Projectile
This class represents actors that are fired or launched as indepentant entities, as opposed to instantfire weapons. A delayed-hit projectile that moves around for some time after it is created.
Properties
All of these properties are hidden.
Motion
- float Speed
- Initial speed of projectile.
- float MaxSpeed
- Limit on speed of projectile (0 means no limit)
- float TossZ
- Actor ZeroCollider
- bool bSwitchToZeroCollision
- If collisionextent nonzero, and hit actor with bBlockNonZeroExtents=0, switch to zero extent collision
- bool bNoFX
- Used to prevent effects when projectiles are destroyed (see LimitationVolume)
- bool bReadyToSplash
- bool bSpecialCalcView
- Use the projectile's SpecialCalcView function instead of letting the playercontroller handle the camera
Damage
- float Damage
- float DamageRadius
- float MomentumTransfer
- Momentum magnitude imparted by impacting projectile.
- class<DamageType> MyDamageType
Sound Effects
- sound SpawnSound
- Sound made when projectile is spawned.
- sound ImpactSound
- Sound made when projectile hits something.
Explosion Effects
- class<Projector> ExplosionDecal
- float ExploWallOut
- Distance to move explosions out from wall
- Controller InstigatorController
- Actor LastTouched
- Actor HurtWall
- float MaxEffectDistance
- bool bScriptPostRender
- If true, PostRender2D() gets called.
Functions
(incomplete)
- Explode( vector HitLocation, vector HitNormal ) (simulated)
- Calls Destroy().
Events
- PostRender2D( Canvas C, float ScreenLocX, float ScreenLocY ) (simulated)
- Called if bScriptPostRender is true.
Known Subclasses
Projectile +- BioGlob? +- FlakChunk? +- Grenade? +- LinkProjectile? +- RedeemerProjectile? +- RocketProj? | +- SeekingRocketProj? | +- BulldogRocket? +- ShockProjectile? +- SpawnerProjectile? +- TranslocatorBeacon? | +- TransBeacon? | +- BlueBeacon? | +- RedBeacon? +- Flakshell?
Related Topics
Category To Do – Need function defs. Subclass tree needs filling in.