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NetworkProjectileSpawnerV2.NetworkProjectileSpawner

Extends
Actor
Modifiers
placeable

Advanced network-compatible projectile spawner. Creation date: 2010-06-07 11:32 Last change: $Id$ Copyright © 2010, 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
   |   
   +-- NetworkProjectileSpawnerV2.NetworkProjectileSpawner

Constants Summary
DEG_TO_RAD=0.0174532925
DEG_TO_UROT=182.04444444
Inherited Contants from Engine.Actor
MAXSTEPHEIGHT, MINFLOORZ
Inherited Contants from Core.Object
MaxInt, Pi, RF_NotForClient, RF_NotForEdit, RF_NotForServer, RF_Public, RF_Standalone, RF_Transactional, RF_Transient

Variables Summary
boolbEnabled
boolbStopped
intBurstAmount
floatBurstDuration
intCurrentDestination
array<Actor>DestinationActors
NetworkProjectileSpawner
boolbInitiallyEnabled
boolbStartSpawningImmediately
stringBuild
intMaxBurstAmount
floatMaxBurstDuration
rangeSpawnInterval
ProjectileDamage
boolbReflectableProjectile
intDamage
floatDamageMomentum
floatDamageRadius
class<DamageType>DamageType
intReflectionCost
ProjectileDestination
boolbRandomDestination
boolbStartWithFirstDestination
boolbUseInstigatorAsDestination
nameDestinationTag
floatDirectionRandomness
ProjectileEffects
class<Actor>BounceEffectClass
class<Projector>ExplosionDecal
class<Actor>ExplosionEffectClass
floatExploWallOut
floatProjectileLightBrightness
ELightEffectProjectileLightEffect
byteProjectileLightHue
floatProjectileLightRadius
byteProjectileLightSaturation
class<Actor>SpawnEffectClass
ProjectileLook
boolbProjectileUnlit
byteProjectileAmbientGlow
MeshProjectileMesh
vectorProjectilePrePivot
ERenderStyleProjectileRenderStyle
floatProjectileScale
vectorProjectileScale3D
array<Material>ProjectileSkins
MaterialProjectileSprite
StaticMeshProjectileStaticMesh
class<Actor>TrailEffectClass
ProjectileMovement
floatAccelRate
boolbApplyGravity
boolbApplyGravityAfterBounce
boolbApplyTerminalVelocity
boolbFaceMovementDirection
floatBounceDampenFactor
floatBounceDampenFactorParallel
rangevectorInitialVelocityRange
intMaxNumBounces
floatMaxSpeed
floatMinBounceSpeed
rotatorProjectileRotationRate
ProjectileProperties
boolbProjectileNetTemporary
boolbUseTriggerInstigator
floatProjectileLifeSpan
nameProjectileTag
ProjectileSounds
SoundBounceSound
floatBounceSoundPitch
floatBounceSoundRadius
floatBounceSoundVolume
SoundExplosionSound
floatExplosionSoundPitch
floatExplosionSoundRadius
floatExplosionSoundVolume
SoundFlightAmbientSound
byteFlightAmbientSoundPitch
floatFlightAmbientSoundRadius
byteFlightAmbientSoundVolume
SoundSpawnSound
floatSpawnSoundPitch
floatSpawnSoundRadius
floatSpawnSoundVolume
Inherited Variables from Engine.Actor
Acceleration, AccumKarmaAngleError, ActorRenderData, AmbientGlow, AmbientSound, AntiPortal, Attached, AttachmentBone, AttachTag, bAcceptsProjectors, bActorShadows, bAlreadyPrecachedMaterials, bAlreadyPrecachedMeshes, bAlwaysFaceCamera, bAlwaysRelevant, bAlwaysTick, bAlwaysZeroBoneOffset, bAnimByOwner, Base, bAttenByLife, bAutoAlignToTerrain, bBadStateCode, bBlockActors, bBlockKarma, bBlockNonZeroExtentTraces, bBlockPlayers, bBlockProjectiles, bBlocksTeleport, bBlockZeroExtentTraces, bBounce, bCanBeDamaged, bCanTeleport, bClientAnim, bClientAuthoritative, bClientDemoNetFunc, bClientDemoRecording, bClientTrigger, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCompressedPosition, bCorona, bDeferRendering, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyInPainVolume, bDetailAttachment, bDirectional, bDirectionalCorona, bDisableSorting, bDisturbFluidSurface, bDramaticLighting, bDynamicLight, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForceSkelUpdate, bFullVolume, bGameRelevant, bHardAttach, bHidden, bHiddenEd, bHiddenEdGroup, bHighDetail, bHurtEntry, bIgnoreEncroachers, bIgnoreOutOfWorld, bIgnoreTerminalVelocity, bIgnoreVehicles, bInterpolating, bJustTeleported, bLightChanged, bLightingVisibility, bLockLocation, bMovable, bNetDirty, bNetInitial, bNetInitialRotation, bNetNotify, bNetOwner, bNetRelevant, bNetTemporary, bNoDelete, bNoRepMesh, bNotifyLocalPlayerTeamReceived, bNotOnDedServer, bObsolete, bOnlyAffectPawns, bOnlyDirtyReplication, bOnlyDrawIfAttached, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bOrientToVelocity, bOwnerNoSee, bPathColliding, bPathTemp, bPendingDelete, bProjTarget, bRepClientDemo, bReplicateAnimations, bReplicateInstigator, bReplicateMovement, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bShouldBaseAtStartup, bShouldStopKarma, bShowOctreeNodes, bSkipActorPropertyReplication, bSmoothKarmaStateUpdates, bSpecialLit, bStasis, bStatic, bStaticLighting, bSuperHighDetail, bTearOff, bTempEditor, bTicked, bTimerLoop, bTraceWater, bTrailerAllowRotation, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUpdateSimulatedPosition, bUseCollisionStaticMesh, bUseCylinderCollision, bUseDynamicLights, bUseLightingFromBase, bWasSNFiltered, bWorldGeometry, CachedLocalToWorld, CachedLocation, CachedRotation, ClientOverlayCounter, ClientOverlayTimer, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, CullDistance, Deleted, DesiredRotation, DrawScale, DrawScale3D, DrawType, Event, ExcludeTag[8], FluidSurfaceShootStrengthMod, ForcedVisibilityZoneTag, ForceNoise, ForceRadius, ForceScale, ForceType, Group, HardRelMatrix, HighDetailOverlay, InitialState, Instigator, Inventory, JoinedTag, KParams, KStepTag, LastRenderTime, LatentFloat, Leaves, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightPeriod, LightPhase, LightRadius, LightRenderData, LightSaturation, LightType, Location, LODBias, Mass, MaxLights, Mesh, MeshInstance, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OctreeBox, OctreeBoxCenter, OctreeBoxRadii, OctreeNodes, OverlayMaterial, OverlayTimer, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, Projectors, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderRevision, RepSkin, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skins, SoundOcclusion, SoundPitch, SoundRadius, SoundVolume, StaticFilterState, StaticMesh, StaticMeshInstance, StaticMeshProjectors, StaticSectionBatches, Style, SurfaceType, Tag, Texture, TimerCounter, TimerRate, Touching, TransientSoundRadius, TransientSoundVolume, UV2Mode, UV2Texture, Velocity, XLevel
Inherited Variables from Core.Object
Class, Name, ObjectFlags, ObjectInternal[7], Outer

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode
Inherited Enumerations from Core.Object
EAxis, ECamOrientation, EDetailMode, EDrawPivot, ESheerAxis

Structures Summary
Inherited Structures from Engine.Actor
ActorRenderDataPtr, AnimRep, BatchReference, FireProperties, KRBVec, KRigidBodyState, KSimParams, LightRenderDataPtr, PointRegion, ProjectorRenderInfoPtr, StaticMeshProjectorRenderInfoPtr
Inherited Structures from Core.Object
BoundingVolume, Box, Color, CompressedPosition, Coords, FloatBox, Guid, IntBox, InterpCurve, InterpCurvePoint, Matrix, Plane, Quat, Range, RangeVector, Rotator, Scale, TMultiMap, Vector

