- Extends
- PersesProjectileBase
Core.Object
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- WVPersesMAS.PersesProjectileBase
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+-- WVPersesMAS.PersesMercuryMissile
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 |
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 |
var float DopplerBaseSpeed;
var float DopplerStrength;
var
Sound ExplodeOnPlayerSound;
var float ImpactDamageAmount;
var float PunchThroughSpeed;
PunchThroughVelocityLossPercent Source code
var float PunchThroughVelocityLossPercent;
simulated function Penetrate (
Actor Other,
vector HitLocation) )
simulated function ProcessContact (
Actor Other,
vector HitLocation,
vector HitNormal) )
simulated function
bool ShouldPenetrate (
Actor Other,
vector HitLocation,
vector HitNormal) )
SpawnPenetrationEffects Source code
simulated function SpawnPenetrationEffects (
Actor Other,
vector HitLocation) )
simulated event Tick ( float DeltaTime) )
defaultproperties
{
ProjectileName = "Mercury Missile"
bAutoInit = True
ForceType = FT_Constant
ForceRadius = 100.0
ForceScale = 5.0
Mass = 3.0
LifeSpan = 6.0
Speed = 8000.0
MaxSpeed = 30000.0
AccelRate = 12000.0
PunchThroughSpeed = 10000.0
PunchThroughVelocityLossPercent = 0.4
ImpactSound = Sound'MercPunchThrough'
ExplodeOnPlayerSound = Sound'MercHitArmor'
DopplerBaseSpeed = 3000.0
DopplerStrength = 1.5
TransientSoundRadius = 500.0
TransientSoundVolume = 1.0
Damage = 30.0
DamageRadius = 150.0
SplashMomentum = 10000.0
ImpactDamageAmount = 50.0
TransferDamageAmount = 0.003
MomentumTransfer = 4.0
ExplosionDecal = Class'PersesMercuryImpactMark'
SplashDamageType = Class'DamTypePersesMercurySplashDamage'
MyDamageType = Class'DamTypePersesMercuryDirectHit'
PunchThroughDamage = Class'DamTypePersesMercuryPunchThrough'
LightType = LT_Steady
LightEffect = LE_QuadraticNonIncidence
LightBrightness = 255.0
LightRadius = 5.0
LightHue = 20
bDynamicLight = True
FlightParticleSystem = class'PersesMercuryMissileFlightEffects'
FlightParticleSystemBlue = class'PersesMercuryMissileFlightEffectsBlue'
bReplicateInstigator = True
}
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Creation time: Do 14.8.2014 09:58:19.672 - Created with
UnCodeX