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UTGame.UTProj_FlakShard

Extends
UTProjectile
Modifiers
native

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UTGame.UTProjectile
         |   
         +-- UTGame.UTProj_FlakShard

Direct Known Subclasses:

UTProj_FlakShardMain

Variables Summary
boolbCheckShortRangeKill
intBounces
ParticleSystemBounceTemplate
boolbShrinking
floatDamageAttenuation
MaterialSoundEffectDefaultHitSound
SoundCueHitPawnSound
ParticleSystemComponentLastImpactEffect
ParticleSystemRockSmokeTemplate
CameraAnimShortRangeKillAnim
floatShrinkTimer
Inherited Variables from UTGame.UTProjectile
AccelRate, AmbientSound, bAdvanceExplosionEffect, bAttachExplosionToPawns, bAttachExplosionToVehicles, bCheckProjectileLight, bImportantAmbientSound, bShuttingDown, bSuppressExplosionFX, bSuppressSounds, Buoyancy, bWaitForEffects, bWideCheck, CheckRadius, CustomGravityScaling, DecalDissolveParamName, DecalHeight, DecalWidth, DurationOfDecal, ExplosionDecal, ExplosionLightClass, ExplosionSound, InstigatorBaseVehicle, MaxEffectDistance, MaxExplosionLightDistance, ProjectileLight, ProjectileLightClass, ProjEffects, ProjExplosionTemplate, ProjFlightTemplate, TerminalVelocity, TossZ
Inherited Variables from Engine.Projectile
bBegunPlay, bBlockedByInstigator, bInitRotationFromVelocity, bNotBlockedByShield, bRotationFollowsVelocity, bSwitchToZeroCollision, CylinderComponent, Damage, DamageRadius, ImpactedActor, ImpactSound, InstigatorController, MaxSpeed, MomentumTransfer, MyDamageType, NetCullDistanceSquared, SpawnSound, Speed, ZeroCollider, ZeroColliderComponent

Functions Summary
functionfloat GetDamage (Actor Other, vector HitLocation))
functionfloat GetMomentumTransfer ()))
event HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp))
function Init (vector Direction))
function InternalSpawnFlightEffects ()))
function Landed (vector HitNormal, Actor FloorActor))
function MyOnParticleSystemFinished (ParticleSystemComponent PSC))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
function SpawnFlightEffects ()))
functionbool SpawnImpactEffect (vector HitLocation, vector HitNormal))
function StartToShrink ()))
Inherited Functions from UTGame.UTProjectile
CalcCamera, CalculateTravelTime, CanSplash, CheckMaxEffectDistance, CreateProjectileLight, Destroyed, EffectIsRelevant, Explode, GetHomingTarget, GetPawnOwner, GetRange, GetTerminalVelocity, GetTimeToLocation, HideProjectile, Init, Landed, MyOnParticleSystemFinished, PostBeginPlay, PreBeginPlay, ProcessTouch, ProjectileHurtRadius, SetExplosionEffectParameters, SetInitialState, ShouldSpawnExplosionLight, Shutdown, SpawnExplosionEffects, SpawnFlightEffects, StaticGetTimeToLocation, Tick, TornOff
Inherited Functions from Engine.Projectile
CanSplash, EncroachedBy, EncroachingOn, Explode, FellOutOfWorld, GetRange, GetTeamNum, GetTimeToLocation, HitWall, HurtRadius, Init, IsStationary, PostBeginPlay, PreBeginPlay, ProcessTouch, RandSpin, Reset, StaticGetTimeToLocation, Touch


Variables Detail

bCheckShortRangeKill Source code

var bool bCheckShortRangeKill;
if set, play camera anim for killer when kill at very short range (set to false for shards spawned by alt shell)

Bounces Source code

var int Bounces;
# of times they can bounce

BounceTemplate Source code

var ParticleSystem BounceTemplate;

bShrinking Source code

var bool bShrinking;

DamageAttenuation Source code

var float DamageAttenuation;
How fast damage is reduced per second from when the chunk is fired

DefaultHitSound Source code

var MaterialSoundEffect DefaultHitSound;

HitPawnSound Source code

var SoundCue HitPawnSound;

LastImpactEffect Source code

var ParticleSystemComponent LastImpactEffect;
reference to impact effect we created; we wait for this before being destroyed

RockSmokeTemplate Source code

var ParticleSystem RockSmokeTemplate;

ShortRangeKillAnim Source code

var CameraAnim ShortRangeKillAnim;
the camera anim to play

ShrinkTimer Source code

var float ShrinkTimer;


Functions Detail

GetDamage Source code

simulated function float GetDamage ( Actor Other, vector HitLocation) )
Attenuate shard damage at long range

GetMomentumTransfer Source code

simulated function float GetMomentumTransfer ( ) )

HitWall Source code

simulated event HitWall ( vector HitNormal, Actor Wall, PrimitiveComponent WallComp) )

Init Source code

function Init ( vector Direction) )

InternalSpawnFlightEffects Source code

simulated function InternalSpawnFlightEffects ( ) )

Landed Source code

simulated function Landed ( vector HitNormal, Actor FloorActor) )

MyOnParticleSystemFinished Source code

simulated function MyOnParticleSystemFinished ( ParticleSystemComponent PSC) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

SpawnFlightEffects Source code

simulated function SpawnFlightEffects ( ) )

SpawnImpactEffect Source code

simulated function bool SpawnImpactEffect ( vector HitLocation, vector HitNormal) )

StartToShrink Source code

simulated function StartToShrink ( ) )


Defaultproperties

defaultproperties
{
   Bounces=2
   DamageAttenuation=5.000000
   BounceTemplate=ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_Rock_bounce'
   RockSmokeTemplate=ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_rocksmoke'
   DefaultHitSound=(Sound=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactDirtCue')
   HitPawnSound=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactFleshCue'
   bCheckShortRangeKill=True
   ShortRangeKillAnim=CameraAnim'Camera_FX.Gameplay.C_Impact_CharacterGib_Near'
   ProjFlightTemplate=ParticleSystem'WP_FlakCannon.Effects.P_WP_Flak_trails'
   MaxEffectDistance=5000.000000
   CheckRadius=20.000000
   Speed=3500.000000
   MaxSpeed=3500.000000
   Damage=18.000000
   MomentumTransfer=14000.000000
   MyDamageType=Class'UTGame.UTDmgType_FlakShard'
   ImpactSound=SoundCue'A_Weapon_FlakCannon.Weapons.A_FlakCannon_FireImpactDirtCue'
   NetCullDistanceSquared=49000000.000000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   bBounce=True
   LifeSpan=2.000000
   CollisionComponent=CollisionCylinder
   RotationRate=(Pitch=0,Yaw=0,Roll=50000)
   DesiredRotation=(Pitch=0,Yaw=0,Roll=30000)
   Name="Default__UTProj_FlakShard"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

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Creation time: sk 18-3-2018 10:00:55.108 - Created with UnCodeX