Functions Summary
function BeginPlay ()))
function BeginState ()))
ConstantlySpawning
function BeginState ()))
TriggerBurst
functionbool GetFireDirection (vector TargetLocation, out vector TargetDirection, out float FireSpeedFactor))
function Reset ()))
function SetEnabled (bool bEnable))
function SpawnProjectile ()))
function Tick (float DeltaTime))
TriggerBurst
function Trigger (Actor Other, Pawn EventInstigator))
TriggerBurst
function Trigger (Actor Other, Pawn EventInstigator))
TriggerControl
function Trigger (Actor Other, Pawn EventInstigator))
TriggerToggle
function UnTrigger (Actor Other, Pawn EventInstigator))
TriggerControl
Inherited Functions from Engine.Actor
*, +, -, AddToPackageMap, AdjustVolume, AllActors, AllowMusicPlayback, AnimBlendParams, AnimBlendToAlpha, AnimEnd, AnimIsInGroup, AnimStopLooping, Attach, AttachToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BlocksShotAt, BoneRefresh, BroadcastLocalizedMessage, Bump, CanSplash, ChangeBaseParamsFeedbackEffect, ChangeSpringFeedbackEffect, CheckForErrors, CheckMaxEffectDistance, ChildActors, ClearStayingDebugLines, ClientTrigger, Clock, CollidingActors, ConsoleCommand, CopyObjectToClipboard, Crash, CurrentLIPSincAnim, DebugClock, DebugUnclock, DemoPlaySound, Destroy, Destroyed, Detach, DetachFromBone, DisplayDebug, DrawDebugCircle, DrawDebugLine, DrawDebugSphere, DrawStayingDebugLine, DynamicActors, EffectIsRelevant, EnableChannelNotify, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishedInterpolation, FinishInterpolation, ForceFeedbackSupported, FreezeAnimAt, GainedChild, GetAllInt, GetAllIntDesc, GetAnimParams, GetBoneCoords, GetBoneRotation, GetCacheEntry, GetClosestBone, GetCollisionExtent, GetDebugName, GetHumanReadableName, GetLocalString, GetMapName, GetMeshName, GetNextInt, GetNextIntDesc, GetNextSkin, GetNotifyChannel, GetRenderBoundingSphere, GetRootLocation, GetRootLocationDelta, GetRootRotation, GetRootRotationDelta, GetSoundDuration, GetURLMap, GetUrlOption, HasAnim, HasLIPSincAnim, HealDamage, HitWall, HurtRadius, IsAnimating, IsInPain, IsInVolume, IsJoinedTo, IsPlayingLIPSincAnim, IsStationary, IsTweening, KAddAngularImpulse, KAddBoneLifter, KAddImpulse, KApplyForce, KDisableCollision, KDrawRigidBodyState, KEnableCollision, KFreezeRagdoll, KGetActorGravScale, KGetCOMOffset, KGetCOMPosition, KGetDampingProps, KGetFriction, KGetImpactThreshold, KGetInertiaTensor, KGetMass, KGetRBQuaternion, KGetRestitution, KGetRigidBodyState, KGetSimParams, KGetSkelMass, KilledBy, KImpact, KIsAwake, KIsRagdollAvailable, KMakeRagdollAvailable, KRBVecFromVector, KRBVecToVector, KRemoveAllBoneLifters, KRemoveLifterFromBone, KScaleJointLimits, KSetActorGravScale, KSetBlockKarma, KSetCOMOffset, KSetDampingProps, KSetFriction, KSetImpactThreshold, KSetInertiaTensor, KSetMass, KSetRestitution, KSetSimParams, KSetSkelVel, KSetStayUpright, KSetStayUprightParams, KSkelConvulse, KUpdateState, KVelDropBelow, KWake, Landed, LinkMesh, LinkSkelAnim, LIPSincAnimEnd, LockRootMotion, LoopAnim, LostChild, MakeNoise, MatchStarting, Move, MoveCacheEntry, MoveSmooth, NearSpot, NotifyLocalPlayerDead, NotifyLocalPlayerTeamReceived, OnlyAffectPawns, PauseStream, PawnBaseDied, PhysicsVolumeChange, PlayAnim, PlayerCanSeeMe, PlayFeedbackEffect, PlayLIPSincAnim, PlayMusic, PlayOwnedSound, PlaySound, PlayStream, PlayTeleportEffect, PostBeginPlay, PostLoadSavedGame, PostNetBeginPlay, PostNetReceive, PostTeleport, PostTouch, POVChanged, PreBeginPlay, PrecacheAnnouncer, PreSaveGame, PreTeleport, RadiusActors, RanInto, RecoverFromBadStateCode, RenderOverlays, RenderTexture, Reset, ResetStaticFilterState, SeekStream, SelfTriggered, SetAnimFrame, SetBase, SetBoneDirection, SetBoneLocation, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDelayedDamageInstigatorController, SetDisplayProperties, SetDrawScale, SetDrawScale3D, SetDrawType, SetGRI, SetInitialState, SetLocation, SetOverlayMaterial, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetStaticMesh, SetTimer, ShouldBeHidden, Sleep, Spawn, SpecialHandling, StartInterpolation, StopAllMusic, StopAnimating, StopFeedbackEffect, StopLIPSincAnim, StopMusic, StopStream, SuggestFallVelocity, TakeDamage, TeamLink, TextToSpeech, Tick, Timer, TimerPop, TornOff, Touch, TouchingActor, TouchingActors, Trace, TraceActors, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnClock, UnTouch, UnTrigger, UntriggerEvent, UpdateAnnouncements, UpdatePrecacheMaterials, UpdatePrecacheStaticMeshes, UpdateURL, UsedBy, VisibleActors, VisibleCollidingActors, ZoneChange
Inherited Functions from Core.Object
!, !=, $, $=, %, &, &&, *, **, *=, +, ++, +=, -, --, -=, / , /=, <, <<, <=, ==, >, >=, >>, >>>, @, @=, Abs, Acos, AllObjects, Asc, Asin, Atan, BeginState, Caps, Ceil, Chr, Clamp, ClassIsChildOf, ClearConfig, ClockwiseFrom, Cos, Created, Cross, Disable, Divide, Dot, DynamicLoadObject, EatStr, Enable, EndState, Eval, Exp, FClamp, FindObject, FMax, FMin, FRand, GetAxes, GetEnum, GetItemName, GetPerObjectNames, GetPropertyText, GetReferencers, GetStateName, GetUnAxes, GotoState, InStr, InterpCurveEval, InterpCurveGetInputDomain, InterpCurveGetOutputRange, Invert, IsA, IsInState, IsOnConsole, IsSoaking, Left, Len, Lerp, Localize, Locs, Log, Loge, Max, Mid, Min, MirrorVectorByNormal, Normal, Normalize, OrthoRotation, PlatformIs64Bit, PlatformIsMacOS, PlatformIsUnix, PlatformIsWindows, QuatFindBetween, QuatFromAxisAndAngle, QuatFromRotator, QuatInvert, QuatProduct, QuatRotateVector, QuatSlerp, QuatToRotator, Rand, RandRange, Repl, ReplaceText, ResetConfig, Right, RotRand, Round, SaveConfig, SetPropertyText, Sin, Smerp, Split, Sqrt, Square, StaticClearConfig, StaticSaveConfig, StopWatch, StrCmp, Tan, VRand, VSize, Warn, ^, ^^, |, ||, ~, ~=

