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WVPersesMAS.PersesFragMissile

Extends
PersesProjectileBase

WVPersesMAS.PersesFragMissile Creation date: 2013-12-12 12:52 Last change: $Id$ Copyright (c) 2013, Wormbo

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- WVPersesMAS.PersesProjectileBase
         |   
         +-- WVPersesMAS.PersesFragMissile

Variables Summary
Inherited Variables from WVPersesMAS.PersesProjectileBase
AccelRate, bAmped, bAttachExplosionToPawns, bAttachExplosionToVehicles, bAutoInit, bBlockedByInstigator, bBroadcastedExplosionEffect, bCanBeShotDown, bShuttingDown, bWaitForEffects, ExplosionParticleSystem, ExplosionParticleSystemBlue, ExplosionSound, FlightParticleSystem, FlightParticleSystemBlue, InstigatorBaseVehicle, PrevTouched, PrevTouchLocation, ProjectileName, ProjEffects, SplashDamageType, SplashMomentum, SubmunitionCount, SubmunitionTargetRange, SubmunitionType, Team, TouchLocation, TouchNormal, TransferDamageAmount, WallLocation, WallNormal
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

Structures Summary
Inherited Structures from WVPersesMAS.PersesProjectileBase
TExplosionEffectInfo, TVictimInfo

Functions Summary
Inherited Functions from WVPersesMAS.PersesProjectileBase
BlowUp, ClientSideTouch, Destroyed, Explode, FellOutOfWorld, GetCheckDir, GetRange, HideProjectile, HitWall, Init, IsEffectRelevant, IsValidTarget, PickTarget, PostBeginPlay, PostNetBeginPlay, PreBeginPlay, ProcessContact, ProcessTouch, ProjectileHurtRadius, RateTargetLocation, RoundVector, SetInitialState, SetTeam, Shutdown, SpawnExplosionEffects, SpawnFlightEffects, TakeDamage, Tick, Timer, TornOff, Touch, UnTouch
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch


Defaultproperties

defaultproperties
{
	ProjectileName = "Frag Missile"
	bAutoInit = True
	
	Damage               =    60.0
	DamageRadius         =   250.0
	SplashMomentum       = 50000.0
	TransferDamageAmount =     0.004
	MomentumTransfer     =     4.0
	MyDamageType         = class'DamTypePersesFragMissile'
	SplashDamageType     = class'DamTypePersesFragMissile'
	ExplosionDecal       = class'RocketMark'


	SubmunitionType = class'PersesFragChunk'
	SubmunitionCount = 15


	Mass = 3.0
	Speed = 1500
	MaxSpeed = 5000
	AccelRate = 1000


	FlightParticleSystem = class'PersesFragMissileFlightEffects'
	ExplosionParticleSystem = class'NewExplosionA'
	ExplosionSound = Sound'FragMissileExplode'
	AmbientSound = Sound'WeaponSounds.RocketLauncher.RocketLauncherProjectile'
	TransientSoundRadius = 500.0
}

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Creation time: Do 14.8.2014 09:58:19.564 - Created with UnCodeX