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UTGameContent.UTProj_BioGlob

Extends
UTProj_BioShot

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UTGame.UTProjectile
         |   
         +-- UTGameContent.UTProj_BioShot
            |   
            +-- UTGameContent.UTProj_BioGlob

Variables Summary
class<UTDamageType>GibDamageType
intGlobStrength
StaticMeshComponentGooLandedMesh
ParticleSystemComponentHitWallEffect
UTProj_BioGlob
floatGloblingSpeed
intMaxRestingGlobStrength
Inherited Variables from UTGameContent.UTProj_BioShot
bCheckedSurface, bExploded, bLanding, bOnMover, CeilingHit, DripTime, FearSpot, FloorHit, GooDecalChoices, GooDecalMaterial, GooDecalTemplate, GooMesh, HitBioTemplate, HitEmitter, HitMode, HitPawnTemplate, RemainingRestTime, RestTime, SteppedInSound, SurfaceNormal, WallHit, WallThreshold
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

Enumerations Summary
Inherited Enumerations from UTGameContent.UTProj_BioShot
HitType

Functions Summary
function AnimEnd (int Channel))
DissolvingPlayer
function AnimEnd (int Channel))
OnGround
function DissolveFromGoo ()))
function Drip ()))
OnGround
function Explode (Vector HitLocation, vector HitNormal))
function GrowCollision ()))
function HitWall (Vector HitNormal, Actor HitWall, PrimitiveComponent WallComp ))
Flying
function InitBio (UTWeap_BioRifle_Content FiringWeapon, int InGlobStrength))
event Landed (vector HitNormal, Actor FloorActor))
Flying
function MergeWithGlob (int AdditionalGlobStrength))
function MergeWithGlob (int AdditionalGlobStrength))
OnGround
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
DissolvingPlayer
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
Flying
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
OnGround
event ReplicatedEvent (name VarName))
function SetGlobStrength (int NewStrength ))
function SplashGloblings ()))
Inherited Functions from UTGameContent.UTProj_BioShot
BeginState, Destroyed, Explode, GrowCollision, HitWall, Landed, MyOnParticleSystemFinished, PhysicsVolumeChange, ProcessTouch, Shutdown, SpawnExplosionEffects, TakeDamage, Timer
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

States Summary
DissolvingPlayer Source code
state DissolvingPlayer
AnimEnd, ProcessTouch
Flying Source code
auto state Flying
HitWall, Landed, ProcessTouch
OnGround Source code
state OnGround
AnimEnd, Drip, MergeWithGlob, ProcessTouch


Variables Detail

GibDamageType Source code

var class<UTDamageType> GibDamageType;

GlobStrength Source code

var repnotify int GlobStrength;

GooLandedMesh Source code

var StaticMeshComponent GooLandedMesh;

HitWallEffect Source code

var ParticleSystemComponent HitWallEffect;

UTProj_BioGlob

GloblingSpeed Source code

var(UTProj_BioGlob) float GloblingSpeed;

MaxRestingGlobStrength Source code

var(UTProj_BioGlob) int MaxRestingGlobStrength;


Functions Detail

AnimEnd DissolvingPlayer Source code

simulated function AnimEnd ( int Channel) )

AnimEnd OnGround Source code

simulated function AnimEnd ( int Channel) )

DissolveFromGoo Source code

function DissolveFromGoo ( ) )
start dissolving pawn from goo - take damage over time, and give kill credit to goo launcher on any kill if enough damage left in glob 1 glob strengths worth of damage per 0.18 seconds, and destroy glob when done. be sure to gib on final damage if initial glob was > 4

Drip OnGround Source code

simulated function Drip ( ) )

Explode Source code

simulated function Explode ( Vector HitLocation, vector HitNormal) )
Explode this glob

GrowCollision Source code

simulated function GrowCollision ( ) )

HitWall Flying Source code

simulated function HitWall ( Vector HitNormal, Actor HitWall, PrimitiveComponent WallComp ) )

InitBio Source code

function InitBio ( UTWeap_BioRifle_Content FiringWeapon, int InGlobStrength) )

Landed Flying Source code

simulated event Landed ( vector HitNormal, Actor FloorActor) )

MergeWithGlob Source code

simulated function MergeWithGlob ( int AdditionalGlobStrength) )

MergeWithGlob OnGround Source code

simulated function MergeWithGlob ( int AdditionalGlobStrength) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch DissolvingPlayer Source code

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

ProcessTouch Flying Source code

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

ProcessTouch OnGround Source code

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

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

SetGlobStrength Source code

simulated function SetGlobStrength ( int NewStrength ) )
Sets the strength of this bio goo actor

SplashGloblings Source code

simulated function SplashGloblings ( ) )
Spawns several children globs


Defaultproperties

defaultproperties
{
   MaxRestingGlobStrength=6
   GlobStrength=1
   GloblingSpeed=200.000000
   Begin Object Class=StaticMeshComponent Name=ProjectileMeshFloor ObjName=ProjectileMeshFloor Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'WP_BioRifle.Mesh.S_Bio_Blob_Chunk_Reduced'
      CullDistance=12000.000000
      CachedCullDistance=12000.000000
      bUseAsOccluder=False
      bAcceptsDecals=False
      Scale=2.000000
      Name="ProjectileMeshFloor"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   GooLandedMesh=ProjectileMeshFloor
   Begin Object Class=ParticleSystemComponent Name=HitWallFX ObjName=HitWallFX Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
      Template=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_Blob_Impact'
      bAutoActivate=False
      SecondsBeforeInactive=1.000000
      Name="HitWallFX"
      ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent'
   End Object
   HitWallEffect=HitWallFX
   GibDamageType=Class'UTGameContent.UTDmgType_BioGooGib'
   WallHit=None
   FloorHit=None
   CeilingHit=None
   Begin Object Class=SkeletalMeshComponent Name=ProjectileSkelMeshAir ObjName=ProjectileSkelMeshAir Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
      SkeletalMesh=SkeletalMesh'WP_BioRifle.Mesh.SK_WP_Bio_Alt_Projectile_Blob'
      Begin Object Class=AnimNodeSequence Name=MeshSequenceA ObjName=MeshSequenceA Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
         Name="MeshSequenceA"
         ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
      End Object
      Animations=AnimNodeSequence'UTGameContent.Default__UTProj_BioGlob:MeshSequenceA'
      AnimSets(0)=AnimSet'WP_BioRifle.Anims.Bio_Alt_Blob_Projectile_Shake'
      bUseAsOccluder=False
      Name="ProjectileSkelMeshAir"
      ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
   End Object
   GooMesh=ProjectileSkelMeshAir
   AmbientSound=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_Inair_Cue'
   ExplosionSound=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltImpactExplode_Cue'
   ProjExplosionTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Alt_Blob_POP'
   DamageRadius=120.000000
   MyDamageType=Class'UTGameContent.UTDmgType_BioGoo_Charged'
   ImpactSound=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireAltImpactExplode_Cue'
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGameContent.Default__UTProj_BioShot:CollisionCylinder'
      CollisionHeight=4.000000
      CollisionRadius=20.000000
      ObjectArchetype=CylinderComponent'UTGameContent.Default__UTProj_BioShot:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=ProjectileSkelMeshAir
   bNetTemporary=False
   bProjTarget=True
   LifeSpan=20.000000
   DrawScale=0.500000
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_BioGlob"
   ObjectArchetype=UTProj_BioShot'UTGameContent.Default__UTProj_BioShot'
}

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Creation time: sk 18-3-2018 10:00:55.038 - Created with UnCodeX