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UTGame.UTProj_ScavengerBoltBase

Extends
UTProjectile
Modifiers
native

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

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

Direct Known Subclasses:

UTProj_ScavengerBolt

Variables Summary
floatAttackRangeSq
ParticleSystemBeamEffect
ParticleSystemComponentBeamEmitter
nameBeamEndName
SoundCueBeamFireCue
intBounces
floatDamageFrequency
floatDetectionRange
floatFastHomeAccel
floatLastDamageTime
floatLastOwnerBounce
floatLastValidTargetTime
floatLastValidTargetUpdateTime
floatMaxAttackRangeSq
floatMaxValidationInterval
floatSeekingAcceleration
floatSlowHomeAccel
ActorTargetActor
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
event DealDamage (vector HitLocation))
functionbool FullySpawned ()))
event HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp))
event KillBolt ()))
function Landed (vector HitNormal, Actor FloorActor))
function PostBeginPlay ()))
function ProcessTouch (Actor Other, vector HitLocation, vector HitNormal))
function SetTargetActor (actor HitActor ))
event SpawnBeam ()))
function SpawnExplosionEffects (vector HitLocation, vector HitNormal))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
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

AttackRangeSq Source code

var float AttackRangeSq;
Range that target can be attacked (squared)

BeamEffect Source code

var ParticleSystem BeamEffect;
Damage beam effect

BeamEmitter Source code

var ParticleSystemComponent BeamEmitter;

BeamEndName Source code

var name BeamEndName;

BeamFireCue Source code

var const protected SoundCue BeamFireCue;
Cue to play when the bolt/drone thing fires its beam

Bounces Source code

var int Bounces;
# of times they can bounce before blowing up

DamageFrequency Source code

var float DamageFrequency;

DetectionRange Source code

var float DetectionRange;
How far away bolt can detect a target

FastHomeAccel Source code

var float FastHomeAccel;

LastDamageTime Source code

var float LastDamageTime;

LastOwnerBounce Source code

var float LastOwnerBounce;

LastValidTargetTime Source code

var float LastValidTargetTime;

LastValidTargetUpdateTime Source code

var float LastValidTargetUpdateTime;

MaxAttackRangeSq Source code

var float MaxAttackRangeSq;
Max range for attacking target. If bolt further than this from instigator, it returns

MaxValidationInterval Source code

var float MaxValidationInterval;

SeekingAcceleration Source code

var float SeekingAcceleration;
How fast to accelerate towards target being seeked

SlowHomeAccel Source code

var float SlowHomeAccel;

TargetActor Source code

var Actor TargetActor;
Current target being tracked


Functions Detail

DealDamage Source code

event DealDamage ( vector HitLocation) )

FullySpawned Source code

simulated function bool FullySpawned ( ) )

HitWall Source code

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

KillBolt Source code

event KillBolt ( ) )

Landed Source code

simulated function Landed ( vector HitNormal, Actor FloorActor) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Source code

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

SetTargetActor Source code

simulated function SetTargetActor ( actor HitActor ) )

SpawnBeam Source code

simulated event SpawnBeam ( ) )

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( vector HitLocation, vector HitNormal) )

TakeDamage Source code

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


Defaultproperties

defaultproperties
{
   Bounces=8
   DetectionRange=1000.000000
   SeekingAcceleration=2000.000000
   AttackRangeSq=90000.000000
   MaxAttackRangeSq=36000000.000000
   MaxValidationInterval=0.500000
   BeamEndName="LinkBeamEnd"
   DamageFrequency=0.200000
   FastHomeAccel=2400.000000
   SlowHomeAccel=2000.000000
   BeamFireCue=SoundCue'A_Vehicle_Scavenger.Scavenger.A_Vehicle_Scavenger_DroneFire_Cue'
   Speed=80.000000
   MaxSpeed=1400.000000
   bBlockedByInstigator=True
   bRotationFollowsVelocity=True
   Damage=30.000000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
      CollisionHeight=16.000000
      CollisionRadius=16.000000
      CollideActors=True
      BlockActors=True
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   bNetTemporary=False
   bProjTarget=True
   bBounce=True
   LifeSpan=0.000000
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_ScavengerBoltBase"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

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Creation time: sk 18-3-2018 10:00:55.349 - Created with UnCodeX