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XWeapons.TransBeacon

Extends
TranslocatorBeacon

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UnrealGame.TranslocatorBeacon
         |   
         +-- XWeapons.TransBeacon

Direct Known Subclasses:

BlueBeacon, ClassicTransbeacon, RedBeacon

Variables Summary
boolbCanHitOwner
boolbDamaged
boolbHitWater
boolbNoAI
intDisruption
intDisruptionThreshold
PawnDisruptor
xEmitterFlare
TransBeaconSparksSparks
xEmitterTrail
class<TransFlareBlue>TransFlareClass
ActorTranslocationTarget
class<TransTrail>TransTrailClass
Inherited Variables from UnrealGame.TranslocatorBeacon
NextBeacon
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
functionbool AimUp ()))
function BotTranslocate ()
function BotTranslocate ()))
MonitoringThrow
function Destroyed ()))
function Destroyed ()))
MonitoringThrow
functionbool Disrupted ()))
event EncroachedBy (actor Other ))
function EndMonitoring ()
function EndMonitoring ()))
MonitoringThrow
function EndState ()))
MonitoringThrow
function HitWall (vector HitNormal, actor Wall ))
function HitWall (vector HitNormal, actor Wall ))
MonitoringThrow
functionbool IsMonitoring (actor A))
functionbool IsMonitoring (actor A))
MonitoringThrow
function Landed (vector HitNormal ))
function PhysicsVolumeChange (PhysicsVolume Volume ))
function PostBeginPlay ()))
function ProcessTouch (actor Other, vector HitLocation ))
function SetTranslocationTarget (actor T))
function TakeDamage (int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType))
function Tick (float DeltaTime))
MonitoringThrow
function Timer ()))
function Touch (Actor Other))
MonitoringThrow
Inherited Functions from UnrealGame.TranslocatorBeacon
Destroyed, Disrupted, PostBeginPlay
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
MonitoringThrow Source code
state MonitoringThrow
BotTranslocate, Destroyed, EndMonitoring, EndState, HitWall, IsMonitoring, Tick, Touch


Variables Detail

bCanHitOwner Source code

var bool bCanHitOwner;

bDamaged Source code

var bool bDamaged;

bHitWater Source code

var bool bHitWater;

bNoAI Source code

var bool bNoAI;

Disruption Source code

var int Disruption;

DisruptionThreshold Source code

var int DisruptionThreshold;

Disruptor Source code

var Pawn Disruptor;

Flare Source code

var xEmitter Flare;

Sparks Source code

var TransBeaconSparks Sparks;

Trail Source code

var xEmitter Trail;

TransFlareClass Source code

var class<TransFlareBlue> TransFlareClass;

TranslocationTarget Source code

var Actor TranslocationTarget;

TransTrailClass Source code

var class<TransTrail> TransTrailClass;


Functions Detail

AimUp Source code

function bool AimUp ( ) )

BotTranslocate Source code

function BotTranslocate ( )

BotTranslocate MonitoringThrow Source code

function BotTranslocate ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

Destroyed MonitoringThrow Source code

function Destroyed ( ) )

Disrupted Source code

simulated function bool Disrupted ( ) )

EncroachedBy Source code

event EncroachedBy ( actor Other ) )

EndMonitoring Source code

function EndMonitoring ( )

EndMonitoring MonitoringThrow Source code

function EndMonitoring ( ) )

EndState MonitoringThrow Source code

function EndState ( ) )

HitWall Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

HitWall MonitoringThrow Source code

simulated function HitWall ( vector HitNormal, actor Wall ) )

IsMonitoring Source code

function bool IsMonitoring ( actor A) )

IsMonitoring MonitoringThrow Source code

function bool IsMonitoring ( actor A) )

Landed Source code

simulated function Landed ( vector HitNormal ) )

PhysicsVolumeChange Source code

simulated function PhysicsVolumeChange ( PhysicsVolume Volume ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Source code

simulated function ProcessTouch ( actor Other, vector HitLocation ) )

SetTranslocationTarget Source code

function SetTranslocationTarget ( actor T) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn EventInstigator, vector HitLocation, vector Momentum, class<DamageType> DamageType) )

Tick MonitoringThrow Source code

function Tick ( float DeltaTime) )

Timer Source code

simulated function Timer ( ) )

Touch MonitoringThrow Source code

function Touch ( Actor Other) )


Defaultproperties

defaultproperties
{
    ExplosionDecal=class'RocketMark'
    MyDamageType=class'DamTypeTeleFrag'
    Speed=1200
    MaxSpeed=2000
    Damage=0
    DamageRadius=100
    MomentumTransfer=50000
    ImpactSound=Sound'WeaponSounds.P1GrenFloor1'
    Physics=PHYS_Falling
    DrawType=DT_StaticMesh
    StaticMesh=StaticMesh'WeaponStaticMesh.NewTranslocatorPuck'
    DrawScale=0.35
    AmbientGlow=64
    bUnlit=false
    bBounce=true
    bNetTemporary=false
    bUpdateSimulatedPosition=true
	NetUpdateFrequency=8
    AmbientSound=Sound'WeaponSounds.Redeemer_Flight'


    CollisionRadius=10.000000
	CollisionHeight=10.00000
	PrePivot=(X=0.0,Y=0.0,Z=25.0)
    SoundRadius=7
    SoundVolume=250
    SoundPitch=128
    bProjTarget=true
    Disruption=0
    DisruptionThreshold=65
    bNetNotify=true
	bOnlyDirtyReplication=true
	bOwnerNoSee=true


    TransTrailClass=class'TransTrail'
    TransFlareClass=class'TransFlareRed'
}

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Creation time: Do 14.8.2014 09:58:25.181 - Created with UnCodeX