UE1:UPakRocket (RTNP)
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Object >> Actor >> Projectile >> UPakRocket |
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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 |
| ||||
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)