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WVEradicatorV2.EradicatorShell

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
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- OnslaughtBP.ONSMortarShell
         |   
         +-- WVEradicatorV2.EradicatorShell

Variables Summary
SoundAirExplosionSound
class<Projectile>ChildProjectileClass
EmitterSmokeTrail
floatSpreadFactor
Inherited Variables from OnslaughtBP.ONSMortarShell
AirExplosionEffectClass, bExploded, ExplosionEffectClass, Glow, trail
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 ExplodeInAir ()))
function PostBeginPlay ()))
function SpawnEffects (vector HitLocation, vector HitNormal))
function Timer ()))
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


Variables Detail

AirExplosionSound Source code

var Sound AirExplosionSound;

ChildProjectileClass Source code

var class<Projectile> ChildProjectileClass;

SmokeTrail Source code

var Emitter SmokeTrail;

SpreadFactor Source code

var float SpreadFactor;


Functions Detail

ExplodeInAir Source code

simulated function ExplodeInAir ( ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

SpawnEffects Source code

simulated function SpawnEffects ( vector HitLocation, vector HitNormal) )

Timer Source code

simulated function Timer ( ) )


Defaultproperties

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