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MobileGame.MobileProjectile

Extends
Projectile

This is our base mobile projectile class. Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- MobileGame.MobileProjectile

Constants Summary
Inherited Contants from Engine.Actor
ACTORMAXSTEPHEIGHT, MINFLOORZ, RBSTATE_ANGVELSCALE, RBSTATE_LINVELSCALE, RB_NeedsUpdate, RB_None, RB_Sleeping, REP_RBLOCATION_ERROR_TOLERANCE_SQ, TRACEFLAG_Blocking, TRACEFLAG_Bullet, TRACEFLAG_PhysicsVolumes, TRACEFLAG_SkipMovers

Variables Summary
boolbShuttingDown
boolbSuppressExplosionFX
ParticleSystemComponentProjEffects
Projectile
floatAccelRate
array<class<Actor>>ActorsToIgnoreWhenHit
boolbInitOnSpawnWithRotation
SoundCueExplosionSound
floatMaxEffectDistance
ParticleSystemProjExplosionTemplate
ParticleSystemProjFlightTemplate
Inherited Variables from Engine.Projectile
bBegunPlay, bBlockedByInstigator, bIgnoreFoliageTouch, bRotationFollowsVelocity, bSwitchToZeroCollision, CylinderComponent, Damage, DamageRadius, ImpactedActor, ImpactSound, InstigatorController, MaxSpeed, MomentumTransfer, MyDamageType, NetCullDistanceSquared, SpawnSound, Speed, ZeroCollider, ZeroColliderComponent
Inherited Variables from Engine.Actor
Acceleration, AllComponents, AngularVelocity, Attached, bAllowFluidSurfaceInteraction, bAlwaysEncroachCheck, bAlwaysRelevant, bAlwaysTick, Base, BaseBoneName, BaseSkelComponent, bBlockActors, bBlocksNavigation, bBlocksTeleport, bBounce, bCallRigidBodyWakeEvents, bCanBeAdheredTo, bCanBeDamaged, bCanBeFrictionedTo, bCanStepUpOn, bCanTeleport, bCollideActors, bCollideAsEncroacher, bCollideComplex, bCollideWhenPlacing, bCollideWorld, bComponentOutsideWorld, bConsiderAllStaticMeshComponentsForStreaming, bDebug, bDebugEffectIsRelevant, bDeleteMe, bDemoOwner, bDemoRecording, bDestroyedByInterpActor, bDestroyInPainVolume, bEditable, bEdShouldSnap, bExchangedRoles, bForceAllowKismetModification, bForceDemoRelevant, bForceNetUpdate, bForceOctreeSNFilter, bGameRelevant, bHardAttach, bHasAlternateTargetLocation, bHidden, bHiddenEd, bHiddenEdCustom, bHiddenEdGroup, bHiddenEdLevel, bHiddenEdTemporary, bHurtEntry, bIgnoreBaseRotation, bIgnoreEncroachers, bIgnoreRigidBodyPawns, bIsMoving, bJustTeleported, bKillDuringLevelTransition, bLockLocation, BlockRigidBody, bMovable, bMoveIgnoresDestruction, bNetDirty, bNetInitial, bNetInitialRotation, bNetOwner, bNetTemporary, bNoDelete, bNoEncroachCheck, bOnlyDirtyReplication, bOnlyOwnerSee, bOnlyRelevantToOwner, bOrientOnSlope, bPathColliding, bPathTemp, bPendingDelete, bPendingNetUpdate, bPhysRigidBodyOutOfWorldCheck, bPostRenderIfNotVisible, bProjTarget, bPushedByEncroachers, bReplicateInstigator, bReplicateMovement, bReplicateRigidBodyLocation, bRigidBodyWasAwake, bRouteBeginPlayEvenIfStatic, bScriptInitialized, bShadowParented, bShouldBaseAtStartup, bSkipActorPropertyReplication, bStatic, bTearOff, bTempEditor, bTicked, bTickIsDisabled, bUpdateSimulatedPosition, bWorldGeometry, Children, CollisionComponent, CollisionType, Components, CreationTime, CustomTimeDilation, DetachFence, DrawScale3D, DrawScale, EditorIconColor, GeneratedEvents, Group, HiddenEditorViews, InitialState, Instigator, LastNetUpdateTime, LastRenderTime, LatentActions, LatentFloat, LatentSeqNode, LifeSpan, Location, MessageClass, NetPriority, NetTag, NetUpdateFrequency, NetUpdateTime, OverlapTag, Owner, PendingTouch, Physics, PhysicsVolume, PrePivot, RelativeLocation, RelativeRotation, RemoteRole, ReplicatedCollisionType, Role, Rotation, RotationRate, SupportedEvents, Tag, TickFrequency, TickFrequencyAtEndDistance, TickFrequencyDecreaseDistanceEnd, TickFrequencyDecreaseDistanceStart, TickFrequencyLastSeenTimeBeforeForcingMaxTickFrequency, TickGroup, Timers, TimeSinceLastTick, Touching, Velocity, WorldInfo

