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Core.Object | +-- Engine.Actor | +-- Engine.Projectile | +-- U2.U2Projectile | +-- U2Weapons.projectileBlackHole
Variables Summary | |
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ParticleGenerator | EffectA |
ParticleGenerator | EffectB |
ParticleGenerator | EffectC |
rotator | EffectRotation |
SC_Sucker | Sucker[2] |
projectileBlackHole | |
float | DamagePerSecond |
float | DistortionRadius |
float | FieldRadius |
float | GravityRadius |
float | GravityStrength |
float | KillRadius |
float | PainRadius |
Inherited Variables from Engine.Projectile |
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bExploded, Damage, DamageRadius, ExplosionDecal, ExploWallOut, ImpactSound, MaxSpeed, MomentumTransfer, MyDamageType, RicochetCount, SpawnSound, Speed, TossZ |
Functions Summary | ||
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Destroyed ())) | ||
ExplodeEx (CheckResult Hit )) | ||
bool | Immune (Actor A )) | |
PhysicsVolumeChange (PhysicsVolume NewVolume )) | ||
PreBeginPlay ())) | ||
Tick (float DeltaTime )) |
Inherited Functions from Engine.Projectile |
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BlowUp, EncroachingOn, Explode, GetTossVelocity, PostRecvVelocity, ProcessTouch, RandSpin, Replication, Touch |
Variables Detail |
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Functions Detail |
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!ARL Fatness is gone (and pbly need to use a golem approach anyway event Replication() { Super.Replication(); DOREP('Fatness'); }
Defaultproperties |
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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" } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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