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Core.Object | +-- Engine.Actor | +-- Gameplay.Projectile | +-- Gameplay.ExplosiveProjectile | +-- Gameplay.AntiAircraftProjectile
Variables Summary | |
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bool | armed |
ProjectileRadius | nearCollisionExplode |
AntiAircraftProjectile | |
float | armedCollisionHeight |
float | armedCollisionRadius |
float | armingPeriod |
Inherited Variables from Gameplay.ExplosiveProjectile |
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bEndedLife, ExplosionClass, orientDecalToVelocity, radiusDamageAmt, radiusDamageMomentum, radiusDamageSize, storedDrawType |
Functions Summary | ||
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cleanupNearCollisionExplode ())) | ||
Destroyed ())) | ||
endLife (Optional Actor HitActor, Optional vector TouchLocation, Optional vector TouchNormal)) | ||
postNetBeginPlay ())) | ||
Tick (float Delta)) | ||
timer ())) |
Inherited Functions from Gameplay.ExplosiveProjectile |
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Destroyed, endLife, makeHarmless, PostBeginPlay, PostBounce, PostNetReceive, ProjectileHit, ShouldHit, triggerHitEffect |
Variables Detail |
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Functions Detail |
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Defaultproperties |
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defaultproperties { bDeflectable = false damageAmt = 0 radiusDamageAmt = 40 radiusDamageSize = 400 radiusDamageMomentum = 105000 StaticMesh = StaticMesh'Weapons.Disc' DrawScale3D = (X=0.75,Y=0.75,Z=0.75) deathMessage = '%s copped it off %s\'s Spinfusor' armedCollisionHeight = 500 armedCollisionRadius = 500 armingPeriod = 1 armed = false collisionRadius = 5 collisionHeight = 5 } |
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