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U2Weapons.projectileHeavyRocket

Extends
U2Projectile

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

Direct Known Subclasses:

projectileRocket

Variables Summary
RL_BlowerBlower
ParticleSalamanderSal
RL_SuckerSucker
projectileHeavyRocket
boolbNoEffects
floatExplosionThreshold
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 ShouldSpawnEffect ()))
functionParticleSalamander SpawnEffect ()))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class 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

Blower Source code

var RL_Blower Blower;

Sal Source code

var ParticleSalamander Sal;

Sucker Source code

var RL_Sucker Sucker;

projectileHeavyRocket

bNoEffects Source code

var(projectileHeavyRocket) globalconfig bool bNoEffects;

ExplosionThreshold Source code

var(projectileHeavyRocket) float ExplosionThreshold;


Functions Detail

Destroyed Source code

simulated event Destroyed ( ) )

ExplodeEx Source code

simulated function ExplodeEx ( CheckResult Hit ) )

ShouldSpawnEffect Source code

simulated function bool ShouldSpawnEffect ( ) )

SpawnEffect Source code

simulated function ParticleSalamander SpawnEffect ( ) )

TakeDamage Source code

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


Defaultproperties

defaultproperties
{
	ExplosionThreshold=20.000000
	ImpactHandlerClass=Class'U2Weapons.impactHeavyRocket'
	ExplosionEffect=Class'U2Weapons.RL_Explosion'
	ShakeRadius=1024.000000
	ShakeMagnitude=40.000000
	ShakeDuration=0.500000
	speed=2300.000000
	MaxSpeed=2300.000000
	Damage=200.000000
	DamageRadius=256.000000
	MomentumTransfer=80000.000000
	MyDamageType=Class'U2.DamageTypePhysical'
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'343M.Projectiles.Rocket_Whole'
	LifeSpan=6.000000
	AmbientSound=Sound'U2WeaponsA.RocketLauncher.RL_Rocket'
	AmbientGlow=96
	SoundRadius=120.000000
	SoundVolume=255
	SoundPitch=100
	TransientSoundRadius=800.000000
	bNoStaticMeshCollide=true
	bFixedRotationDir=true
	RotationRate=(Roll=50000)
	DesiredRotation=(Roll=30000)
     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 10:48:31.983 - Created with UnCodeX