| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.
Core.Object
|
+-- Engine.Actor
|
+-- Engine.Projectile
|
+-- UTGame.UTProjectile
|
+-- UTGame.UTProj_TransDisc
UTProj_TransDisc_ContentBlue, UTProj_TransDisc_ContentRed
| Enumerations Summary | ||
|---|---|---|
| ETLState TLS_None, TLS_InAir, TLS_OnGround, TLS_Disrupted | ||
| Functions Summary | ||
|---|---|---|
![]() | BotTranslocate () | |
![]() | BotTranslocate ())) MonitoringThrow | |
![]() | CreateProjectileLight ())) | |
![]() | Destroyed ())) | |
![]() | Destroyed ())) MonitoringThrow | |
![]() | bool | Disrupted ())) |
![]() | EndMonitoring () | |
![]() | EndMonitoring ())) MonitoringThrow | |
![]() | EndState (Name NextStateName)) MonitoringThrow | |
![]() | HitWall (vector HitNormal, Actor Wall, PrimitiveComponent WallComp)) | |
![]() | HitWall (vector HitNormal, actor Wall, PrimitiveComponent WallComp )) MonitoringThrow | |
![]() | bool | IsMonitoring (actor A)) |
![]() | bool | IsMonitoring (actor A)) MonitoringThrow |
![]() | Landed (vector HitNormal, actor FloorActor )) | |
![]() | MyOnParticleSystemFinished (ParticleSystemComponent PSC)) | |
![]() | PostBeginPlay ())) | |
![]() | ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal)) | |
![]() | Recall ())) | |
![]() | ReplicatedEvent (name VarName)) | |
![]() | SetTranslocationTarget (Actor T, vector Loc)) | |
![]() | ShutDown ())) | |
![]() | SpawnBounceEffect (vector HitNormal)) | |
![]() | SpawnFlightEffects ())) | |
![]() | SpawnTrail ())) | |
![]() | TakeDamage (int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser)) | |
![]() | Tick (float DeltaTime)) MonitoringThrow | |
![]() | Touch (Actor Other, PrimitiveComponent OtherComp, vector HitLocation, vector HitNormal )) MonitoringThrow | |
| 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 |
|---|
particle system played when the disc bounces off something
Who disrupted it
Effect when it's broken
How much "Integrity" does it have
When the disk has landed this system starts running
Create a linked list of all beacons in the level
| Enumerations Detail |
|---|
| Functions Detail |
|---|
BotTranslocate Source code
BotTranslocate MonitoringThrow Source code
CreateProjectileLight Source codeCreateProjectileLight() called from TickSpecial() once if Instigator is local player always create light, even at low frame rates
Destroyed Source code
Destroyed MonitoringThrow Source code
Disrupted Source code
EndMonitoring Source code
EndMonitoring MonitoringThrow Source code
EndState MonitoringThrow Source code
HitWall Source code
HitWall MonitoringThrow Source code
IsMonitoring Source code
IsMonitoring MonitoringThrow Source code
Landed Source codeWhen this disc lands, give it some bounce.
MyOnParticleSystemFinished Source code
PostBeginPlay Source code
ProcessTouch Source codeUnlike most projectiles, when the TransDisc hits a pawn, have it bounce like it was a wall
Recall Source codeCalled from the UTWeap_Translocator to recall this disc
ReplicatedEvent Source code
SetTranslocationTarget Source code
ShutDown Source code
SpawnBounceEffect Source code
SpawnFlightEffects Source code
SpawnTrail Source code
TakeDamage Source code
Tick MonitoringThrow Source code
Touch MonitoringThrow Source code| 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'
}
|
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||