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UPak.UPakRocket

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- UPak.UPakRocket

Direct Known Subclasses:

TowRocket

Constants Summary
Inherited Contants from Engine.Actor
NF_NotCsg, NF_NotVisBlocking, NF_ShootThrough, PF_AlphaBlend, PF_AutoUPan, PF_AutoVPan, PF_BigWavy, PF_Environment, PF_FakeBackdrop, PF_Invisible, PF_Masked, PF_Mirrored, PF_Modulated, PF_NoSmooth, PF_Semisolid, PF_SmallWavy, PF_SpecialLit, PF_Translucent, PF_Unlit

Variables Summary
boolbBubbling
boolbHitWater
boolbRing
boolbSmoking
boolbWaterStart
floatCount
vectorInitialDir
floatMagnitudeVel
floatNextSmoke
intNumExtraRockets
vectorOldVel
intSequence
floatSmokeRate
floatSpeedModifier
Inherited Variables from Engine.Projectile
Damage, ExplosionDecal, ExploWallOut, ImpactSound, LastHitActor, MaxSpeed, MiscSound, MomentumTransfer, MyDamageType, SpawnSound, Speed
Inherited Variables from Engine.Actor
Acceleration, ActorGUnlitColor, ActorRenderColor, AmbientGlow, AmbientSound, AnimationNotify, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysRender, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDarkLight, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEditorSelectRender, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHandleOwnCorona, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsInOctree, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetNotify, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoDynamicShadowCast, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bPathCollision, bProjectorDecal, bProjTarget, bRandomFrame, bRenderMultiEnviroMaps, bRepAmbientSound, bRepAnimations, bReplicateInstigator, bRepMesh, bRotateToDesired, Brush, bScriptInitialized, bSelected, bShadowCast, bSimulatedPawn, bSimulatedPawnRep, bSinglePlayer, bSkipActorReplication, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, bUseLitSprite, bUseMeshCollision, bWorldGeometry, CollisionHeight, CollisionOverride, CollisionRadius, CollisionTag, ColLocation, CoronaAlpha, DefaultAnimationNotify, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawScale3D, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LastRenderedTime, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightDataPtr, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MeshDataPtr, MeshInstance, MiscNumber, MultiSkins[8], MultiTimers, NetInitialProperties, NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, ProjectorList, RealTouching, Region, RelativeLocation, RelativeRotation, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, ShadowMesh, SimAnim, SkelAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, SpriteProjForward, StandingCount, Style, Tag, Target, Texture, TimerCounter, TimerRate, Touching[4], TransientSoundRadius, TransientSoundVolume, TweenRate, Velocity, VisibilityHeight, VisibilityRadius, VolumeBrightness, VolumeFog, VolumeRadius, XLevel

Enumerations Summary
Inherited Enumerations from Engine.Actor
EDodgeDir, EDrawType, EInputAction, EInputKey, ELightEffect, ELightType, EMusicTransition, ENetRole, EPhysics, ERenderStyle, ESoundSlot, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
MultiTimerType, PointRegion

Functions Summary
function AnimEnd ()))
Flying
function BeginState ()))
Flying
function ControlledHurtRadius (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ))
function ControlledHurtRadiusNoRJ (float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ))
function Explode (vector HitLocation, vector HitNormal ))
Flying
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation ))
Flying
function Tick (float DeltaTime))
function ZoneChange (Zoneinfo NewZone ))
Flying
Inherited Functions from Engine.Projectile
EffectIsRelevant, EncroachingOn, Explode, GetHitTexture, HitWall, HurtRadiusProj, ProcessTouch, RandSpin, Touch
Inherited Functions from Engine.Actor
AddToPackagesMap, AllActors, AllFrameVerts, AllLibaries, AnimEnd, AnimEndOnBone, Attach, AttachActorToBone, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, CanReachPoint, ChildActors, ConsoleCommand, DeatachFromBone, DemoPlaySound, Destroy, Destroyed, Detach, DrawDebugBox, DrawDebugLine, DrawDebugSphere, DrawEditorSelection, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetBestTraceLineVertex, GetBoneCoords, GetBoneIndex, GetBoneName, GetBoneRotation, GetClosestVertex, GetExtent, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetTriggerActor, GetURLMap, GetVertexCount, GetVertexPos, HasAnim, HitWall, HurtRadius, IntDescIterator, InterpolateEnd, IsAnimating, IsInPackageMap, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, MeshTrace, Move, MoveSmooth, NativeExec, NotifyLevelChange, NotifyPathDefine, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostNetBeginPlay, PostNetReceive, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, Reset, ResetSkeletalMesh, SetBase, SetBonePosition, SetBoneRoot, SetBoneRotation, SetBoneScale, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, SkelPlayAnim, Sleep, Spawn, SpawnAct, Spawned, SpecialHandling, StopSkelAnim, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TraceSurfHitInfo, TraceThisActor, TravelPostAccept, TravelPreAccept, Trigger, TriggerEvent, TweenAnim, UnTouch, UnTrigger, UnTriggerEvent, VisibleActors, VisibleCollidingActors, WriteDeathMessage, ZoneChange

States Summary
Flying Source code
auto state Flying
AnimEnd, BeginState, Explode, ProcessTouch, ZoneChange


Variables Detail

bBubbling Source code

var bool bBubbling;

bHitWater Source code

var bool bHitWater;

bRing Source code

var bool bRing;

bSmoking Source code

var bool bSmoking;

bWaterStart Source code

var bool bWaterStart;

Count Source code

var float Count;

InitialDir Source code

var vector InitialDir;

MagnitudeVel Source code

var float MagnitudeVel;

NextSmoke Source code

var float NextSmoke;

NumExtraRockets Source code

var int NumExtraRockets;

OldVel Source code

var vector OldVel;

Sequence Source code

var int Sequence;

SmokeRate Source code

var float SmokeRate;

SpeedModifier Source code

var float SpeedModifier;


Functions Detail

AnimEnd Flying Source code

simulated function AnimEnd ( ) )

BeginState Flying Source code

function BeginState ( ) )

ControlledHurtRadius Source code

function ControlledHurtRadius ( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ) )

ControlledHurtRadiusNoRJ Source code

function ControlledHurtRadiusNoRJ ( float DamageAmount, float DamageRadius, name DamageName, float Momentum, vector HitLocation ) )

Explode Flying Source code

simulated function Explode ( vector HitLocation, vector HitNormal ) )

PostBeginPlay Source code

function PostBeginPlay ( ) )

ProcessTouch Flying Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation ) )

Tick Source code

simulated function Tick ( float DeltaTime) )

ZoneChange Flying Source code

simulated function ZoneChange ( Zoneinfo NewZone ) )


Defaultproperties

defaultproperties
{
				speed=850.000000
				MaxSpeed=2500.000000
				Damage=80.000000
				MomentumTransfer=8500
				ExplosionDecal=Class'UnrealShare.RocketBlastMark'
				RemoteRole=ROLE_SimulatedProxy
				LifeSpan=0.000000
				AnimSequence="Armed"
				Mesh=LodMesh'UPak.rocketL'
				AmbientGlow=96
				bUnlit=True
				SoundRadius=128
				SoundVolume=255
				CollisionRadius=8.500000
				CollisionHeight=2.000000
				bProjTarget=True
				bBounce=True
				bFixedRotationDir=True
				RotationRate=(Roll=95000)
}

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Creation time: zo 11-11-2012 21:14:15.694 - Created with UnCodeX