostBeginPlay

event PostBeginPlay ()

Overrides: Actor.PostBeginPlay


Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

ControlledHurtRadius

function ControlledHurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, Object.Vector HitLocation)


ControlledHurtRadiusNoRJ

function ControlledHurtRadiusNoRJ (float DamageAmount, float DamageRadius, name DamageName, float Momentum, Object.Vector HitLocation)


States

Flying

Modifiers: auto

Flying.AnimEnd

simulated event AnimEnd ()

Overrides: Actor.AnimEnd (global)


Flying.BeginState

event BeginState ()

Overrides: Object.BeginState (global)


Flying.ZoneChange

simulated event ZoneChange (ZoneInfo NewZone)

Overrides: Actor.ZoneChange (global)


Flying.Explode

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

Overrides: Projectile.Explode (global)


Flying.ProcessTouch

simulated function ProcessTouch (Actor Other, Object.Vector HitLocation)

Overrides: Projectile.ProcessTouch (global)