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UTGameContent.UTProj_VehicleShockBallBase

Extends
UTProj_ShockBall

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

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

Direct Known Subclasses:

UTProj_SPMAShockBall, UTProj_VehicleShockBall

Variables Summary
ParticleSystemBeamTemplate
floatChainReactionDelay
vectorEndPoint
PlayerControllerInstigatorPlayerController
UTVWeap_ShockTurretBaseInstigatorWeapon
floatMaxChainReactionDist
Inherited Variables from UTGame.UTProj_ShockBall
bComboed, ComboAmmoCost, ComboDamage, ComboDamageType, ComboExplosionEffect, ComboExplosionSound, ComboMomentumTransfer, ComboRadius, ComboTarget, ComboTemplate, 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

Functions Summary
function BeginState (name PreviousStateName))
ChainReaction
function ComboNextBall ()))
ChainReaction
event Destroyed ()))
event PostBeginPlay ()))
event ReplicatedEvent (name VarName))
function ShutDown ()))
ChainReaction
function SpawnBeam ()))
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.UTProj_ShockBall
ComboExplosion, CreateProjectileLight, EndState, Monitor, ProcessTouch, ReplicatedEvent, TakeDamage, Tick
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
ChainReaction Source code
state ChainReaction
BeginState, ComboNextBall, ShutDown
WaitForCombo Source code
state WaitForCombo
Tick


Variables Detail

BeamTemplate Source code

var ParticleSystem BeamTemplate;
template for the beam during a chain reaction

ChainReactionDelay Source code

var float ChainReactionDelay;
How long to wait before continuing the chain

EndPoint Source code

var repnotify vector EndPoint;

InstigatorPlayerController Source code

var PlayerController InstigatorPlayerController;
cached cast of InstigatorController for replication test

InstigatorWeapon Source code

var repnotify UTVWeap_ShockTurretBase InstigatorWeapon;
Holds a link to the weapon that fired this gun

MaxChainReactionDist Source code

var float MaxChainReactionDist;
The maximum distance to search for a combo


Functions Detail

BeginState ChainReaction Source code

function BeginState ( name PreviousStateName) )
Explode this ball and then find a new one to explode

ComboNextBall ChainReaction Source code

function ComboNextBall ( ) )
Explode the next ShockBall

Destroyed Source code

simulated event Destroyed ( ) )

PostBeginPlay Source code

simulated event PostBeginPlay ( ) )

ReplicatedEvent Source code

simulated event ReplicatedEvent ( name VarName) )

ShutDown ChainReaction Source code

simulated function ShutDown ( ) )

SpawnBeam Source code

simulated function SpawnBeam ( ) )

TakeDamage Source code

event TakeDamage ( int DamageAmount, Controller EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType, optional TraceHitInfo HitInfo, optional Actor DamageCauser) )
Look to see if this should be combo

Tick WaitForCombo Source code

function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   ChainReactionDelay=0.250000
   MaxChainReactionDist=2500.000000
   BeamTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Beam'
   ComboRadius=525.000000
   ComboDamage=200
   ComboAmmoCost=0
   ComboExplosionEffect=Class'UTGameContent.UTEmit_VehicleShockCombo'
   Speed=1100.000000
   MaxSpeed=1100.000000
   Damage=25.000000
   MomentumTransfer=25000.000000
   Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTProj_ShockBall:CollisionCylinder'
      ObjectArchetype=CylinderComponent'UTGame.Default__UTProj_ShockBall:CollisionCylinder'
   End Object
   CylinderComponent=CollisionCylinder
   Components(0)=CollisionCylinder
   DrawScale=0.700000
   CollisionComponent=CollisionCylinder
   Name="Default__UTProj_VehicleShockBallBase"
   ObjectArchetype=UTProj_ShockBall'UTGame.Default__UTProj_ShockBall'
}

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Creation time: sk 18-3-2018 10:00:55.935 - Created with UnCodeX