UE2:Projectile (UT2004)
- 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:
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Projectile.
A delayed-hit projectile that moves around for some time after it is created.
Properties
bNoFX
Type: bool
used to prevent effects when projectiles are destroyed (see LimitationVolume)
bReadyToSplash
Type: bool
bScriptPostRender
Type: bool
if true, PostRender2D() gets called
bSpecialCalcView
Type: bool
bSwitchToZeroCollision
Type: bool
if collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision
Damage
Type: float
DamageRadius
Type: float
Default value: 220.0
ExplosionDecal
ExploWallOut
Type: float
distance to move explosions out from wall
HurtWall
Type: Actor
ImpactSound
Type: Sound
InstigatorController
Type: Controller
LastTouched
Type: Actor
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>
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
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