Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UTGame.UTProj_RedeemerBase

Extends
UTProjectile
Modifiers
abstract

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

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

Direct Known Subclasses:

UTProj_HeroRedeemer, UTProj_Redeemer

Variables Summary
array<DistanceBasedParticleTemplate>DistanceExplosionTemplates
class<UTReplicatedEmitter>ExplosionClass
CameraAnimExplosionShake
StaticMeshComponentProjMesh
MaterialInstanceConstantRocketMaterialInstance
LinearColorTeamColor
nameTeamParamName
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
function BeginState (Name PreviousStateName))
Dying
function DoKnockdown (vector Loc, WorldInfo WI, Controller InstigatedByController))
functionbool EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, float CullDistance ))
eventbool EncroachingOn (Actor Other))
function Explode (vector HitLocation, vector HitNormal))
event FellOutOfWorld (class<DamageType> DmgType))
function HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp))
function Landed (vector HitNormal, Actor FloorActor))
function PhysicsVolumeChange (PhysicsVolume Volume)
function PostBeginPlay ()))
function ProcessTouch (Actor Other, vector HitLocation, vector HitNormal))
function RedeemerHurtRadius (float RadiusFactor, Actor Redeemer, Controller InstigatedByController))
function ShakeView (vector Loc, WorldInfo WI))
function SpawnExplosionEffects (vector HitLocation, vector HitNormal))
event TakeDamage (int DamageAmount, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
Dying
function Timer ()))
Dying
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

States Summary
Dying Source code
simulated state Dying
BeginState, TakeDamage, Timer


Variables Detail

DistanceExplosionTemplates Source code

var array<DistanceBasedParticleTemplate> DistanceExplosionTemplates;

ExplosionClass Source code

var class<UTReplicatedEmitter> ExplosionClass;

ExplosionShake Source code

var CameraAnim ExplosionShake;

ProjMesh Source code

var StaticMeshComponent ProjMesh;

RocketMaterialInstance Source code

var MaterialInstanceConstant RocketMaterialInstance;
Used to pulse the lights

TeamColor Source code

var LinearColor TeamColor;

TeamParamName Source code

var name TeamParamName;


Functions Detail

BeginState Dying Source code

simulated function BeginState ( Name PreviousStateName) )

DoKnockdown Source code

static function DoKnockdown ( vector Loc, WorldInfo WI, Controller InstigatedByController) )
knocks down all players that would have been killed, but avoided it by being out of line of sight static so that it can be shared with UTRemoteRedeemer

EffectIsRelevant Source code

simulated function bool EffectIsRelevant ( vector SpawnLocation, bool bForceDedicated, float CullDistance ) )

EncroachingOn Source code

event bool EncroachingOn ( Actor Other) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

FellOutOfWorld Source code

simulated event FellOutOfWorld ( class<DamageType> DmgType) )

HitWall Source code

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

Landed Source code

simulated function Landed ( vector HitNormal, Actor FloorActor) )

PhysicsVolumeChange Source code

simulated function PhysicsVolumeChange ( PhysicsVolume Volume )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Source code

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

RedeemerHurtRadius Source code

static function RedeemerHurtRadius ( float RadiusFactor, Actor Redeemer, Controller InstigatedByController) )
special version of HurtRadius() for the Redeemer that works better with the giant radius by tracing to edges of large objects instead of just the center static so that it can be shared with UTRemoteRedeemer

ShakeView Source code

static function ShakeView ( vector Loc, WorldInfo WI) )
shakes the view of players near Location static so that it can be shared with UTRemoteRedeemer

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( vector HitLocation, vector HitNormal) )

TakeDamage Source code

event TakeDamage ( int DamageAmount, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

TakeDamage Dying Source code

event TakeDamage ( int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )

Timer Dying Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
   TeamParamName="Redeemer_Team_Color"
   TeamColor=(R=0.500000,G=1.000000,B=14.000000,A=1.000000)
   bImportantAmbientSound=True
   bSuppressExplosionFX=True
   Speed=1000.000000
   MaxSpeed=1000.000000
   Damage=250.000000
   DamageRadius=2600.000000
   MomentumTransfer=250000.000000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
      CollisionHeight=12.000000
      CollisionRadius=20.000000
      CollideActors=True
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=DynamicLightEnvironmentComponent Name=RedeemerLightEnvironment ObjName=RedeemerLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
      bCastShadows=False
      Name="RedeemerLightEnvironment"
      ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
   End Object
   Components(1)=RedeemerLightEnvironment
   bNetTemporary=False
   bCollideComplex=False
   bProjTarget=True
   LifeSpan=20.000000
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_RedeemerBase"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: sk 18-3-2018 10:00:55.312 - Created with UnCodeX