States Summary
ConstantlySpawning Source code
auto state ConstantlySpawning extends Spawning
/** Keep on spawning projectiles. */
BeginState
Spawning Source code
state Spawning
TriggerBurst Source code
state TriggerBurst extends Spawning
/** Initially disabled. Triggering enables and spawns projectiles until either maximum burst amount or duration is hit, then disables. Retriggering during the burst restarts burst spawning with initial amount and duration. */
BeginState, Tick, Trigger
TriggerControl Source code
state TriggerControl extends Spawning
/** Triggering enables or disables if initially disabled or enabled respectively, untriggering resets to initial enabled state. */
Trigger, UnTrigger
TriggerToggle Source code
state TriggerToggle extends Spawning
/** Triggering toggles spawning on/off. */
Trigger


Constants Detail

DEG_TO_RAD Source code

const DEG_TO_RAD = 0.0174532925;

DEG_TO_UROT Source code

const DEG_TO_UROT = 182.04444444;


Variables Detail

bEnabled Source code

var bool bEnabled;

bStopped Source code

var bool bStopped;

BurstAmount Source code

var int BurstAmount;

BurstDuration Source code

var float BurstDuration;

CurrentDestination Source code

var int CurrentDestination;

DestinationActors Source code

var array<Actor> DestinationActors;

NetworkProjectileSpawner

bInitiallyEnabled Source code

var(NetworkProjectileSpawner) bool bInitiallyEnabled;
Initial enabled state for TriggerToggle and TriggerControl states.

bStartSpawningImmediately Source code

var(NetworkProjectileSpawner) bool bStartSpawningImmediately;
Triggering immediately starts spawning. Otherwise wait for spawn interval to pass.

Build Source code

var(NetworkProjectileSpawner) const editconst string Build;

MaxBurstAmount Source code

var(NetworkProjectileSpawner) int MaxBurstAmount;
Maximum number of projectiles to spawn in TriggerBurst state.

MaxBurstDuration Source code

var(NetworkProjectileSpawner) float MaxBurstDuration;
Maximum duration to spawn projectiles in TriggerBurst state.

SpawnInterval Source code

var(NetworkProjectileSpawner) range SpawnInterval;
Time between projectile spawns.

ProjectileDamage

bReflectableProjectile Source code

var(ProjectileDamage) bool bReflectableProjectile;

Damage Source code

var(ProjectileDamage) int Damage;

DamageMomentum Source code

var(ProjectileDamage) float DamageMomentum;

DamageRadius Source code

var(ProjectileDamage) float DamageRadius;

DamageType Source code

var(ProjectileDamage) class<DamageType> DamageType;

ReflectionCost Source code

var(ProjectileDamage) int ReflectionCost;

ProjectileDestination

bRandomDestination Source code

var(ProjectileDestination) bool bRandomDestination;

bStartWithFirstDestination Source code

var(ProjectileDestination) bool bStartWithFirstDestination;

bUseInstigatorAsDestination Source code

var(ProjectileDestination) bool bUseInstigatorAsDestination;

DestinationTag Source code

var(ProjectileDestination) name DestinationTag;
Tag or name of a destination actor for spawned projectiles. If not specified, spawner rotation is used instead.

DirectionRandomness Source code

var(ProjectileDestination) float DirectionRandomness;
Amount of randomness added to direction. (0.0-1.0)

ProjectileEffects

BounceEffectClass Source code

var(ProjectileEffects) class<Actor> BounceEffectClass;

ExplosionDecal Source code

var(ProjectileEffects) class<Projector> ExplosionDecal;

ExplosionEffectClass Source code

var(ProjectileEffects) class<Actor> ExplosionEffectClass;

ExploWallOut Source code

var(ProjectileEffects) float ExploWallOut;

ProjectileLightBrightness Source code

var(ProjectileEffects) float ProjectileLightBrightness;

ProjectileLightEffect Source code

var(ProjectileEffects) ELightEffect ProjectileLightEffect;

ProjectileLightHue Source code

var(ProjectileEffects) byte ProjectileLightHue;

