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FrightScript.DeckGunProjectile

Extends
ROBallisticProjectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- ROEngine.ROBallisticProjectile
         |   
         +-- FrightScript.DeckGunProjectile

Constants Summary
Inherited Contants from ROEngine.ROBallisticProjectile
ScaleFactor, ScaleFactorInverse

Variables Summary
SoundExplosionSound
floatExplosionSoundVolume
EmitterTrail
Inherited Variables from ROEngine.ROBallisticProjectile
AmbientVolumeScale, BallisticCoefficient, BCInverse, bDebugBallistics, bInitialAcceleration, bTrueBallistics, FlightTime, InitialAccelerationTime, MinFudgeScale, OrigLoc, SpeedFudgeScale, TraceHitLoc
Inherited Variables from Engine.Projectile
bNoFX, bReadyToSplash, bScriptPostRender, bSpecialCalcView, bSwitchToZeroCollision, Damage, DamageRadius, ExplosionDecal, ExplosionDecalSnow, ExploWallOut, HurtWall, ImpactSound, InstigatorController, LastTouched, MaxEffectDistance, MaxSpeed, MomentumTransfer, MyDamageType, SpawnSound, Speed, TossZ, ZeroCollider

Functions Summary
function Explode (vector HitLocation, vector HitNormal))
event Landed (vector HitNormal ))
function PostBeginPlay ()))
function TakeDamage (int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex))
function Tick (float DeltaTime))
Inherited Functions from ROEngine.ROBallisticProjectile
HitWall, PostBeginPlay
Inherited Functions from Engine.Projectile
BlowUp, CanSplash, CheckMaxEffectDistance, ClientSideTouch, DelayedHurtRadius, EncroachingOn, Explode, GetPitchForRange, GetRange, GetYAdjustForRange, HitWall, HurtRadius, IsStationary, PostBeginPlay, PostRender2D, ProcessTouch, RandSpin, Reset, SpecialCalcView, Touch


Variables Detail

ExplosionSound Source code

var Sound ExplosionSound;

ExplosionSoundVolume Source code

var float ExplosionSoundVolume;

Trail Source code

var Emitter Trail;


Functions Detail

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )

Landed Source code

simulated event Landed ( vector HitNormal ) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

TakeDamage Source code

function TakeDamage ( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex) )

Tick Source code

simulated function Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
     ExplosionSound=SoundGroup'KF_EnemiesFinalSnd.Bloat.Bloat_DeathPop'
     ExplosionSoundVolume=2.000000
     AmbientVolumeScale=3.500000
     bTrueBallistics=False
     bInitialAcceleration=False
     MaxSpeed=0.000000
     Damage=5.000000
     DamageRadius=320.000000
     MyDamageType=Class'KFMod.DamTypeBileDeckGun'
     DrawType=DT_StaticMesh
     StaticMesh=StaticMesh'kf_gore_trip_sm.gibbs.bloat_explode'
     Physics=PHYS_Falling
     AmbientSound=Sound'Vehicle_Weapons.Misc.projectile_whistle01'
     Skins(0)=Shader'kf_fx_trip_t.Gore.Intestines_Glow_SHDR'
     SoundVolume=255
     SoundRadius=250.000000
     CollisionRadius=30.000000
     CollisionHeight=30.000000
     bProjTarget=True
}

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Creation time: Fri 13-10-2023 03:18:43.146 - Created with UnCodeX