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UTGame.UTProj_ShockBall

Extends
UTProjectile

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

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

Direct Known Subclasses:

UTProj_HeroShockBall, UTProj_LeviathanShockBall, UTProj_TurretShockBall, UTProj_VehicleShockBallBase

Variables Summary
boolbComboed
intComboAmmoCost
intComboDamage
class<UTDamageType>ComboDamageType
class<UTReplicatedEmitter>ComboExplosionEffect
SoundCueComboExplosionSound
floatComboMomentumTransfer
floatComboRadius
PawnComboTarget
ParticleSystemComboTemplate
class<UTDamageType>ComboTriggerType
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 ComboExplosion ()))
event CreateProjectileLight ()))
event EndState (name NextStateName))
WaitForCombo
function Monitor (Pawn P))
function ProcessTouch (Actor Other, vector HitLocation, vector HitNormal))
event ReplicatedEvent (name VarName))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function Tick (float DeltaTime))
WaitForCombo
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
WaitForCombo Source code
state WaitForCombo
EndState, Tick


Variables Detail

bComboed Source code

var repnotify bool bComboed;
true if we have been combo'ed (so don't play normal explosion effects)

ComboAmmoCost Source code

var int ComboAmmoCost;

ComboDamage Source code

var int ComboDamage;

ComboDamageType Source code

var class<UTDamageType> ComboDamageType;

ComboExplosionEffect Source code

var class<UTReplicatedEmitter> ComboExplosionEffect;

ComboExplosionSound Source code

var SoundCue ComboExplosionSound;

ComboMomentumTransfer Source code

var float ComboMomentumTransfer;

ComboRadius Source code

var float ComboRadius;

ComboTarget Source code

var Pawn ComboTarget;

ComboTemplate Source code

var ParticleSystem ComboTemplate;

ComboTriggerType Source code

var class<UTDamageType> ComboTriggerType;


Functions Detail

ComboExplosion Source code

function ComboExplosion ( ) )

CreateProjectileLight Source code

simulated event CreateProjectileLight ( ) )
CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create shock light, even at low frame rates (since critical for timing combos)

EndState WaitForCombo Source code

event EndState ( name NextStateName) )

Monitor Source code

function Monitor ( Pawn P) )

ProcessTouch Source code

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

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

TakeDamage Source code

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

Tick WaitForCombo Source code

function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   ComboDamageType=Class'UTGame.UTDmgType_ShockCombo'
   ComboTriggerType=Class'UTGame.UTDmgType_ShockPrimary'
   ComboTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo'
   ComboRadius=275.000000
   ComboDamage=215
   ComboMomentumTransfer=150000.000000
   ComboAmmoCost=3
   ComboExplosionSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_ComboExplosionCue'
   ComboExplosionEffect=Class'UTGame.UTEmit_ShockCombo'
   bCheckProjectileLight=True
   AmbientSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireTravelCue'
   ExplosionSound=SoundCue'A_Weapon_ShockRifle.Cue.A_Weapon_SR_AltFireImpactCue'
   ProjFlightTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball'
   ProjExplosionTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Ball_Impact'
   MaxEffectDistance=7000.000000
   CheckRadius=40.000000
   ProjectileLightClass=Class'UTGame.UTShockBallLight'
   Speed=1150.000000
   MaxSpeed=1150.000000
   Damage=55.000000
   DamageRadius=120.000000
   MomentumTransfer=70000.000000
   MyDamageType=Class'UTGame.UTDmgType_ShockBall'
   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
   bCollideComplex=False
   bProjTarget=True
   LifeSpan=8.000000
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_ShockBall"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

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Creation time: sk 18-3-2018 10:00:55.469 - Created with UnCodeX