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UTGameContent.UTProj_BioShot

Extends
UTProjectile

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

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

Direct Known Subclasses:

UTProj_BioGlob, UTProj_BioGlobling

Variables Summary
boolbCheckedSurface
boolbExploded
boolbLanding
boolbOnMover
ParticleSystemCeilingHit
floatDripTime
UTAvoidMarkerFearSpot
ParticleSystemFloorHit
array<MaterialInterface>GooDecalChoices
MaterialInstanceConstantGooDecalMaterial
MaterialInterfaceGooDecalTemplate
MeshComponentGooMesh
ParticleSystemHitBioTemplate
EmitterHitEmitter
HitTypeHitMode
ParticleSystemHitPawnTemplate
floatRemainingRestTime
floatRestTime
SoundCueSteppedInSound
VectorSurfaceNormal
ParticleSystemWallHit
floatWallThreshold
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
HitType
HIT_None, HIT_Wall, HIT_Ceiling, HIT_Floor

Functions Summary
function BeginState (Name PreviousStateName))
OnGround
event Destroyed ()))
function Explode (Vector HitLocation, vector HitNormal))
function GrowCollision ()))
function HitWall (Vector HitNormal, Actor Wall, PrimitiveComponent WallComp ))
Flying
function HitWall (Vector HitNormal, Actor Wall, PrimitiveComponent WallComp)
OnGround
event Landed (vector HitNormal, Actor FloorActor))
Flying
function MyOnParticleSystemFinished (ParticleSystemComponent PSC))
event PhysicsVolumeChange (PhysicsVolume NewVolume))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
Flying
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
OnGround
function Shutdown ()))
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))
OnGround
function Timer ()))
OnGround
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
Flying Source code
auto state Flying
HitWall, Landed, ProcessTouch
OnGround Source code
state OnGround
BeginState, HitWall, ProcessTouch, TakeDamage, Timer


Variables Detail

bCheckedSurface Source code

var bool bCheckedSurface;

bExploded Source code

var bool bExploded;

bLanding Source code

var bool bLanding;

bOnMover Source code

var bool bOnMover;

CeilingHit Source code

var ParticleSystem CeilingHit;

DripTime Source code

var float DripTime;

FearSpot Source code

var UTAvoidMarker FearSpot;
used to notify AI of bio on the ground

FloorHit Source code

var ParticleSystem FloorHit;

GooDecalChoices Source code

var array<MaterialInterface> GooDecalChoices;

GooDecalMaterial Source code

var MaterialInstanceConstant GooDecalMaterial;

GooDecalTemplate Source code

var MaterialInterface GooDecalTemplate;

GooMesh Source code

var MeshComponent GooMesh;

HitBioTemplate Source code

var ParticleSystem HitBioTemplate;

HitEmitter Source code

var Emitter HitEmitter;

HitMode Source code

var HitType HitMode;

HitPawnTemplate Source code

var ParticleSystem HitPawnTemplate;

RemainingRestTime Source code

var repnotify float RemainingRestTime;

RestTime Source code

var float RestTime;

SteppedInSound Source code

var SoundCue SteppedInSound;
sound to play on explosion due to being stepped in

SurfaceNormal Source code

var Vector SurfaceNormal;

WallHit Source code

var ParticleSystem WallHit;

WallThreshold Source code

var float WallThreshold;


Enumerations Detail

HitType Source code

enum HitType
{
HIT_None, HIT_Wall, HIT_Ceiling, HIT_Floor
};


Functions Detail

BeginState OnGround Source code

simulated function BeginState ( Name PreviousStateName) )

Destroyed Source code

simulated event Destroyed ( ) )

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 Wall, PrimitiveComponent WallComp ) )

HitWall OnGround Source code

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

Landed Flying Source code

simulated event Landed ( vector HitNormal, Actor FloorActor) )

MyOnParticleSystemFinished Source code

simulated function MyOnParticleSystemFinished ( ParticleSystemComponent PSC) )

PhysicsVolumeChange Source code

simulated event PhysicsVolumeChange ( PhysicsVolume NewVolume) )

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) )

Shutdown Source code

simulated function Shutdown ( ) )

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( vector HitLocation, vector HitNormal) )

TakeDamage OnGround Source code

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

Timer OnGround Source code

simulated function Timer ( ) )


Defaultproperties

defaultproperties
{
   RestTime=3.000000
   DripTime=1.800000
   WallThreshold=0.300000
   WallHit=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Wall'
   FloorHit=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Floor'
   CeilingHit=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Impact_Primary_Ceiling'
   HitPawnTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Player_Hit'
   HitBioTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Blob_hits_Blob_Burst'
   GooDecalTemplate=DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'
   SteppedInSound=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactFizzle_Cue'
   GooDecalChoices(0)=DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal'
   GooDecalChoices(1)=DecalMaterial'WP_BioRifle.Materials.Bio_Splat_Decal_001'
   Begin Object Class=StaticMeshComponent Name=ProjectileMesh ObjName=ProjectileMesh Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
      StaticMesh=StaticMesh'WP_BioRifle.Mesh.S_Bio_Ball'
      CullDistance=12000.000000
      CachedCullDistance=12000.000000
      bUseAsOccluder=False
      CastShadow=False
      bAcceptsLights=False
      CollideActors=False
      BlockActors=False
      BlockRigidBody=False
      Name="ProjectileMesh"
      ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
   End Object
   GooMesh=ProjectileMesh
   ExplosionSound=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactExplode_Cue'
   ProjExplosionTemplate=ParticleSystem'WP_BioRifle.Particles.P_WP_Bio_Primary_PoP'
   MaxEffectDistance=7000.000000
   CheckRadius=40.000000
   ExplosionLightClass=Class'UTGame.UTBioExplosionLight'
   Buoyancy=1.500000
   Damage=21.000000
   MomentumTransfer=40000.000000
   MyDamageType=Class'UTGameContent.UTDmgType_BioGoo'
   ImpactSound=SoundCue'A_Weapon_BioRifle.Weapon.A_BioRifle_FireImpactExplode_Cue'
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
      CollideActors=True
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProjectile:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   Components(1)=ProjectileMesh
   Physics=PHYS_Falling
   LifeSpan=12.000000
   CollisionComponent=CollisionCylinder
   RotationRate=(Pitch=50000,Yaw=0,Roll=0)
   DesiredRotation=(Pitch=30000,Yaw=0,Roll=0)
   Name="Default__UTProj_BioShot"
   ObjectArchetype=UTProjectile'UTGame.Default__UTProjectile'
}

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Creation time: sk 18-3-2018 10:00:55.061 - Created with UnCodeX