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Gameplay.RocketPodProjectile

Extends
ExplosiveProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Gameplay.Projectile
      |   
      +-- Gameplay.ExplosiveProjectile
         |   
         +-- Gameplay.RocketPodProjectile

Variables Summary
boolarmed
InitVecinitialZAxis
floatoffset
floatoffsetVecAngle
VectorprevRotationVec
VectorrotationVec
floattimeCounter
VectorxAxis
VectoryAxis
VectorzAxis
RocketPodProjectile
floatarmingPeriod
floatconvergePeriod
floatconvergeRadius
floatmaxAnglePerSecond
floatpostSpreadAcceleration
floatpostSpreadVelocity
floatrotationModifier
floatspiralRate
floatspreadPeriod
floatspreadRadius
Inherited Variables from Gameplay.ExplosiveProjectile
bEndedLife, ExplosionClass, orientDecalToVelocity, radiusDamageAmt, radiusDamageMomentum, radiusDamageSize, storedDrawType
Inherited Variables from Gameplay.Projectile
AccelerationMagtitude, bDeflectable, bounceCount, bReceivedInitialVelocity, bReplicateInitialVelocity, bScaleProjectile, damageAmt, damageTypeClass, deathMessage, InitialVelocity, initialXDrawScale, knockback, knockbackAliveScale, MaxVelocity, rookAttacker, SpawnTick, victim, xDrawScalePerSecond

Structures Summary
InitVec
X, Y, Z

Functions Summary
function accelerateProjectile (float Delta))
function BeginState ()))
Converge
function BeginState ()))
Spread
function controlProjectile (float Delta))
function Destroyed ()))
function endLife (Actor HitActor, vector TouchLocation, vector TouchNormal))
function PostBeginPlay ()))
function spreadAlongAxis (float Delta))
Spread
function Tick (float Delta))
Accelerate
function Tick (float Delta))
Control
function Tick (float Delta))
Converge
function Tick (float Delta))
Spread
function Timer ()))
Inherited Functions from Gameplay.ExplosiveProjectile
Destroyed, endLife, makeHarmless, PostBeginPlay, PostBounce, PostNetReceive, ProjectileHit, ShouldHit, triggerHitEffect
Inherited Functions from Gameplay.Projectile
bounce, ClientDetectDeflection, construct, endLife, HitWall, makeHarmless, PostBounce, PostNetBeginPlay, PostNetReceive, PrecacheProjectileRenderData, ProjectileHit, ProjectileTouch, projectileTouchProcessing, resolveImpactEffect, ShouldDeflect, ShouldHit, Tick, triggerHitEffect

States Summary
Accelerate Source code
state Accelerate
Tick
Control Source code
state Control
Tick
Converge Source code
state Converge
BeginState, Tick
Spread Source code
auto state Spread
BeginState, spreadAlongAxis, Tick


Variables Detail

armed Source code

var bool armed;

initialZAxis Source code

var InitVec initialZAxis;

offset Source code

var float offset;

offsetVecAngle Source code

var float offsetVecAngle;

prevRotationVec Source code

var Vector prevRotationVec;

rotationVec Source code

var Vector rotationVec;

timeCounter Source code

var float timeCounter;

xAxis Source code

var Vector xAxis;

yAxis Source code

var Vector yAxis;

zAxis Source code

var Vector zAxis;

RocketPodProjectile

armingPeriod Source code

var(RocketPodProjectile) float armingPeriod;
The period after which the projectile will become armed

convergePeriod Source code

var(RocketPodProjectile) float convergePeriod;
The amount of time it will take the projectile the reach the convergeRadius

convergeRadius Source code

var(RocketPodProjectile) float convergeRadius;
The radius to which the projectile will converge in to after spreadRadius is reached

maxAnglePerSecond Source code

var(RocketPodProjectile) float maxAnglePerSecond;
Rate of turn in degrees

postSpreadAcceleration Source code

var(RocketPodProjectile) float postSpreadAcceleration;
The rate at which the projectile will accelerate to postSpreadVelocity

postSpreadVelocity Source code

var(RocketPodProjectile) float postSpreadVelocity;
The velocity the projectile will accelerate to after reaching the spreadRadius

rotationModifier Source code

var(RocketPodProjectile) float rotationModifier;
Modifier applied to the angle before rotation

spiralRate Source code

var(RocketPodProjectile) float spiralRate;
The rate, in degrees, at which the projectiles rotate around each other

spreadPeriod Source code

var(RocketPodProjectile) float spreadPeriod;
The amount of time it will take the projectile the reach the spreadRadius

spreadRadius Source code

var(RocketPodProjectile) float spreadRadius;
The radius to which the projectile will spread out to after launch


Structures Detail

InitVec Source code

struct InitVec
{
var float X;
var float Y;
var float Z;
};



Functions Detail

accelerateProjectile Source code

simulated function accelerateProjectile ( float Delta) )

BeginState Converge Source code

simulated function BeginState ( ) )

BeginState Spread Source code

simulated function BeginState ( ) )

controlProjectile Source code

simulated function controlProjectile ( float Delta) )

Destroyed Source code

simulated function Destroyed ( ) )

endLife Source code

simulated function endLife ( Actor HitActor, vector TouchLocation, vector TouchNormal) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

spreadAlongAxis Spread Source code

simulated function spreadAlongAxis ( float Delta) )

Tick Accelerate Source code

simulated function Tick ( float Delta) )

Tick Control Source code

simulated function Tick ( float Delta) )

Tick Converge Source code

simulated function Tick ( float Delta) )

Tick Spread Source code

simulated function Tick ( float Delta) )

Timer Source code

simulated function Timer ( ) )


Defaultproperties

defaultproperties
{
	bDeflectable = false


	bNetNotify = true
	bNetTemporary = false


	damageAmt = 0
	radiusDamageAmt = 15
	radiusDamageSize = 50
	radiusDamageMomentum = 10000


	spiralRate = 120.0


	armed = false
	armingPeriod = 0.5
	
	spreadRadius = 75.0
	spreadPeriod = 0.5
	convergeRadius = 25.0
	convergePeriod = 1.5


	postSpreadVelocity = 2000
	postSpreadAcceleration = 500


	maxAnglePerSecond = 90.0
	rotationModifier = 1.0


	StaticMesh = StaticMesh'Weapons.Rocket'
	DrawScale3D = (X=0.5,Y=0.5,Z=0.5)	
	deathMessage = '%s copped it off %s\'s RocketPod'
}

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Creation time: st 23.5.2018 00:10:34.214 - Created with UnCodeX