UE3:UTProj_TransDisc (UT3)

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UT3 Object >> Actor >> Projectile >> UTProjectile >> UTProj_TransDisc
Package:
UTGame
Direct subclasses:
UTProj_TransDisc_ContentBlue, UTProj_TransDisc_ContentRed

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
Member Value
X 0.0
Y 0.0
Z 2.0

Enums

ETLState

TLS_None
TLS_InAir
TLS_OnGround
TLS_Disrupted

Functions

Events

CreateProjectileLight

simulated event CreateProjectileLight ()

Overrides: UTProjectile.CreateProjectileLight

CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create light, even at low frame rates

Destroyed

simulated event Destroyed ()

Overrides: UTProjectile.Destroyed


HitWall

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: Projectile.HitWall


Landed

simulated event Landed (Object.Vector HitNormal, Actor FloorActor)

Overrides: UTProjectile.Landed

When this disc lands, give it some bounce.

PostBeginPlay

simulated event PostBeginPlay ()

Overrides: UTProjectile.PostBeginPlay

When this actor begins its life, play any ambient sounds attached to it

ReplicatedEvent

simulated event ReplicatedEvent (name VarName)

Overrides: Actor.ReplicatedEvent


ShutDown

simulated event ShutDown ()

Overrides: UTProjectile.Shutdown

Clean up

TakeDamage

event TakeDamage (int DamageAmount, 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

BotTranslocate

function BotTranslocate ()


Disrupted

simulated function bool Disrupted ()


EndMonitoring

function EndMonitoring ()


IsMonitoring

function bool IsMonitoring (Actor A)


MyOnParticleSystemFinished

simulated function MyOnParticleSystemFinished (ParticleSystemComponent PSC)

Overrides: UTProjectile.MyOnParticleSystemFinished


ProcessTouch

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

Overrides: UTProjectile.ProcessTouch

Unlike most projectiles, when the TransDisc hits a pawn, have it bounce like it was a wall

Recall

simulated function Recall ()

Called from the UTWeap_Translocator to recall this disc

SetTranslocationTarget

function SetTranslocationTarget (Actor T, Object.Vector Loc)


SpawnBounceEffect

simulated function SpawnBounceEffect (Object.Vector HitNormal)


SpawnFlightEffects

simulated function SpawnFlightEffects ()

Overrides: UTProjectile.SpawnFlightEffects

Spawns any effects needed for the flight of this projectile

SpawnTrail

simulated function SpawnTrail ()


States

MonitoringThrow

MonitoringThrow.Destroyed

simulated event Destroyed ()

Overrides: Destroyed (global)


MonitoringThrow.EndState

event EndState (name NextStateName)

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

simulated event HitWall (Object.Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)

Overrides: HitWall (global)


MonitoringThrow.Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


MonitoringThrow.Touch

simulated event Touch (Actor Other, PrimitiveComponent OtherComp, Object.Vector HitLocation, Object.Vector HitNormal)

Overrides: Projectile.Touch (global)


MonitoringThrow.BotTranslocate

function BotTranslocate ()

Overrides: BotTranslocate (global)


MonitoringThrow.EndMonitoring

function EndMonitoring ()

Overrides: EndMonitoring (global)


MonitoringThrow.IsMonitoring

function bool IsMonitoring (Actor A)

Overrides: IsMonitoring (global)