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U2Weapons.projectileBlackHole

Extends
U2Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- U2.U2Projectile
         |   
         +-- U2Weapons.projectileBlackHole

Variables Summary
ParticleGeneratorEffectA
ParticleGeneratorEffectB
ParticleGeneratorEffectC
rotatorEffectRotation
SC_SuckerSucker[2]
projectileBlackHole
floatDamagePerSecond
floatDistortionRadius
floatFieldRadius
floatGravityRadius
floatGravityStrength
floatKillRadius
floatPainRadius
Inherited Variables from U2.U2Projectile
bExplodeImpactSound, bGotVelocity, bNoFalloff, BounceDamping, BounceSoundRadius, ExplosionEffect, ExplosionSound, FirstTick, Health, HitSal, ImpactHandlerClass, LifeSpanOnBounce, MoveParticleEffect, MoveSal, ParticleEffect, ShakeDuration, ShakeMagnitude, ShakeRadius, SplashDrawScale, StopNormalZ, WaterParticleEffect
Inherited Variables from Engine.Projectile
bExploded, Damage, DamageRadius, ExplosionDecal, ExploWallOut, ImpactSound, MaxSpeed, MomentumTransfer, MyDamageType, RicochetCount, SpawnSound, Speed, TossZ

Functions Summary
event Destroyed ()))
function ExplodeEx (CheckResult Hit ))
functionbool Immune (Actor A ))
event PhysicsVolumeChange (PhysicsVolume NewVolume ))
event PreBeginPlay ()))
event Tick (float DeltaTime ))
Inherited Functions from U2.U2Projectile
AdjustTraceFireHit, Destroyed, Explode, ExplodeEx, GetLifeSeconds, HitWallEx, LandedEx, PhysicsVolumeChange, PostBeginPlay, PostRecvVelocity, PreBeginPlay, ProcessTouch, ResetLifeSeconds, SetLifespanOnBounce, ShouldSpawnEffect, SpawnEffect, TakeDamage, TryExplodeEx
Inherited Functions from Engine.Projectile
BlowUp, EncroachingOn, Explode, GetTossVelocity, PostRecvVelocity, ProcessTouch, RandSpin, Replication, Touch


Variables Detail

EffectA Source code

var ParticleGenerator EffectA;

EffectB Source code

var ParticleGenerator EffectB;

EffectC Source code

var ParticleGenerator EffectC;

EffectRotation Source code

var rotator EffectRotation;

Sucker[2] Source code

var SC_Sucker Sucker[2];

projectileBlackHole

DamagePerSecond Source code

var(projectileBlackHole) float DamagePerSecond;

DistortionRadius Source code

var(projectileBlackHole) float DistortionRadius;

FieldRadius Source code

var(projectileBlackHole) float FieldRadius;

GravityRadius Source code

var(projectileBlackHole) float GravityRadius;

GravityStrength Source code

var(projectileBlackHole) float GravityStrength;

KillRadius Source code

var(projectileBlackHole) float KillRadius;

PainRadius Source code

var(projectileBlackHole) float PainRadius;


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

ExplodeEx Source code

simulated function ExplodeEx ( CheckResult Hit ) )

Immune Source code

simulated function bool Immune ( Actor A ) )

PhysicsVolumeChange Source code

simulated event PhysicsVolumeChange ( PhysicsVolume NewVolume ) )

PreBeginPlay Source code

simulated event PreBeginPlay ( ) )
!ARL Fatness is gone (and pbly need to use a golem approach anyway event Replication() { Super.Replication(); DOREP('Fatness'); }

Tick Source code

event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	FieldRadius=512.000000
	PainRadius=192.000000
	DistortionRadius=512.000000
	GravityRadius=512.000000
	KillRadius=64.000000
	GravityStrength=500000.000000
	DamagePerSecond=300.000000
	ShakeRadius=2048.000000
	ShakeMagnitude=30.000000
	ShakeDuration=1.250000
	speed=400.000000
	MaxSpeed=400.000000
	Damage=50.000000
	MyDamageType=Class'U2.DamageTypeSingularityCannon'
	DrawType=DT_None
	bIgnoreSingularityDamage=true
	bIgnoreSingularityForces=true
	LifeSpan=10.000000
	AmbientSound=Sound'U2WeaponsA.SingularityCannon.SC_BlackHole'
	bCollideActors=false
     UseReticleOnEvents(0)="UseReticleText"
     UseReticleOnEvents(1)="UseReticleCorners"
     UseReticleOnEvents(2)="UseReticleTopBars"
     ProximityReticleOnEvents(0)="ProximityReticleCorners"
     ProximityReticleOnEvents(1)="ProximityReticleTopBars"
}

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Creation time: sk 3-1-2016 10:48:31.889 - Created with UnCodeX