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//============================================================================= // $Author: Chargrove $ // $Date: 8/19/02 7:35p $ // $Revision: 4 $ //============================================================================= //------------------------------------------------------------------------------ // Name: ParticleRadiator.uc // Author: Aaron R Leiby // Date: 28 March 2000 //------------------------------------------------------------------------------ // Description: Emits particles from the surface of the specified mesh. //------------------------------------------------------------------------------ // Notes: Only works with Golem (LegendMesh). //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ class ParticleRadiator extends ParticleGenerator placeable native; #exec OBJ LOAD FILE=Textures\U2Particles.utx PACKAGE=ParticleSystems //////////////////////// // Editable variables // //////////////////////// var() public float Volume; // Number of particles emitted per second. var private float ParticleTimer; // Used internally to collect "emission residue" <-- fancy term for rounding errors between ticks. var() public float VolumeScalePct; // Percentage of the visibility radius/height used to scale the volume of the particle sprayer. // A number from 0.0 to 1.0. (Scaling begins at VolumeScalePct*VisibilityRadius units from // the generator, and is linearly interpolated until VisibilityRadius units from the generator.) // Scaling goes from Volume to 0 (not Volume to MinVolume). var() public float MinVolume; // Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to. var() public bool bLOSClip; // Clip using line of sight check? var() public Actor MeshOwner; // Set this if you want to use some other Actor's Mesh. var() public enum TriSelect { TS_Random, // Randomly pick a particle from the ParticleTemplates array. TS_Linear, // Cyclically iterate through the ParticleTemplates array. TS_Indexed, // Loops through the TriIndices array to use as indices. TS_RandIndex, // Randomly selects an index from the TriIndices array to use. } TriSelectMethod; var() public array<int> TriIndices; // Order of indices to use when using TS_Indexed. var private int iTri; // Used internally for triangle selection. var private int iIndex; // Used internally for indexed triangle selection. var() public bool bOrgiSpawn; // Spawn particles at the origin of the selected triangle? (otherwise randomly distribute them across the surface of the triangle) var() public string AttachName; // Name of attachment on mesh instance to use instead of main mesh, if applicable //------------------------------------------------------------------------------ simulated event TurnOn() { iTri = 0; iIndex = 0; Super.TurnOn(); ParticleTimer = 1.0 / Volume; // force first particle to spit out on initial tick after turning on. } defaultproperties { DefaultForces(0)=Class'ParticleSystems.DecayForce' DefaultForces(1)=Class'ParticleSystems.LocatorForce' Texture=Texture'ParticleSystems.Icons.S_ParticleRadiator' UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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