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UPak.UPakRocket

Extends
Projectile

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

Direct Known Subclasses:

TowRocket

Variables Summary
boolbBubbling
boolbHitWater
boolbRing
boolbSmoking
boolbWaterStart
floatCount
vectorInitialDir
floatMagnitudeVel
intNumExtraRockets
vectorOldVel
intSequence
floatSmokeRate
floatSpeedModifier
Inherited Variables from Engine.Projectile
Damage, ExploWallOut, ImpactSound, MaxSpeed, MiscSound, MomentumTransfer, MyDamageType, SpawnSound, Speed
Inherited Variables from Engine.Actor
Acceleration, AmbientGlow, AmbientSound, AnimFrame, AnimLast, AnimMinRate, AnimRate, AnimSequence, AttachTag, bActorShadows, bAlwaysRelevant, bAlwaysTick, bAnimByOwner, bAnimFinished, bAnimLoop, bAnimNotify, Base, bAssimilated, bBlockActors, bBlockPlayers, bBounce, bCanTeleport, bCarriedItem, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFixedRotationDir, bForcePhysicsUpdate, bForceStasis, bGameRelevant, bHidden, bHiddenEd, bHighDetail, bHighlighted, bHurtEntry, bInterpolating, bIsItemGoal, bIsKillGoal, bIsMover, bIsPawn, bIsSecretGoal, bJustTeleported, bLensFlare, bLightChanged, bMemorized, bMeshCurvy, bMeshEnviroMap, bMovable, bNet, bNetFeel, bNetHear, bNetInitial, bNetOptional, bNetOwner, bNetRelevant, bNetSee, bNetSpecial, bNetTemporary, bNoDelete, bNoSmooth, bOnlyOwnerSee, bOwnerNoSee, bParticles, bProjTarget, bRandomFrame, bReplicateInstigator, bRotateToDesired, Brush, bSelected, bShadowCast, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, SimAnim, Skin, SoundPitch, SoundRadius, SoundVolume, SpecialTag, Sprite, 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
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
EncroachingOn, Explode, HitWall, ProcessTouch, RandSpin, Touch
Inherited Functions from Engine.Actor
AllActors, AnimEnd, Attach, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginEvent, BeginPlay, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LoopAnim, LostChild, MakeNoise, Move, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlaySound, PostBeginPlay, PostTeleport, PreBeginPlay, PreTeleport, RadiusActors, RenderOverlays, RenderTexture, SetBase, SetCollision, SetCollisionSize, SetDefaultDisplayProperties, SetDisplayProperties, SetInitialState, SetLocation, SetOwner, SetPhysics, SetRotation, SetTimer, Sleep, Spawn, Spawned, SpecialHandling, TakeDamage, Tick, Timer, Touch, TouchingActors, Trace, TraceActors, TravelPostAccept, TravelPreAccept, Trigger, TweenAnim, UnTouch, UnTrigger, 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;

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
     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: za 22-4-2006 13:29:23.859 - Created with UnCodeX