UE2:Projectile (UT2004): Difference between revisions
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A delayed-hit projectile that moves around for some time after it is created. | A delayed-hit projectile that moves around for some time after it is created. | ||
{{expand}} | |||
==Properties== | ==Properties== | ||
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'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
Used to prevent effects when projectiles are destroyed. (see e.g. {{cl|LimitationVolume}}) | |||
====bReadyToSplash==== | ====bReadyToSplash==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
Set during {{tl|PostBeginPlay}}() to prevent the projectile from causing a splash effect at spawn-time. | |||
====bScriptPostRender==== | ====bScriptPostRender==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
If true, {{tl|PostRender2D}}() gets called for the projectile. Actually only used by the {{cl|ONSAVRiLRocket}} to highlight incoming AVRiLs for [[liandri:Cicada|Cicada]] gunners ({{cl|ONSDualACGatlingGunPawn}}). | |||
====bSpecialCalcView==== | ====bSpecialCalcView==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
Use the projectile's {{tl|SpecialCalcView}} function instead of letting the {{cl|PlayerController}} handle the camera | |||
====bSwitchToZeroCollision==== | ====bSwitchToZeroCollision==== | ||
'''Type:''' [[bool]] | '''Type:''' [[bool]] | ||
If the projectile's collision cylinder is non-zero and it hits an actor with {{tl|bBlockNonZeroExtentTraces||Actor properties}}=''False'', try collision with zero-extent collision instead. | |||
====Damage==== | ====Damage==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
The projectile's impact damage. | |||
====DamageRadius==== | ====DamageRadius==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
The projectile's explosion damage radius. | |||
'''Default value:''' 220.0 | '''Default value:''' 220.0 | ||
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'''Type:''' [[class]]<{{cl|Projector}}> | '''Type:''' [[class]]<{{cl|Projector}}> | ||
A decal to spawn when hitting a wall. | |||
====ExploWallOut==== | ====ExploWallOut==== | ||
'''Type:''' [[float]] | '''Type:''' [[float]] | ||
The actual explosion center is moved away from the wall impact location along the hit normal by this amount. This prevents visibility test traces from getting stuck in the wall. | |||
====HurtWall==== | ====HurtWall==== | ||
'''Type:''' {{cl|Actor}} | '''Type:''' {{cl|Actor}} | ||
Set during {{tl|HitWall}} if the "wall" is not world geometry. The radius damage to this actor is not reduced by distance. | |||
====ImpactSound==== | ====ImpactSound==== | ||
'''Type:''' {{cl|Sound}} | '''Type:''' {{cl|Sound}} | ||
A sound effect to play when exploding. | |||
====InstigatorController==== | ====InstigatorController==== | ||
'''Type:''' {{cl|Controller}} | '''Type:''' {{cl|Controller}} | ||
The Controller of the {{tl|Instigator||Actor internal variables}}. This is set at spawn-time so long living projectiles can be associated with their owning player even if that player dies before the projectile causes damage. | |||
====LastTouched==== | ====LastTouched==== | ||
'''Type:''' {{cl|Actor}} | '''Type:''' {{cl|Actor}} | ||
Set during {{tl|Touch}} to the touched actor. The radius damage to this actor is not reduced by distance. | |||
====MaxEffectDistance==== | ====MaxEffectDistance==== | ||
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'''Type:''' [[class]]<{{cl|DamageType}}> | '''Type:''' [[class]]<{{cl|DamageType}}> | ||
This projectile's damage type. | |||
'''Default value:''' [[Types#Class|Class]]'{{cl|DamageType|Engine}}' | '''Default value:''' [[Types#Class|Class]]'{{cl|DamageType|Engine}}' | ||
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{{code|simulated static function [[float]] '''GetRange''' ()}} | {{code|simulated static function [[float]] '''GetRange''' ()}} | ||
Calculates and returns the projectile's range, based on the default {{tl|MaxSpeed}} and {{tl|LifeSpan||Actor properties}}. If the projectile has an infinite default lifespan (0.0), a range of 15000.0 is assumed. | |||
===Events=== | ===Events=== |
Latest revision as of 14:29, 28 November 2008
- Package:
- Engine
- Direct subclasses:
- FlakChunk, BioGlob, FX_SpaceFighter_InstantHitLaser, Flakshell, GasBagBelch, Grenade, KrallBolt, LinkProjectile, ONSAVRiLRocket, ONSAttackCraftMissle, ONSBomb, ONSBomberRocketProjectile, ONSDecoy, ONSDualACRocket, ONSGrenadeProjectile, ONSMASRocketProjectile, ONSMineProjectile, ONSMortarShell, ONSPlasmaProjectile, ONSRVWebProjectile, ONSRocketProjectile, PROJ_LinkTurret_Plasma, PROJ_Sentinel_Laser, PROJ_SpaceFighter_Rocket, PROJ_TurretSkaarjPlasma, RedeemerProjectile, RocketProj, ShockProjectile, SkaarjProjectile, SpawnerProjectile, TracerProjectile, TranslocatorBeacon
- Known custom subclasses:
- Crusha/DynamicWeather, Crusha/DynamicWeather/DWHail, Crusha/DynamicWeather/DWMeteor, Crusha/DynamicWeather/DWRealRain
- This class in other games:
A delayed-hit projectile that moves around for some time after it is created.
