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UTGame.UTProj_TransDisc

Extends
UTProjectile
Modifiers
native abstract

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

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

Direct Known Subclasses:

UTProj_TransDisc_ContentBlue, UTProj_TransDisc_ContentRed

Variables Summary
boolbNoAI
SoundCueBounceSound
ParticleSystemBounceTemplate
controllerDisruptedController
ParticleSystemComponentDisruptedEffect
AudioComponentDisruptedLoop
SoundCueDisruptedSound
floatIntegrity
ParticleSystemComponentLandEffects
UTWeap_TranslocatorMyTranslocator
UTProj_TransDiscNextBeacon
ETLStateTLState
ActorTranslocationTarget
vectorTranslocationTargetLoc
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

Enumerations Summary
ETLState
TLS_None, TLS_InAir, TLS_OnGround, TLS_Disrupted

Functions Summary
function BotTranslocate ()
function BotTranslocate ()))
MonitoringThrow
event CreateProjectileLight ()))
function Destroyed ()))
function Destroyed ()))
MonitoringThrow
functionbool Disrupted ()))
function EndMonitoring ()
function EndMonitoring ()))
MonitoringThrow
function EndState (Name NextStateName))
MonitoringThrow
event HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp))
function HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp ))
MonitoringThrow
functionbool IsMonitoring (actor A))
functionbool IsMonitoring (actor A))
MonitoringThrow
event Landed (vector HitNormal, actor FloorActor ))
function MyOnParticleSystemFinished (ParticleSystemComponent PSC))
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
function Recall ()))
event ReplicatedEvent (name VarName))
function SetTranslocationTarget (Actor T, vector Loc))
function ShutDown ()))
function SpawnBounceEffect (vector HitNormal))
function SpawnFlightEffects ()))
function SpawnTrail ()))
event TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser))
function Tick (float DeltaTime))
MonitoringThrow
event Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ))
MonitoringThrow
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
MonitoringThrow Source code
state MonitoringThrow
BotTranslocate, Destroyed, EndMonitoring, EndState, HitWall, IsMonitoring, Tick, Touch


Variables Detail

bNoAI Source code

var bool bNoAI;

BounceSound Source code

var SoundCue BounceSound;

BounceTemplate Source code

var ParticleSystem BounceTemplate;
particle system played when the disc bounces off something

DisruptedController Source code

var controller DisruptedController;
Who disrupted it

DisruptedEffect Source code

var ParticleSystemComponent DisruptedEffect;
Effect when it's broken

DisruptedLoop Source code

var AudioComponent DisruptedLoop;

DisruptedSound Source code

var SoundCue DisruptedSound;

Integrity Source code

var float Integrity;
How much "Integrity" does it have

LandEffects Source code

var ParticleSystemComponent LandEffects;
When the disk has landed this system starts running

MyTranslocator Source code

var UTWeap_Translocator MyTranslocator;

NextBeacon Source code

var UTProj_TransDisc NextBeacon;
Create a linked list of all beacons in the level

TLState Source code

var repnotify ETLState TLState;

TranslocationTarget Source code

var Actor TranslocationTarget;

TranslocationTargetLoc Source code

var vector TranslocationTargetLoc;


Enumerations Detail

ETLState Source code

enum ETLState
{
TLS_None, TLS_InAir, TLS_OnGround, TLS_Disrupted
};


Functions Detail

BotTranslocate Source code

function BotTranslocate ( )

BotTranslocate MonitoringThrow Source code

function BotTranslocate ( ) )

CreateProjectileLight Source code

simulated event CreateProjectileLight ( ) )
CreateProjectileLight() called from TickSpecial() once if Instigator is local player always create light, even at low frame rates

Destroyed Source code

simulated function Destroyed ( ) )

Destroyed MonitoringThrow Source code

simulated function Destroyed ( ) )

Disrupted Source code

simulated function bool Disrupted ( ) )

EndMonitoring Source code

function EndMonitoring ( )

EndMonitoring MonitoringThrow Source code

function EndMonitoring ( ) )

EndState MonitoringThrow Source code

function EndState ( Name NextStateName) )

HitWall Source code

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

HitWall MonitoringThrow Source code

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

IsMonitoring Source code

function bool IsMonitoring ( actor A) )

IsMonitoring MonitoringThrow Source code

function bool IsMonitoring ( actor A) )

Landed Source code

simulated event Landed ( vector HitNormal, actor FloorActor ) )
When this disc lands, give it some bounce.

MyOnParticleSystemFinished Source code

simulated function MyOnParticleSystemFinished ( ParticleSystemComponent PSC) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )
Unlike most projectiles, when the TransDisc hits a pawn, have it bounce like it was a wall

Recall Source code

simulated function Recall ( ) )
Called from the UTWeap_Translocator to recall this disc

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SetTranslocationTarget Source code

function SetTranslocationTarget ( Actor T, vector Loc) )

ShutDown Source code

simulated function ShutDown ( ) )

SpawnBounceEffect Source code

simulated function SpawnBounceEffect ( vector HitNormal) )

SpawnFlightEffects Source code

simulated function SpawnFlightEffects ( ) )

SpawnTrail Source code

simulated function SpawnTrail ( ) )

TakeDamage Source code

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

Tick MonitoringThrow Source code

function Tick ( float DeltaTime) )

Touch MonitoringThrow Source code

simulated event Touch ( Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal ) )


Defaultproperties

defaultproperties
{
   Integrity=2.000000
   bCheckProjectileLight=True
   TossZ=155.000000
   ProjectileLightClass=Class'UTGame.UTTranslocatorLight'
   Buoyancy=0.600000
   Speed=1330.000000
   bSwitchToZeroCollision=False
   MomentumTransfer=50000.000000
   MyDamageType=Class'UTGame.UTDmgType_Telefrag'
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
      CollisionHeight=2.000000
      CollisionRadius=10.000000
      CollideActors=True
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Begin Object Class=StaticMeshComponent Name=ProjectileMesh ObjName=ProjectileMesh Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      CullDistance=6000.000000
      CachedCullDistance=6000.000000
      bUseAsOccluder=False
      CastShadow=False
      bAcceptsLights=False
      CollideActors=False
      BlockActors=False
      BlockRigidBody=False
      Translation=(X=0.000000,Y=0.000000,Z=2.000000)
      Name="ProjectileMesh"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   Components(1)=ProjectileMesh
   Physics=PHYS_Falling
   bNetTemporary=False
   bProjTarget=True
   bBounce=True
   LifeSpan=0.000000
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_TransDisc"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

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Creation time: sk 18-3-2018 10:00:55.792 - Created with UnCodeX