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Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Projectile
|
+-- UTGame.UTProjectile
|
+-- UTGame.UTProj_RedeemerBase
UTProj_HeroRedeemer, UTProj_Redeemer
| Functions Summary | ||
|---|---|---|
![]() | BeginState (Name PreviousStateName)) Dying | |
![]() | DoKnockdown (vector Loc, WorldInfo WI, Controller InstigatedByController)) | |
![]() | bool | EffectIsRelevant (vector SpawnLocation, bool bForceDedicated, float CullDistance )) |
![]() | bool | EncroachingOn (Actor Other)) |
![]() | Explode (vector HitLocation, vector HitNormal)) | |
![]() | FellOutOfWorld (class<DamageType> DmgType)) | |
![]() | HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp)) | |
![]() | Landed (vector HitNormal, Actor FloorActor)) | |
![]() | PhysicsVolumeChange (PhysicsVolume Volume) | |
![]() | PostBeginPlay ())) | |
![]() | ProcessTouch (Actor Other, vector HitLocation, vector HitNormal)) | |
![]() | RedeemerHurtRadius (float RadiusFactor, Actor Redeemer, Controller InstigatedByController)) | |
![]() | ShakeView (vector Loc, WorldInfo WI)) | |
![]() | SpawnExplosionEffects (vector HitLocation, vector HitNormal)) | |
![]() | TakeDamage (int DamageAmount, Controller InstigatedBy, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) Dying | |
![]() | Timer ())) Dying | |
| 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 |
|---|
Used to pulse the lights
| Functions Detail |
|---|
BeginState Dying Source code
DoKnockdown Source codeknocks 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
EncroachingOn Source code
Explode Source code
FellOutOfWorld Source code
HitWall Source code
Landed Source code
PhysicsVolumeChange Source code
PostBeginPlay Source code
ProcessTouch Source code
RedeemerHurtRadius Source codespecial 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 codeshakes the view of players near Location static so that it can be shared with UTRemoteRedeemer
SpawnExplosionEffects Source code
TakeDamage Source code
TakeDamage Dying Source code
Timer Dying Source code| 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'
}
|
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