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//============================================================================= // $Author: Sbrown $ // $Date: 2/06/02 8:47p $ // $Revision: 3 $ //============================================================================= //------------------------------------------------------------------------------ // Name: ParticleSalamander.uc // Author: Aaron R Leiby // Date: 10 March 2000 //------------------------------------------------------------------------------ // Description: A Salamander is an elemental being in the theory of Paracelsus // inhabiting fire. A Salamander is also a type of kerosene heater used for // heating up large areas -- like a warehouse or a circus tent. What does this // have to do with particles you ask? Very little. But it's a cool name, no? // Basically, a ParticleSalamander is like a nozzel on the end of a hose which // sprays out particles of various types (as specified by the LD). //------------------------------------------------------------------------------ // How to use this class: //------------------------------------------------------------------------------ class ParticleSalamander extends ParticleGenerator placeable native; #exec OBJ LOAD FILE=Textures\U2Particles.utx PACKAGE=ParticleSystems //////////////////////// // Editable variables // //////////////////////// var() public float Spread; // Defines a cone that the particles will be sprayed from. // An angle in degress centered on our rotation vector. var() public Range EmisionOffset; // Distance from the center that particle are emmitted from. 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? simulated event TurnOn() { 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_ParticleSalamander' DrawScale=0.250000 bDirectional=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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