ProjectileLightRadius Source code

var(ProjectileEffects) float ProjectileLightRadius;

ProjectileLightSaturation Source code

var(ProjectileEffects) byte ProjectileLightSaturation;

SpawnEffectClass Source code

var(ProjectileEffects) class<Actor> SpawnEffectClass;

ProjectileLook

bProjectileUnlit Source code

var(ProjectileLook) bool bProjectileUnlit;

ProjectileAmbientGlow Source code

var(ProjectileLook) byte ProjectileAmbientGlow;

ProjectileMesh Source code

var(ProjectileLook) Mesh ProjectileMesh;

ProjectilePrePivot Source code

var(ProjectileLook) vector ProjectilePrePivot;

ProjectileRenderStyle Source code

var(ProjectileLook) ERenderStyle ProjectileRenderStyle;

ProjectileScale Source code

var(ProjectileLook) float ProjectileScale;

ProjectileScale3D Source code

var(ProjectileLook) vector ProjectileScale3D;

ProjectileSkins Source code

var(ProjectileLook) array<Material> ProjectileSkins;

ProjectileSprite Source code

var(ProjectileLook) Material ProjectileSprite;

ProjectileStaticMesh Source code

var(ProjectileLook) StaticMesh ProjectileStaticMesh;

TrailEffectClass Source code

var(ProjectileLook) class<Actor> TrailEffectClass;

ProjectileMovement

AccelRate Source code

var(ProjectileMovement) float AccelRate;
Projectile acceleration. Negative means backwards.

bApplyGravity Source code

var(ProjectileMovement) bool bApplyGravity;

bApplyGravityAfterBounce Source code

var(ProjectileMovement) bool bApplyGravityAfterBounce;

bApplyTerminalVelocity Source code

var(ProjectileMovement) bool bApplyTerminalVelocity;

bFaceMovementDirection Source code

var(ProjectileMovement) bool bFaceMovementDirection;

BounceDampenFactor Source code

var(ProjectileMovement) float BounceDampenFactor;

BounceDampenFactorParallel Source code

var(ProjectileMovement) float BounceDampenFactorParallel;

InitialVelocityRange Source code

var(ProjectileMovement) rangevector InitialVelocityRange;
Initial projectile speed, relative to spawner rotation. Negative X means move backwards, Y/Z move sideways.

MaxNumBounces Source code

var(ProjectileMovement) int MaxNumBounces;

MaxSpeed Source code

var(ProjectileMovement) float MaxSpeed;
Projectile's maximum movement speed.

MinBounceSpeed Source code

var(ProjectileMovement) float MinBounceSpeed;

ProjectileRotationRate Source code

var(ProjectileMovement) rotator ProjectileRotationRate;

ProjectileProperties

bProjectileNetTemporary Source code

var(ProjectileProperties) bool bProjectileNetTemporary;
Whether projectiles should be net-temporary.

bUseTriggerInstigator Source code

var(ProjectileProperties) bool bUseTriggerInstigator;
Set the player who (un)triggered the spawner as projectile instigator.

ProjectileLifeSpan Source code

var(ProjectileProperties) float ProjectileLifeSpan;
Projectile life time.

ProjectileTag Source code

var(ProjectileProperties) name ProjectileTag;
A Tag value to assign to spawned projectiles,

ProjectileSounds

BounceSound Source code

var(ProjectileSounds) Sound BounceSound;
Projectile impact sound.

BounceSoundPitch Source code

var(ProjectileSounds) float BounceSoundPitch;

BounceSoundRadius Source code

var(ProjectileSounds) float BounceSoundRadius;

BounceSoundVolume Source code

var(ProjectileSounds) float BounceSoundVolume;

ExplosionSound Source code

var(ProjectileSounds) Sound ExplosionSound;
Projectile impact sound.