Please help improve this article or section by expanding it. |
Properties
bNoFX
Type: bool
Used to prevent effects when projectiles are destroyed. (see e.g. LimitationVolume)
bReadyToSplash
Type: bool
Set during PostBeginPlay() to prevent the projectile from causing a splash effect at spawn-time.
bScriptPostRender
Type: bool
If true, PostRender2D() gets called for the projectile. Actually only used by the ONSAVRiLRocket to highlight incoming AVRiLs for Cicada gunners (ONSDualACGatlingGunPawn).
bSpecialCalcView
Type: bool
Use the projectile's SpecialCalcView function instead of letting the PlayerController handle the camera
bSwitchToZeroCollision
Type: bool
If the projectile's collision cylinder is non-zero and it hits an actor with bBlockNonZeroExtentTraces=False, try collision with zero-extent collision instead.
Damage
Type: float
The projectile's impact damage.
DamageRadius
Type: float
The projectile's explosion damage radius.
Default value: 220.0
ExplosionDecal
A decal to spawn when hitting a wall.
ExploWallOut
Type: float
The actual explosion center is moved away from the wall impact location along the hit normal by this amount. This prevents visibility test traces from getting stuck in the wall.
HurtWall
Type: Actor
Set during HitWall if the "wall" is not world geometry. The radius damage to this actor is not reduced by distance.
ImpactSound
Type: Sound
A sound effect to play when exploding.
InstigatorController
Type: Controller
The Controller of the Instigator. This is set at spawn-time so long living projectiles can be associated with their owning player even if that player dies before the projectile causes damage.
LastTouched
Type: Actor
Set during Touch to the touched actor. The radius damage to this actor is not reduced by distance.
MaxEffectDistance
Type: float
MaxSpeed
Type: float
Limit on speed of projectile (0 means no limit)
Default value: 2000.0
MomentumTransfer
Type: float
Momentum magnitude imparted by impacting projectile.
MyDamageType
Type: class<DamageType>
This projectile's damage type.
Default value: Class'Engine.DamageType'
SpawnSound
Type: Sound
Sound made when projectile is spawned.
Speed
Type: float
Initial speed of projectile.
TossZ
Type: float
Default value: 100.0
ZeroCollider
Type: Actor
Default values
Property | Value |
---|---|
bAcceptsProjectors | False |
bCanBeDamaged | True |
bCollideActors | True |
bCollideWorld | True |
bDisturbFluidSurface | True |
bGameRelevant | True |
bNetInitialRotation | True |
bNetTemporary | True |
bReplicateInstigator | True |
bUnlit | True |
bUseCylinderCollision | True |
CollisionHeight | 0.0 |
CollisionRadius | 0.0 |
DrawType | DT_Mesh |
LifeSpan | 14.0 |
NetPriority | 2.5 |
Physics | PHYS_Projectile |
RemoteRole | ROLE_SimulatedProxy |
SoundVolume | 0 |
Texture | S_Camera |
Functions
Static functions
GetRange
Calculates and returns the projectile's range, based on the default MaxSpeed and LifeSpan. If the projectile has an infinite default lifespan (0.0), a range of 15000.0 is assumed.
Events
EncroachingOn
Overrides: Actor.EncroachingOn
HitWall
Overrides: Actor.HitWall
PostBeginPlay
Overrides: Actor.PostBeginPlay
PostRender2D
Touch
Overrides: Actor.Touch
Other instance functions
BlowUp
CanSplash
Overrides: Actor.CanSplash
CheckMaxEffectDistance
Overrides: Actor.CheckMaxEffectDistance
ClientSideTouch
DelayedHurtRadius
Explode
HurtRadius
Overrides: Actor.HurtRadius
IsStationary
Overrides: Actor.IsStationary
ProcessTouch
RandSpin
Reset
Overrides: Actor.Reset
SpecialCalcView