Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

Botpack.WarShell

Extends
Projectile

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Projectile
      |   
      +-- Botpack.WarShell

Direct Known Subclasses:

GuidedWarShell

Variables Summary
floatCannonTimer
floatSmokeRate
redeemertrailtrail
Inherited Variables from Engine.Projectile
Damage, ExplosionDecal, 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, bClientAnim, bClientDemoNetFunc, bClientDemoRecording, bCollideActors, bCollideWhenPlacing, bCollideWorld, bCorona, bDeleteMe, bDemoRecording, bDifficulty0, bDifficulty1, bDifficulty2, bDifficulty3, bDirectional, bDynamicLight, bEdLocked, bEdShouldSnap, bEdSnap, bFilterByVolume, 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, bScriptInitialized, bSelected, bShadowCast, bSimFall, bSimulatedPawn, bSinglePlayer, bSpecialLit, bStasis, bStatic, bTempEditor, bTicked, bTimerLoop, bTrailerPrePivot, bTrailerSameRotation, bTravel, bUnlit, Buoyancy, CollisionHeight, CollisionRadius, CollisionTag, ColLocation, Deleted, DesiredRotation, DodgeDir, DrawScale, DrawType, Event, ExtraTag, Fatness, Group, HitActor, InitialState, Instigator, Inventory, LatentActor, LatentByte, LatentFloat, LatentInt, Level, LifeSpan, LightBrightness, LightCone, LightEffect, LightHue, LightingTag, LightPeriod, LightPhase, LightRadius, LightSaturation, LightType, Location, LODBias, Mass, Mesh, MiscNumber, MultiSkins[8], NetPriority, NetTag, NetUpdateFrequency, OddsOfAppearing, OldAnimRate, OldLocation, OtherTag, Owner, PendingTouch, PhysAlpha, Physics, PhysRate, PrePivot, Region, RemoteRole, RenderInterface, RenderIteratorClass, Role, Rotation, RotationRate, ScaleGlow, 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
PointRegion

Functions Summary
function BeginState ()))
Flying
function Destroyed ()))
function Explode (vector HitLocation, vector HitNormal))
Flying
function PostBeginPlay ()))
function ProcessTouch (Actor Other, Vector HitLocation))
Flying
function TakeDamage (int NDamage, Pawn instigatedBy, Vector hitlocation, vector momentum, name damageType ))
function Timer ()))
function WarnCannons ()))
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, BroadcastLocalizedMessage, BroadcastMessage, Bump, ChildActors, ConsoleCommand, DemoPlaySound, Destroy, Destroyed, Detach, EncroachedBy, EncroachingOn, EndedRotation, EndEvent, Error, Expired, Falling, FastTrace, FellOutOfWorld, FinishAnim, FinishInterpolation, GainedChild, GetAnimGroup, GetCacheEntry, GetHumanName, GetItemName, GetMapName, GetNextInt, GetNextIntDesc, GetNextSkin, GetSoundDuration, GetURLMap, HasAnim, HitWall, HurtRadius, InterpolateEnd, IsAnimating, KillCredit, KilledBy, Landed, LinkSkelAnim, LoopAnim, LostChild, MakeNoise, Move, MoveCacheEntry, MoveSmooth, PlayAnim, PlayerCanSeeMe, PlayOwnedSound, PlaySound, PostBeginPlay, PostNetBeginPlay, PostTeleport, PostTouch, 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, ZoneChange

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


Variables Detail

CannonTimer Source code

var float CannonTimer;

SmokeRate Source code

var float SmokeRate;

trail Source code

var redeemertrail trail;


Functions Detail

BeginState Flying Source code

function BeginState ( ) )

Destroyed Source code

simulated function Destroyed ( ) )

Explode Flying Source code

function Explode ( vector HitLocation, vector HitNormal) )

PostBeginPlay Source code

simulated function PostBeginPlay ( ) )

ProcessTouch Flying Source code

function ProcessTouch ( Actor Other, Vector HitLocation) )

TakeDamage Source code

singular function TakeDamage ( int NDamage, Pawn instigatedBy, Vector hitlocation, vector momentum, name damageType ) )

Timer Source code

simulated function Timer ( ) )

WarnCannons Source code

function WarnCannons ( ) )

ZoneChange Flying Source code

simulated function ZoneChange ( Zoneinfo NewZone ) )


Defaultproperties

defaultproperties
{
     speed=600.000000
     Damage=1000.000000
     MomentumTransfer=100000
     MyDamageType=RedeemerDeath
     ExplosionDecal=Class'Botpack.NuclearMark'
     bNetTemporary=False
     RemoteRole=ROLE_SimulatedProxy
     AmbientSound=Sound'Botpack.Redeemer.WarFly'
     Mesh=LodMesh'Botpack.missile'
     AmbientGlow=78
     bUnlit=True
     SoundRadius=100
     SoundVolume=255
     CollisionRadius=15.000000
     CollisionHeight=8.000000
     bProjTarget=True
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Creation time: Fr 7.6.2013 13:15:28.144 - Created with UnCodeX