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U2Weapons.projectileMiniRocket

Extends
U2Projectile
Modifiers
placeable

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

Variables Summary
vectorMidPoint
floatMidPointTimer
ActorPaintedTarget
ParticleSalamanderSal
floatxMag
floatxPeriods
floatyMag
floatyPeriods
projectileMiniRocket
floatMidPointOffset
rangePeriodRange
floatSpreadRate
floatTurnRate
floatTurnRateRampUp
RangexMagRange
RangeyMagRange
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
functionvector CalcLocation ()))
event Destroyed ()))
event PhysicsVolumeChange (PhysicsVolume NewVolume ))
event PostBeginPlay ()))
function SetCorrectLocation (optional float DeltaTime ))
functionbool SetTarget (Actor A ))
function SetupData (out int RandSeed ))
function TakeDamage (int Damage, Pawn InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType)
event Tick (float DeltaTime ))
Guided
event Tick (float DeltaTime ))
UnGuided
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

States Summary
Guided Source code
state Guided
Tick
UnGuided Source code
state UnGuided
Tick


Variables Detail

MidPoint Source code

var vector MidPoint;

MidPointTimer Source code

var float MidPointTimer;

PaintedTarget Source code

var Actor PaintedTarget;

Sal Source code

var ParticleSalamander Sal;

xMag Source code

var float xMag;

xPeriods Source code

var float xPeriods;

yMag Source code

var float yMag;

yPeriods Source code

var float yPeriods;

projectileMiniRocket

MidPointOffset Source code

var(projectileMiniRocket) float MidPointOffset;

PeriodRange Source code

var(projectileMiniRocket) range PeriodRange;

SpreadRate Source code

var(projectileMiniRocket) float SpreadRate;

TurnRate Source code

var(projectileMiniRocket) float TurnRate;

TurnRateRampUp Source code

var(projectileMiniRocket) float TurnRateRampUp;

xMagRange Source code

var(projectileMiniRocket) Range xMagRange;

yMagRange Source code

var(projectileMiniRocket) Range yMagRange;


Functions Detail

CalcLocation Source code

simulated function vector CalcLocation ( ) )

Destroyed Source code

simulated event Destroyed ( ) )

PhysicsVolumeChange Source code

event PhysicsVolumeChange ( PhysicsVolume NewVolume ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

SetCorrectLocation Source code

simulated function SetCorrectLocation ( optional float DeltaTime ) )

SetTarget Source code

simulated function bool SetTarget ( Actor A ) )

SetupData Source code

simulated function SetupData ( out int RandSeed ) )

TakeDamage Source code

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

Tick Guided Source code

simulated event Tick ( float DeltaTime ) )

Tick UnGuided Source code

simulated event Tick ( float DeltaTime ) )


Defaultproperties

defaultproperties
{
	TurnRate=2.000000
	TurnRateRampUp=0.600000
	MidPointOffset=512.000000
	xMagRange=(A=16.000000,B=48.000000)
	yMagRange=(A=16.000000,B=48.000000)
	SpreadRate=128.000000
	PeriodRange=(A=0.800000,B=1.500000)
	ImpactHandlerClass=Class'U2Weapons.impactMiniRocket'
	ExplosionEffect=Class'U2Weapons.RL_ExplosionAlt'
	ExplosionSound=Sound'U2WeaponsA.RocketLauncher.RL_ExplodeMini'
	ShakeRadius=512.000000
	ShakeMagnitude=20.000000
	ShakeDuration=0.300000
	speed=1200.000000
	MaxSpeed=1200.000000
	Damage=70.000000
	DamageRadius=80.000000
	MomentumTransfer=25000.000000
	MyDamageType=Class'U2.DamageTypePhysical'
	SpawnSound=Sound'U2WeaponsA.RocketLauncher.RL_ExplodeMini'
	LightType=LT_Steady
	LightEffect=LE_NonIncidence
	LightBrightness=255
	LightHue=28
	LightRadius=6
	DrawType=DT_StaticMesh
	StaticMesh=StaticMesh'343M.Projectiles.Rocket_Small'
	RemoteRole=ROLE_None
	LifeSpan=12.000000
	AmbientSound=Sound'U2WeaponsA.RocketLauncher.RL_Rocket'
	SoundRadius=100.000000
	SoundVolume=255
	SoundPitch=100
	bNoStaticMeshCollide=true
     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 10:48:32.020 - Created with UnCodeX