Enumerations Summary
Inherited Enumerations from Engine.Actor
ECollisionType, EDoubleClickDir, EMoveDir, ENetRole, EPhysics, ETravelType

Structures Summary
Inherited Structures from Engine.Actor
ActorReference, AnimSlotDesc, AnimSlotInfo, BasedPosition, CollisionImpactData, ImpactInfo, NavReference, PhysEffectInfo, RigidBodyContactInfo, RigidBodyState, TimerData, TraceHitInfo

Functions Summary
functionbool CalcCamera (float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ))
function Destroyed ()))
function Explode (vector HitLocation, vector HitNormal))
functionPawn GetPawnOwner ()
function HideProjectile ()))
function Init (vector Direction))
event Landed (vector HitNormal, actor FloorActor ))
function MyOnParticleSystemFinished (ParticleSystemComponent PSC))
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation, Vector HitNormal))
function SetExplosionEffectParameters (ParticleSystemComponent ProjExplosion)
event SetInitialState ()))
function Shutdown ()))
function SpawnExplosionEffects (vector HitLocation, vector HitNormal))
function SpawnFlightEffects ()))
function Tick (float DeltaTime))
WaitingForVelocity
event TornOff ()))
Inherited Functions from Engine.Projectile
ApplyFluidSurfaceImpact, CanSplash, EncroachedBy, EncroachingOn, Explode, FellOutOfWorld, GetRange, GetTeamNum, GetTimeToLocation, HitWall, HurtRadius, Init, IsStationary, PostBeginPlay, PreBeginPlay, ProcessTouch, ProjectileHurtRadius, RandSpin, Reset, StaticGetTimeToLocation, Touch
Inherited Functions from Engine.Actor
ActivateEventClass, AllActors, AllOwnedComponents, AnimTreeUpdated, ApplyFluidSurfaceImpact, Attach, AttachComponent, AutonomousPhysics, BaseChange, BasedActors, BecomeViewTarget, BeginAnimControl, bool, BP2Vect, BroadcastLocalizedMessage, BroadcastLocalizedTeamMessage, Bump, CalcCamera, CalculateMinSpeedTrajectory, CanActorPlayFaceFXAnim, CanSplash, ChartData, CheckForErrors, CheckHitInfo, ChildActors, ClampRotation, ClearAllTimers, ClearLatentAction, ClearTimer, Clock, CollidingActors, CollisionChanged, ComponentList, ConsoleCommand, ConstraintBrokenNotify, ContainsPoint, CreateAudioComponent, CreateForceField, DebugFreezeGame, DebugMessagePlayer, Destroyed, Detach, DetachComponent, DisplayDebug, DoKismetAttachment, DrawDebugBox, DrawDebugCone, DrawDebugCoordinateSystem, DrawDebugCylinder, DrawDebugFrustrum, DrawDebugLine, DrawDebugPoint, DrawDebugSphere, DrawDebugStar, DrawDebugString, DynamicActors, EffectIsRelevant, EncroachedBy, EncroachingOn, EndViewTarget, Falling, FastTrace, FellOutOfWorld, FindBase, FindEventsOfClass, FindGoodEndView, FindSpot, FinishAnim, FinishAnimControl, fixedTurn, FlushDebugStrings, FlushPersistentDebugLines, ForceNetRelevant, ForceUpdateComponents, GainedChild, GetActorEyesViewPoint, GetActorFaceFXAsset, GetAggregateBaseVelocity, GetAimAdhesionExtent, GetAimFrictionExtent, GetALocalPlayerController, GetAvoidanceVector, GetBasedPosition, GetBaseMost, GetBoundingCylinder, GetComponentsBoundingBox, GetDebugName, GetDestination, GetFaceFXAudioComponent, GetGravityZ, GetHumanReadableName, GetItemName, GetLocalString, GetPackageGuid, GetPhysicsName, GetRemainingTimeForTimer, GetTargetLocation, GetTeamNum, GetTerminalVelocity, GetTimerCount, GetTimerRate, GetURLMap, HealDamage, HitWall, HurtRadius, InterpolationChanged, InterpolationFinished, InterpolationStarted, IsActorPlayingFaceFXAnim, IsBasedOn, IsBlockedBy, IsInPain, IsInPersistentLevel, IsOverlapping, IsOwnedBy, IsPlayerOwned, IsStationary, IsTimerActive, KilledBy, Landed, LocalPlayerControllers, LostChild, MakeNoise, MatchStarting, ModifyHearSoundComponent, ModifyTimerTimeDilation, Move, MoveSmooth, MovingWhichWay, NativePostRenderFor, NotifyLocalPlayerTeamReceived, NotifySkelControlBeyondLimit, OnAnimEnd, OnAnimPlay, OnAttachToActor, OnChangeCollision, OnDestroy, OnModifyHealth, OnRanOver, OnRigidBodySpringOverextension, OnSetBlockRigidBody, OnSetPhysics, OnSetVelocity, OnSleepRBPhysics, OnTeleport, OnToggleHidden, OnWakeRBPhysics, OutsideWorldBounds, OverlappingActors, OverRotated, PauseTimer, PawnBaseDied, PhysicsVolumeChange, PlayActorFaceFXAnim, PlayerCanSeeMe, PlayParticleEffect, PlaySound, PlayTeleportEffect, PointCheckComponent, PostBeginPlay, PostDemoRewind, PostInitAnimTree, PostRenderFor, PostTeleport, PostTouch, PreBeginPlay, PrestreamTextures, PreTeleport, RanInto, ReattachComponent, ReceivedNewEvent, ReplaceText, ReplicatedEvent, ReplicationEnded, Reset, ResetTimerTimeDilation, RigidBodyCollision, RootMotionExtracted, RootMotionModeChanged, RootMotionProcessed, ScriptGetTeamNum, SetAnimPosition, SetBase, SetBasedPosition, SetCollision, SetCollisionSize, SetCollisionType, SetDrawScale, SetDrawScale3D, SetForcedInitialReplicatedProperty, SetHardAttach, SetHidden, SetHUDLocation, SetInitialState, SetMorphWeight, SetNetUpdateTime, SetOnlyOwnerSee, SetOwner, SetPhysics, SetRelativeLocation, SetRelativeRotation, SetRotation, SetSkelControlScale, SetTickGroup, SetTickIsDisabled, SetTimer, SetZone, ShouldBeHiddenBySHOW_NavigationNodes, ShutDown, Sleep, Spawn, SpawnedByKismet, SpecialHandling, StopActorFaceFXAnim, StopsProjectile, SuggestTossVelocity, SupportsKismetModification, TakeDamage, TakeRadiusDamage, Tick, Timer, TornOff, Touch, TouchingActors, Trace, TraceActors, TraceAllPhysicsAssetInteractions, TraceComponent, TrailsNotify, TrailsNotifyEnd, TrailsNotifyTick, TriggerEventClass, TriggerGlobalEventClass, UnClock, UnTouch, UsedBy, Vect2BP, VisibleActors, VisibleCollidingActors, VolumeBasedDestroy, WillOverlap

States Summary
WaitingForVelocity Source code
state WaitingForVelocity
/** state used only on the client for projectiles with AccelRate > 0 to wait for Velocity to be replicated so we can use it to set Acceleration * the alternative would be to make Velocity repnotify in Actor.uc, but since many Actors (such as Pawns) change their * velocity very frequently, that would have a greater performance hit */
Tick