ExplosionSoundPitch Source code

var(ProjectileSounds) float ExplosionSoundPitch;

ExplosionSoundRadius Source code

var(ProjectileSounds) float ExplosionSoundRadius;

ExplosionSoundVolume Source code

var(ProjectileSounds) float ExplosionSoundVolume;

FlightAmbientSound Source code

var(ProjectileSounds) Sound FlightAmbientSound;
Projectile ambient sound.

FlightAmbientSoundPitch Source code

var(ProjectileSounds) byte FlightAmbientSoundPitch;

FlightAmbientSoundRadius Source code

var(ProjectileSounds) float FlightAmbientSoundRadius;

FlightAmbientSoundVolume Source code

var(ProjectileSounds) byte FlightAmbientSoundVolume;

SpawnSound Source code

var(ProjectileSounds) Sound SpawnSound;
Projectile spawn sound.

SpawnSoundPitch Source code

var(ProjectileSounds) float SpawnSoundPitch;

SpawnSoundRadius Source code

var(ProjectileSounds) float SpawnSoundRadius;

SpawnSoundVolume Source code

var(ProjectileSounds) float SpawnSoundVolume;


Functions Detail

BeginPlay Source code

function BeginPlay ( ) )

BeginState ConstantlySpawning Source code

function BeginState ( ) )

BeginState TriggerBurst Source code

function BeginState ( ) )

GetFireDirection Source code

function bool GetFireDirection ( vector TargetLocation, out vector TargetDirection, out float FireSpeedFactor) )
Returns whether the target offset is reachable, assuming clear shot. Outputs the fire rotation that will get the shot to the desired target area.

Reset Source code

function Reset ( ) )

SetEnabled Source code

function SetEnabled ( bool bEnable) )

SpawnProjectile Source code

function SpawnProjectile ( ) )

Tick TriggerBurst Source code

function Tick ( float DeltaTime) )

Trigger TriggerBurst Source code

function Trigger ( Actor Other, Pawn EventInstigator) )

Trigger TriggerControl Source code

function Trigger ( Actor Other, Pawn EventInstigator) )

Trigger TriggerToggle Source code

function Trigger ( Actor Other, Pawn EventInstigator) )

UnTrigger TriggerControl Source code

function UnTrigger ( Actor Other, Pawn EventInstigator) )


Defaultproperties

defaultproperties
{
	Build = "%%%%-%%-%% %%:%%"
	
	bAlwaysRelevant = True
	bNoDelete       = True
	RemoteRole      = ROLE_DumbProxy
	Texture         = Texture'Engine.S_Emitter'
	bDirectional    = True
	bStopped        = True
	
	bInitiallyEnabled = False
	SpawnInterval     = (Min=1.0,Max=1.0)
	MaxBurstAmount    = 1
	MaxBurstDuration  = 1.0
	
	bProjectileNetTemporary = True
	ProjectileLifeSpan      = 10.0
	
	ProjectileScale       = 1.0
	ProjectileScale3D     = (X=1.0,Y=1.0,Z=1.0)
	ProjectileRenderStyle = STY_Normal
	bProjectileUnlit      = True
	
	SpawnSoundVolume =   0.3
	SpawnSoundRadius = 300.0
	SpawnSoundPitch  =   1.0
	ExplosionSoundVolume =   0.3
	ExplosionSoundRadius = 300.0
	ExplosionSoundPitch  =   1.0
	BounceSoundVolume =   0.3
	BounceSoundRadius = 300.0
	BounceSoundPitch  =   1.0
	FlightAmbientSoundVolume = 128
	FlightAmbientSoundPitch  =  64
	FlightAmbientSoundRadius =  64.0
	
	bRandomDestination = True
	
	InitialVelocityRange       = (X=(Min=1000.0,Max=1000.0))
	MaxSpeed                   = 2000.0
	bApplyTerminalVelocity     = True
	BounceDampenFactor         = 0.5
	BounceDampenFactorParallel = 0.8
	bFaceMovementDirection     = True
	
	DamageType     = class'DamageType'
	ReflectionCost = 10
}



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Creation time: Do 14.8.2014 09:58:15.678 - Created with UnCodeX