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Core.Object | +-- Engine.Actor | +-- Engine.Projectile | +-- U2.U2Projectile | +-- U2Weapons.projectileEMP
Variables Summary | |
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ParticleSalamander | Effect |
projectileEMP | |
float | MaxDamageRadius |
float | RadiusPerSecond |
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 ())) | ||
PostBeginPlay ())) | ||
TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class | ||
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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Defaultproperties |
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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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