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U2Weapons.projectileEnergyBeam

Extends
U2Projectile

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

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

Sal Source code

var ParticleSalamander Sal;


Functions Detail

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

TakeDamage Source code

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


Defaultproperties

defaultproperties
{
	ImpactHandlerClass=Class'U2Weapons.impactEnergyRifle'
	MoveParticleEffect=ParticleSalamander'EnergyRifleFX.ParticleSalamander0'
	ShakeRadius=128.000000
	ShakeMagnitude=10.000000
	ShakeDuration=0.250000
	speed=1200.000000
	MaxSpeed=1200.000000
	Damage=20.000000
	MomentumTransfer=40000.000000
	MyDamageType=Class'U2.DamageTypeEnergyRifle'
	LightType=LT_Steady
	LightEffect=LE_NonIncidence
	LightBrightness=200
	LightHue=134
	LightSaturation=50
	LightRadius=4
	DrawType=DT_StaticMesh
	LifeSpan=7.500000
	AmbientSound=Sound'U2WeaponsA.EnergyRifle.ER_EnergyBeam'
	Texture=None
	DrawScale=0.050000
	DrawScale3D=(X=10.000000,Y=6.500000,Z=10.000000)
	ScaleGlow=10.000000
	AmbientGlow=128
	Style=STY_Translucent
	SoundVolume=218
	bNoStaticMeshCollide=true
	RenderIteratorClass=Class'Legend.AlwaysFaceRI'
     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 10:48:31.921 - Created with UnCodeX