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U2Weapons.projectileEMP

Extends
U2Projectile

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

Variables Summary
ParticleSalamanderEffect
projectileEMP
floatMaxDamageRadius
floatRadiusPerSecond
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 ()))
event PostBeginPlay ()))
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class DamageType ))
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

Effect Source code

var ParticleSalamander Effect;

projectileEMP

MaxDamageRadius Source code

var(projectileEMP) float MaxDamageRadius;

RadiusPerSecond Source code

var(projectileEMP) float RadiusPerSecond;


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType ) )

Tick Source code

simulated event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	RadiusPerSecond=60.000000
	MaxDamageRadius=120.000000
	ExplosionEffect=Class'U2Weapons.ER_EMPExplosion'
	ShakeRadius=1024.000000
	ShakeMagnitude=30.000000
	ShakeDuration=1.000000
	bNoFalloff=true
	speed=800.000000
	MaxSpeed=800.000000
	Damage=180.000000
	DamageRadius=160.000000
	MyDamageType=Class'U2.DamageTypeEMP'
	LifeSpan=2.000000
	AmbientSound=Sound'U2WeaponsA.EnergyRifle.ER_EMP'
	SoundRadius=80.000000
	SoundVolume=218
     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 10:48:31.911 - Created with UnCodeX