- Extends
- NephthysPointSingularity
NephthysGravityVortex
Creation date: 2013-01-20 12:33
Last change: $Id$
Copyright © 2013, 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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+-- WVHoverTankV3.NephthysPointSingularity
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+-- WVHoverTankV3.NephthysGravityVortex
Direct Known Subclasses:
NephthysDeathVortex
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 Engine.Projectile |
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch |
const NUM_VORTEX_LEVELS = 4;
var float AttractionInverseTime;
var float InitialGravity;
InversedGravityDuration Source code
var float InversedGravityDuration;
var float RaiseDelay;
var float RaiseDuration;
var float RaisingGravity;
RunningLightningDamageMax Source code
var float RunningLightningDamageMax;
RunningLightningDamageMin Source code
var float RunningLightningDamageMin;
var float RunningLightningRange;
RunningSoundLevels[NUM_VORTEX_LEVELS] Source code
var
Sound RunningSoundLevels[NUM_VORTEX_LEVELS];
ScaledExplosionHalfTime Source code
var float ScaledExplosionHalfTime;
var float SpawnTime;
var float StartUpDelay;
var float SuckingStartTime;
var float TouchDamage;
VortexEffectLevels[NUM_VORTEX_LEVELS] Source code
var
class<
Emitter> VortexEffectLevels[NUM_VORTEX_LEVELS];
var int VortexLevel;
simulated function BeginState ( ) )
simulated function BeginState ( ) )
simulated function bool CanSplash ( ) )
function EndState ( ) )
simulated function Explode (
vector HitLocation,
vector HitNormal )
simulated singular function HitWall (
vector HitNormal,
actor Wall) )
simulated function PostNetBeginPlay ( ) )
simulated function ProcessTouch (
Actor Other,
Vector HitLocation) )
simulated function SetVortexLevel ( int NewVortexLevel) )
simulated function Tick ( float DeltaTime) )
simulated function Tick ( float DeltaTime) )
simulated function Timer ( ) )
simulated function Timer ( ) )
simulated singular function Touch (
Actor Other) )
simulated function UpdateMovement ( ) )
defaultproperties
{
bAlwaysRelevant = True
bNetTemporary = False
LifeSpan = 0.0
Physics = PHYS_Projectile
bIgnoreVehicles = True
bUpdateSimulatedPosition = True
NetPriority = 3.0
Damage = 300.0
DamageRadius = 600.0
MomentumTransfer = 200000.0
MyDamageType = class'DamTypeNephthysGravityVortexExplosion'
TouchDamage = 150.0
TouchDamageType = class'DamTypeNephthysGravityVortexTouch'
RunningLightningDamageMin = 50.0
RunningLightningDamageMax = 100.0
RunningLightningRange = 1000.0
LightningRechargeTime = 0.5
LightningDamageType = class'DamTypeNephthysGravityVortexDischarge'
StartSound = Sound'NephthysVortexStart'
RunningSoundLevels(0) = Sound'NephthysVortexRun4s'
RunningSoundLevels(1) = Sound'NephthysVortexRun6s'
RunningSoundLevels(2) = Sound'NephthysVortexRun8s'
RunningSoundLevels(3) = Sound'NephthysVortexRun10s'
EndSound = Sound'NephthysVortexRunEnd'
ImpactSound = Sound'ONSBPSounds.ShockTank.ShockBallExplosion'
TransientSoundVolume = 1.5
TransientSoundRadius = 400.0
MaxSpeed = 2500.0
Speed = 2000.0
Mass = 250.0
VortexLevel = 3
VortexEffectLevels(0) = class'NephthysGravityVortexEffect4s'
VortexEffectLevels(1) = class'NephthysGravityVortexEffect6s'
VortexEffectLevels(2) = class'NephthysGravityVortexEffect8s'
VortexEffectLevels(3) = class'NephthysGravityVortexEffect'
RaiseDuration = 4.0
RaiseDelay = 2.0
InitialGravity = 0.5
RaisingGravity = -0.25
StartUpDelay = 2.0
InversedGravityDuration = 0.2
}
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Creation time: Do 14.8.2014 09:58:15.518 - Created with
UnCodeX