Variables Detail

bShuttingDown Source code

var bool bShuttingDown;
if true, the shutdown function has been called and 'new' effects shouldn't happen

bSuppressExplosionFX Source code

var bool bSuppressExplosionFX;
used to prevent effects when projectiles are destroyed (see LimitationVolume)

ProjEffects Source code

var ParticleSystemComponent ProjEffects;
This is the effect that is played while in flight

Projectile

AccelRate Source code

var(Projectile) float AccelRate;
Acceleration magnitude. By default, acceleration is in the same direction as velocity.

ActorsToIgnoreWhenHit Source code

var(Projectile) array<class<Actor>> ActorsToIgnoreWhenHit;
Actor types to ignore if the projectile hits them

bInitOnSpawnWithRotation Source code

var(Projectile) bool bInitOnSpawnWithRotation;
If TRUE, initializes the projectile immediately when spawned using it rotation. This is required if you use an Actor Factory in Kismet to spawn the projectile.

ExplosionSound Source code

var(Projectile) SoundCue ExplosionSound;
The sound that is played when it explodes. Projectile only explodes if Damage Radius is non-zero.

MaxEffectDistance Source code

var(Projectile) float MaxEffectDistance;
This value sets the cap how far away the explosion effect of this projectile can be seen

ProjExplosionTemplate Source code

var(Projectile) ParticleSystem ProjExplosionTemplate;
Effect template when the projectile explodes. Projectile only explodes if Damage Radius is non-zero.

ProjFlightTemplate Source code

var(Projectile) ParticleSystem ProjFlightTemplate;
Effect template for the projectile while it is in flight.


Functions Detail

CalcCamera Source code

simulated function bool CalcCamera ( float fDeltaTime, out vector out_CamLoc, out rotator out_CamRot, out float out_FOV ) )

Destroyed Source code

simulated function Destroyed ( ) )

Explode Source code

simulated function Explode ( vector HitLocation, vector HitNormal) )
Explode this Projectile

GetPawnOwner Source code

simulated function Pawn GetPawnOwner ( )
called when this Projectile is the ViewTarget of a local player
@return the Pawn to use for rendering HUD displays

HideProjectile Source code

simulated function HideProjectile ( ) )
Hide any meshes/etc.

Init Source code

function Init ( vector Direction) )
Initialize the Projectile

Landed Source code

simulated event Landed ( vector HitNormal, actor FloorActor ) )
Explode when the projectile comes to rest on the floor. It's called from the native physics processing functions. By default, when we hit the floor, we just explode.

MyOnParticleSystemFinished Source code

simulated function MyOnParticleSystemFinished ( ParticleSystemComponent PSC) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )
When this actor begins its life, play any ambient sounds attached to it

ProcessTouch Source code

simulated function ProcessTouch ( Actor Other, Vector HitLocation, Vector HitNormal) )

SetExplosionEffectParameters Source code

simulated function SetExplosionEffectParameters ( ParticleSystemComponent ProjExplosion )
sets any additional particle parameters on the explosion effect required by subclasses

SetInitialState Source code

simulated event SetInitialState ( ) )

Shutdown Source code

simulated function Shutdown ( ) )
Clean up

SpawnExplosionEffects Source code

simulated function SpawnExplosionEffects ( vector HitLocation, vector HitNormal) )
Spawn Explosion Effects

SpawnFlightEffects Source code

simulated function SpawnFlightEffects ( ) )
Spawns any effects needed for the flight of this projectile

Tick WaitingForVelocity Source code

simulated function Tick ( float DeltaTime) )

TornOff Source code

event TornOff ( ) )


Defaultproperties

defaultproperties
{
	Speed=2000
	MaxSpeed=5000
	AccelRate=15000

	Damage=10
	DamageRadius=0
	MomentumTransfer=500
	LifeSpan=2.0

	bCollideWorld=true
	DrawScale=2.0

	bInitOnSpawnWithRotation=true
	bShuttingDown=false
}

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Creation time: ti 22-3-2011 19:56:52.762 - Created with UnCodeX