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

ParticleSystems.ParticleRadiator


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
//=============================================================================
// $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"
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: sk 3-1-2016 10:38:40.000 - Creation time: sk 3-1-2016 10:48:40.760 - Created with UnCodeX