UE3:UTProj_TransDisc (UT3)
Object >> Actor >> Projectile >> UTProjectile >> UTProj_TransDisc |
- Package:
- UTGame
- Direct subclasses:
- UTProj_TransDisc_ContentBlue, UTProj_TransDisc_ContentRed
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Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
Properties
bNoAI
Type: bool
BounceSound
Type: SoundCue
BounceTemplate
Type: ParticleSystem
particle system played when the disc bounces off something
DisruptedController
Type: Controller
Who disrupted it
DisruptedEffect
Type: ParticleSystemComponent
Effect when it's broken
DisruptedLoop
Type: AudioComponent
DisruptedSound
Type: SoundCue
Integrity
Type: float
How much "Integrity" does it have
Default value: 2.0
LandEffects
Type: ParticleSystemComponent
When the disk has landed this system starts running
MyTranslocator
Type: UTWeap_Translocator
NextBeacon
Type: UTProj_TransDisc
Create a linked list of all beacons in the level
TLState
Type: ETLState
Modifiers: repnotify
TranslocationTarget
Type: Actor
for AI
TranslocationTargetLoc
Type: Object.Vector
Default values
Property | Value |
---|---|
bBounce | True |
bCheckProjectileLight | True |
bNetTemporary | False |
bProjTarget | True |
bSwitchToZeroCollision | False |
Buoyancy | 0.6 |
Components[1] | StaticMeshComponent'ProjectileMesh' |
LifeSpan | 0.0 |
MomentumTransfer | 50000.0 |
MyDamageType | Class'UTGame.UTDmgType_Telefrag' |
Physics | PHYS_Falling |
ProjectileLightClass | Class'UTGame.UTTranslocatorLight' |
Speed | 1330.0 |
TossZ | 155.0 |
Subobjects
CollisionCylinder
Class: Engine.CylinderComponent
Inherits from: UTProjectile.CollisionCylinder
Property | Value |
---|---|
CollideActors | True |
CollisionHeight | 2.0 |
CollisionRadius | 10.0 |
ProjectileMesh
Class: Engine.StaticMeshComponent
Property | Value | ||||||||
---|---|---|---|---|---|---|---|---|---|
bAcceptsLights | False | ||||||||
BlockActors | False | ||||||||
BlockRigidBody | False | ||||||||
bUseAsOccluder | False | ||||||||
CachedCullDistance | 6000.0 | ||||||||
CastShadow | False | ||||||||
CollideActors | False | ||||||||
CullDistance | 6000.0 | ||||||||
Translation |
|
Enums
ETLState
- TLS_None
- TLS_InAir
- TLS_OnGround
- TLS_Disrupted
Functions
Events
CreateProjectileLight
Overrides: UTProjectile.CreateProjectileLight
CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create light, even at low frame rates
Destroyed
Overrides: UTProjectile.Destroyed
HitWall
Overrides: Projectile.HitWall
Landed
Overrides: UTProjectile.Landed
When this disc lands, give it some bounce.
PostBeginPlay
Overrides: UTProjectile.PostBeginPlay
When this actor begins its life, play any ambient sounds attached to it
ReplicatedEvent
Overrides: Actor.ReplicatedEvent
ShutDown
Overrides: UTProjectile.Shutdown
Clean up
TakeDamage
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
BotTranslocate
Disrupted
EndMonitoring
IsMonitoring
MyOnParticleSystemFinished
Overrides: UTProjectile.MyOnParticleSystemFinished
ProcessTouch
Overrides: UTProjectile.ProcessTouch
Unlike most projectiles, when the TransDisc hits a pawn, have it bounce like it was a wall
Recall
Called from the UTWeap_Translocator to recall this disc
SetTranslocationTarget
SpawnBounceEffect
SpawnFlightEffects
Overrides: UTProjectile.SpawnFlightEffects
Spawns any effects needed for the flight of this projectile
SpawnTrail
States
MonitoringThrow
MonitoringThrow.Destroyed
Overrides: Destroyed (global)
MonitoringThrow.EndState
Overrides: Object.EndState (global)
Called immediately before going out of the current state, while within the GotoState() call that caused the state change, and before BeginState() is called within the new state.
MonitoringThrow.HitWall
Overrides: HitWall (global)
MonitoringThrow.Tick
Overrides: Actor.Tick (global)
MonitoringThrow.Touch
Overrides: Projectile.Touch (global)
MonitoringThrow.BotTranslocate
Overrides: BotTranslocate (global)
MonitoringThrow.EndMonitoring
Overrides: EndMonitoring (global)
MonitoringThrow.IsMonitoring
Overrides: IsMonitoring (global)