- Extends
- TranslocatorBeacon
Core.Object
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+-- Engine.Actor
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+-- Engine.Projectile
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+-- UnrealGame.TranslocatorBeacon
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+-- XWeapons.TransBeacon
Direct Known Subclasses:
BlueBeacon, ClassicTransbeacon, RedBeacon
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 |
var bool bCanHitOwner;
var bool bDamaged;
var bool bHitWater;
var bool bNoAI;
var int Disruption;
var int DisruptionThreshold;
var
Actor TranslocationTarget;
function bool AimUp ( ) )
function BotTranslocate ( )
BotTranslocate MonitoringThrow Source code
function BotTranslocate ( ) )
simulated function Destroyed ( ) )
Destroyed MonitoringThrow Source code
function Destroyed ( ) )
simulated function bool Disrupted ( ) )
event EncroachedBy (
actor Other ) )
function EndMonitoring ( )
EndMonitoring MonitoringThrow Source code
function EndMonitoring ( ) )
EndState MonitoringThrow Source code
function EndState ( ) )
simulated function HitWall (
vector HitNormal,
actor Wall ) )
HitWall MonitoringThrow Source code
simulated function HitWall (
vector HitNormal,
actor Wall ) )
function
bool IsMonitoring (
actor A) )
IsMonitoring MonitoringThrow Source code
function
bool IsMonitoring (
actor A) )
simulated function Landed (
vector HitNormal ) )
simulated function PostBeginPlay ( ) )
simulated function ProcessTouch (
actor Other,
vector HitLocation ) )
SetTranslocationTarget Source code
function SetTranslocationTarget (
actor T) )
function Tick ( float DeltaTime) )
simulated function Timer ( ) )
function Touch (
Actor Other) )
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