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BFRocket Creation date: 2011-02-22 21:42 Last change: $Id$ Copyright © 2011, Wormbo Website: http://www.koehler-homepage.de/Wormbo/ Feel free to reuse this code. Send me a note if you found it helpful or want to report bugs/provide improvements.
Core.Object | +-- Engine.Actor | +-- Engine.Projectile | +-- BFRL10k.BFRocket
Constants Summary |
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Inherited Contants from Engine.Actor |
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MAXSTEPHEIGHT, MINFLOORZ |
Variables Summary | |
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bool | bCanHitOwner |
int | Direction |
byte | Team |
BFRocketTrail | Trail |
rangevector | TrailLineColor[4] |
Enumerations Summary |
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Inherited Enumerations from Engine.Actor |
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EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
Structures Summary |
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Inherited Structures from Engine.Actor |
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ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr |
Functions Summary | ||
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BeginPlay ())) | ||
BlowUp (vector HitLocation)) | ||
destroyed ())) | ||
Explode (vector HitLocation, vector HitNormal)) | ||
Landed (vector HitNormal)) | ||
PostBeginPlay ())) | ||
PostNetBeginPlay ())) | ||
ProcessTouch (Actor Other, Vector HitLocation)) |
Inherited Functions from Engine.Projectile |
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BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { bBounce = True bFixedRotationDir = True RotationRate = (Roll=0) DesiredRotation = (Roll=0) ForceType = FT_Constant ForceRadius = 100.0 ForceScale = 5.0 Mass = 4.0 LifeSpan = 6.0 Speed = 4000.0 MaxSpeed = 4000.0 Damage = 90.0 DamageRadius = 220.0 MomentumTransfer = 50000.0 MyDamageType = class'DamTypeBFRocket' ExplosionDecal = class'RocketMark' RemoteRole = ROLE_SimulatedProxy AmbientSound = Sound'WeaponSounds.RocketLauncher.RocketLauncherProjectile' SoundVolume = 255 SoundRadius = 100 Team = 255 AmbientGlow = 96 DrawType = DT_StaticMesh StaticMesh = StaticMesh'VMWeaponsSM.AVRiLGroup.AVRiLprojectileSM' DrawScale = 0.15 Skins = (BFRLShader) Direction = -1 TrailLineColor(0) = (X=(Min=1.0,Max=1.0),Y=(Min=0.3,Max=0.3),Z=(Min=0.3,Max=0.3)) TrailLineColor(1) = (X=(Min=0.5,Max=0.5),Y=(Min=0.5,Max=0.5),Z=(Min=1.0,Max=1.0)) TrailLineColor(2) = (X=(Min=0.5,Max=0.5),Y=(Min=1.0,Max=1.0),Z=(Min=0.5,Max=0.5)) TrailLineColor(3) = (X=(Min=1.0,Max=1.0),Y=(Min=1.0,Max=1.0),Z=(Min=0.3,Max=0.3)) bReplicateInstigator = True } |
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