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Onslaught.ONSSkyMine

Extends
ShockProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- XWeapons.ShockProjectile
         |   
         +-- Onslaught.ONSSkyMine

Variables Summary
boolbDoChainReaction
class<ShockBeamEffect>BeamEffectClass
floatChainReactionDelay
floatMaxChainReactionDist
ONSWeaponOwnerGun
EmitterProjectileEffect
class<Emitter>ProjectileEffectClass
Inherited Variables from XWeapons.ShockProjectile
ComboAmmoCost, ComboDamage, ComboDamageType, ComboMomentumTransfer, ComboRadius, ComboSound, ComboTarget, ShockBallEffect, tempStartLoc
Inherited Variables from Engine.Projectile
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider

Functions Summary
function Destroyed ()))
function DestroyTrails ()))
function PostBeginPlay ()))
function PostNetBeginPlay ()))
function SuperExplosion ()))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType))
function Tick (float DeltaTime))
WaitForCombo
function Timer ()))
Inherited Functions from XWeapons.ShockProjectile
Destroyed, DestroyTrails, Explode, Monitor, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ProcessTouch, SuperExplosion, TakeDamage, Tick, Timer
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch

States Summary
WaitForCombo Source code
state WaitForCombo
Tick


Variables Detail

bDoChainReaction Source code

var bool bDoChainReaction;

BeamEffectClass Source code

var class<ShockBeamEffect> BeamEffectClass;

ChainReactionDelay Source code

var float ChainReactionDelay;

MaxChainReactionDist Source code

var float MaxChainReactionDist;

OwnerGun Source code

var ONSWeapon OwnerGun;

ProjectileEffect Source code

var Emitter ProjectileEffect;

ProjectileEffectClass Source code

var class<Emitter> ProjectileEffectClass;


Functions Detail

Destroyed Source code

simulated function Destroyed ( ) )

DestroyTrails Source code

simulated function DestroyTrails ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

SuperExplosion Source code

function SuperExplosion ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) )

Tick WaitForCombo Source code

function Tick ( float DeltaTime) )

Timer Source code

function Timer ( ) )


Defaultproperties

defaultproperties
{
	MyDamageType=class'DamTypeSkyMine'
	ComboDamageType=class'DamTypePRVLaser'
	Damage=25
	MomentumTransfer=25000
	Speed=950
	MaxSpeed=950
	ComboDamage=200
	ComboRadius=525
	bDoChainReaction=true
	MaxChainReactionDist=2500
	BeamEffectClass=class'ShockBeamEffect'
	ChainReactionDelay=0.25
	DrawScale=1.05
	CollisionRadius=20
	CollisionHeight=20
	ProjectileEffectClass=class'ShockBall'
	DrawType=DT_None
	Style=STY_Additive
}



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Creation time: Do 14.8.2014 09:58:18.493 - Created with UnCodeX