- Extends
- ONSMortarShell
EradicatorShell
Creation date: 2011-08-22 16:32
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
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- OnslaughtBP.ONSMortarShell
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+-- WVEradicatorV2.EradicatorShell
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 |
Inherited Functions from OnslaughtBP.ONSMortarShell |
Destroyed, Explode, ExplodeInAir, HitWall, Landed, PostBeginPlay, ProcessTouch, SpawnEffects, StartTimer, TakeDamage, Timer |
Inherited Functions from Engine.Projectile |
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch |
var
Sound AirExplosionSound;
var float SpreadFactor;
simulated function ExplodeInAir ( ) )
simulated function PostBeginPlay ( ) )
simulated function SpawnEffects (
vector HitLocation,
vector HitNormal) )
simulated function Timer ( ) )
defaultproperties
{
Begin Object Class=ProceduralSound Name=ShellBrakingExplode1P
BaseSound = Sound'ShellBrakingExplode1'
PitchModification = -10
PitchVariance = 20
End Object
Begin Object Class=ProceduralSound Name=ShellBrakingExplode2P
BaseSound = Sound'ShellBrakingExplode2'
PitchModification = -10
PitchVariance = 20
End Object
Begin Object Class=SoundGroup Name=ShellBrakingExplodeSound
Sounds = (Sound'ShellBrakingExplode1P',Sound'ShellBrakingExplode2P')
End Object
AirExplosionSound = Sound'ShellBrakingExplodeSound';
ImpactSound = Sound'ShellFragmentExplodeSound';
ExplosionEffectClass = class'EradicatorAirExplosion';
AirExplosionEffectClass = class'EradicatorAirExplosion';
AmbientSound = None;
MyDamageType = class'DamTypeEradicatorShell';
ChildProjectileClass = class'EradicatorShellChild';
SpreadFactor = 400.0;
TransientSoundRadius = 500.0;
}
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Creation time: Do 14.8.2014 09:58:05.637 - Created with
UnCodeX