- Extends
- TranslocatorBeacon
Core.Object
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- UnrealGame.TranslocatorBeacon
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+-- XWeapons.TransBeacon
Direct Known Subclasses:
BlueBeacon, ClassicTransbeacon, RedBeacon
Inherited Variables from Engine.Projectile |
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider |
Inherited Functions from Engine.Projectile |
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch |
var bool bCanHitOwner;
var bool bDamaged;
var bool bHitWater;
var bool bNoAI;
var int Disruption;
var int DisruptionThreshold;
var
Actor TranslocationTarget;
function bool AimUp ( ) )
function BotTranslocate ( )
BotTranslocate MonitoringThrow Source code
function BotTranslocate ( ) )
simulated function Destroyed ( ) )
Destroyed MonitoringThrow Source code
function Destroyed ( ) )
simulated function bool Disrupted ( ) )
event EncroachedBy (
actor Other ) )
function EndMonitoring ( )
EndMonitoring MonitoringThrow Source code
function EndMonitoring ( ) )
EndState MonitoringThrow Source code
function EndState ( ) )
simulated function HitWall (
vector HitNormal,
actor Wall ) )
HitWall MonitoringThrow Source code
simulated function HitWall (
vector HitNormal,
actor Wall ) )
function
bool IsMonitoring (
actor A) )
IsMonitoring MonitoringThrow Source code
function
bool IsMonitoring (
actor A) )
simulated function Landed (
vector HitNormal ) )
simulated function PostBeginPlay ( ) )
simulated function ProcessTouch (
actor Other,
vector HitLocation ) )
SetTranslocationTarget Source code
function SetTranslocationTarget (
actor T) )
function Tick ( float DeltaTime) )
simulated function Timer ( ) )
function Touch (
Actor Other) )
defaultproperties
{
DisruptionThreshold=65
TransTrailClass=Class'XEffects.TransTrail'
TransFlareClass=Class'XEffects.TransFlareRed'
Speed=1200.000000
DamageRadius=100.000000
MomentumTransfer=50000.000000
MyDamageType=Class'XWeapons.DamTypeTeleFrag'
ImpactSound=ProceduralSound'WeaponSounds.PGrenFloor1.P1GrenFloor1'
ExplosionDecal=Class'XEffects.RocketMark'
DrawType=DT_StaticMesh
StaticMesh=StaticMesh'WeaponStaticMesh.NEWTranslocatorPUCK'
bNetTemporary=False
bUpdateSimulatedPosition=True
bOnlyDirtyReplication=True
Physics=PHYS_Falling
NetUpdateFrequency=8.000000
AmbientSound=Sound'WeaponSounds.Misc.redeemer_flight'
DrawScale=0.350000
PrePivot=(Z=25.000000)
AmbientGlow=64
bUnlit=False
bOwnerNoSee=True
SoundVolume=250
SoundPitch=128
SoundRadius=7.000000
CollisionRadius=10.000000
CollisionHeight=10.000000
bProjTarget=True
bNetNotify=True
bBounce=True
}
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Creation time: sk 18-3-2018 09:49:54.768 - Created with
UnCodeX