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WVHoverTankV3.NephthysGravityVortex

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
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- WVHoverTankV3.NephthysPointSingularity
         |   
         +-- WVHoverTankV3.NephthysGravityVortex

Direct Known Subclasses:

NephthysDeathVortex

Constants Summary
NUM_VORTEX_LEVELS=4

Variables Summary
floatAttractionInverseTime
SoundEndSound
AvoidMarkerFear
floatInitialGravity
floatInversedGravityDuration
floatRaiseDelay
floatRaiseDuration
floatRaisingGravity
floatRunningLightningDamageMax
floatRunningLightningDamageMin
floatRunningLightningRange
SoundRunningSoundLevels[NUM_VORTEX_LEVELS]
floatScaledExplosionHalfTime
floatSpawnTime
SoundStartSound
floatStartUpDelay
floatSuckingStartTime
floatTouchDamage
class<DamageType>TouchDamageType
EmitterVortexEffect
class<Emitter>VortexEffectLevels[NUM_VORTEX_LEVELS]
intVortexLevel
Inherited Variables from WVHoverTankV3.NephthysPointSingularity
AttractionRadius, AttractionStrength, LightningCharge, LightningDamageMax, LightningDamageMin, LightningDamageType, LightningRangeMax, LightningRechargeTime, SingularityEffect, SingularityEffectClass
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 BeginState ()))
Sucking
function BeginState ()))
WarmingUp
functionbool CanSplash ()))
function EndState ()))
Sucking
function Explode (vector HitLocation, vector HitNormal)
function HitWall (vector HitNormal, actor Wall))
function PostNetBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation))
function SetVortexLevel (int NewVortexLevel))
function Tick (float DeltaTime))
Sucking
function Tick (float DeltaTime))
WarmingUp
function Timer ()))
Sucking
function Timer ()))
WarmingUp
function Touch (Actor Other))
function UpdateMovement ()))
Inherited Functions from WVHoverTankV3.NephthysPointSingularity
Attract, Destroyed, DestroyTrails, DischargeLightningAt, Explode, HurtRadius, PostBeginPlay, Tick
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
Sucking Source code
state Sucking
BeginState, EndState, Tick, Timer
WarmingUp Source code
auto simulated state WarmingUp
BeginState, Tick, Timer


Constants Detail

NUM_VORTEX_LEVELS Source code

const NUM_VORTEX_LEVELS = 4;


Variables Detail

AttractionInverseTime Source code

var float AttractionInverseTime;

EndSound Source code

var Sound EndSound;

Fear Source code

var AvoidMarker Fear;

InitialGravity Source code

var float InitialGravity;

InversedGravityDuration Source code

var float InversedGravityDuration;

RaiseDelay Source code

var float RaiseDelay;

RaiseDuration Source code

var float RaiseDuration;

RaisingGravity Source code

var float RaisingGravity;

RunningLightningDamageMax Source code

var float RunningLightningDamageMax;

RunningLightningDamageMin Source code

var float RunningLightningDamageMin;

RunningLightningRange Source code

var float RunningLightningRange;

RunningSoundLevels[NUM_VORTEX_LEVELS] Source code

var Sound RunningSoundLevels[NUM_VORTEX_LEVELS];

ScaledExplosionHalfTime Source code

var float ScaledExplosionHalfTime;

SpawnTime Source code

var float SpawnTime;

StartSound Source code

var Sound StartSound;

StartUpDelay Source code

var float StartUpDelay;

SuckingStartTime Source code

var float SuckingStartTime;

TouchDamage Source code

var float TouchDamage;

TouchDamageType Source code

var class<DamageType> TouchDamageType;

VortexEffect Source code

var Emitter VortexEffect;

VortexEffectLevels[NUM_VORTEX_LEVELS] Source code

var class<Emitter> VortexEffectLevels[NUM_VORTEX_LEVELS];

VortexLevel Source code

var int VortexLevel;


Functions Detail

BeginState Sucking Source code

simulated function BeginState ( ) )

BeginState WarmingUp Source code

simulated function BeginState ( ) )

CanSplash Source code

simulated function bool CanSplash ( ) )

EndState Sucking Source code

function EndState ( ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal )
Prevent destruction when touching power core shield.

HitWall Source code

simulated singular function HitWall ( vector HitNormal, actor Wall) )

PostNetBeginPlay Source code

simulated function PostNetBeginPlay ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation) )

SetVortexLevel Source code

simulated function SetVortexLevel ( int NewVortexLevel) )

Tick Sucking Source code

simulated function Tick ( float DeltaTime) )

Tick WarmingUp Source code

simulated function Tick ( float DeltaTime) )

Timer Sucking Source code

simulated function Timer ( ) )

Timer WarmingUp Source code

simulated function Timer ( ) )

Touch Source code

simulated singular function Touch ( Actor Other) )

UpdateMovement Source code

simulated function UpdateMovement ( ) )
Slow down over time and start raising.


Defaultproperties

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