- 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
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+-- Engine.Actor
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+-- NetworkProjectileSpawnerV2.NetworkProjectileSpawner
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 Enumerations from Engine.Actor |
EDoubleClickDir, EDrawType, EFilterState, EFlagState, EForceType, eKillZType, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundOcclusion, ESoundSlot, ESurfaceTypes, ETravelType, EUV2Mode |
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 |
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, ^, ^^, |, ||, ~, ~= |
const DEG_TO_RAD = 0.0174532925;
const DEG_TO_UROT = 182.04444444;
var bool bEnabled;
var bool bStopped;
var int BurstAmount;
var float BurstDuration;
var int CurrentDestination;
var array<
Actor> DestinationActors;
NetworkProjectileSpawner
bStartSpawningImmediately Source code
ProjectileDamage
bReflectableProjectile Source code
var(ProjectileDamage) bool bReflectableProjectile;
var(ProjectileDamage) int Damage;
var(ProjectileDamage) float DamageMomentum;
var(ProjectileDamage) float DamageRadius;
var(ProjectileDamage) int ReflectionCost;
ProjectileDestination
var(ProjectileDestination) bool bRandomDestination;
bStartWithFirstDestination Source code
var(ProjectileDestination) bool bStartWithFirstDestination;
bUseInstigatorAsDestination Source code
var(ProjectileDestination) bool bUseInstigatorAsDestination;
var(ProjectileDestination) name DestinationTag;
var(ProjectileDestination) float DirectionRandomness;
ProjectileEffects
var(ProjectileEffects)
class<
Actor> BounceEffectClass;
var(ProjectileEffects)
class<
Projector> ExplosionDecal;
var(ProjectileEffects)
class<
Actor> ExplosionEffectClass;
var(ProjectileEffects) float ExploWallOut;
ProjectileLightBrightness Source code
var(ProjectileEffects) float ProjectileLightBrightness;
var(ProjectileEffects) byte ProjectileLightHue;
var(ProjectileEffects) float ProjectileLightRadius;
ProjectileLightSaturation Source code
var(ProjectileEffects) byte ProjectileLightSaturation;
var(ProjectileEffects)
class<
Actor> SpawnEffectClass;
ProjectileLook
var(ProjectileLook) bool bProjectileUnlit;
var(ProjectileLook) byte ProjectileAmbientGlow;
var(ProjectileLook) Mesh ProjectileMesh;
var(ProjectileLook)
vector ProjectilePrePivot;
var(ProjectileLook) float ProjectileScale;
var(ProjectileLook)
vector ProjectileScale3D;
var(ProjectileLook) array<
Material> ProjectileSkins;
var(ProjectileLook)
Material ProjectileSprite;
var(ProjectileLook) StaticMesh ProjectileStaticMesh;
var(ProjectileLook)
class<
Actor> TrailEffectClass;
ProjectileMovement
var(ProjectileMovement) float AccelRate;
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;
var(ProjectileMovement) float BounceDampenFactor;
BounceDampenFactorParallel Source code
var(ProjectileMovement) float BounceDampenFactorParallel;
var(ProjectileMovement)
rangevector InitialVelocityRange;
var(ProjectileMovement) int MaxNumBounces;
var(ProjectileMovement) float MaxSpeed;
var(ProjectileMovement) float MinBounceSpeed;
ProjectileRotationRate Source code
var(ProjectileMovement)
rotator ProjectileRotationRate;
ProjectileProperties
bProjectileNetTemporary Source code
var(ProjectileProperties) bool bProjectileNetTemporary;
var(ProjectileProperties) bool bUseTriggerInstigator;
var(ProjectileProperties) float ProjectileLifeSpan;
var(ProjectileProperties) name ProjectileTag;
ProjectileSounds
var(ProjectileSounds)
Sound BounceSound;
var(ProjectileSounds) float BounceSoundPitch;
var(ProjectileSounds) float BounceSoundRadius;
var(ProjectileSounds) float BounceSoundVolume;
var(ProjectileSounds)
Sound ExplosionSound;
var(ProjectileSounds) float ExplosionSoundPitch;
var(ProjectileSounds) float ExplosionSoundRadius;
var(ProjectileSounds) float ExplosionSoundVolume;
var(ProjectileSounds)
Sound FlightAmbientSound;
FlightAmbientSoundPitch Source code
var(ProjectileSounds) byte FlightAmbientSoundPitch;
FlightAmbientSoundRadius Source code
var(ProjectileSounds) float FlightAmbientSoundRadius;
FlightAmbientSoundVolume Source code
var(ProjectileSounds) byte FlightAmbientSoundVolume;
var(ProjectileSounds)
Sound SpawnSound;
var(ProjectileSounds) float SpawnSoundPitch;
var(ProjectileSounds) float SpawnSoundRadius;
var(ProjectileSounds) float SpawnSoundVolume;
function BeginPlay ( ) )
BeginState ConstantlySpawning Source code
function BeginState ( ) )
BeginState TriggerBurst Source code
function BeginState ( ) )
function
bool GetFireDirection (
vector TargetLocation, out
vector TargetDirection, out
float FireSpeedFactor) )
function Reset ( ) )
function SetEnabled ( bool bEnable) )
function SpawnProjectile ( ) )
function Tick ( float DeltaTime) )
Trigger TriggerControl Source code
UnTrigger TriggerControl Source code
function UnTrigger (
Actor Other,
Pawn EventInstigator) )
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