Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
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 00084 00085 00086 00087 00088 00089 00090 00091 00092 00093 00094 00095 00096 00097 00098 00099 |
/** * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class UTGib_Vehicle extends UTGib abstract; var float TimeBeforeGibExplosionEffect; /** Effect to have when gib is first spawned. Actually happens at TimeBeforeGibExplosionEffect after being spawned **/ var ParticleSystem PS_GibExplosionEffect; /** PS to attach and trail behind the gib **/ var ParticleSystem PS_GibTrailEffect; /** Played when the Gib has been spawned **/ var SoundCue LoopedSound; var name BurnName; var float BurnDuration; var MaterialInstanceTimeVarying MITV; var class<UTVehicle> OwningClass; simulated event PostBeginPlay() { Super.PostBeginPlay(); CreateAudioComponent( LoopedSound, TRUE, TRUE ); } simulated function ActivateGibExplosionEffect() { local int TeamNum; local ParticleSystemComponent PSC_Trail; if(WorldInfo.NetMode == NM_DedicatedServer) { return; } if ( Instigator != None ) { TeamNum = Instigator.GetTeamNum(); } if( TeamNum > 1 ) { TeamNum = 0; } if( OwningClass.default.BurnOutMaterial[TeamNum] != None ) { GibMeshComp.SetMaterial( 0, OwningClass.default.BurnOutMaterial[TeamNum] ); } // don't spawn the particle system if(WorldInfo.TimeSeconds - GibMeshComp.LastRenderTime < 1.0) { WorldInfo.MyEmitterPool.SpawnEmitter( PS_GibExplosionEffect, Location, Rotation ); // we can't use the pool for trails as they have a long (infi) duration //WorldInfo.MyEmitterPool.SpawnEmitter( PS_GibTrailEffect, Location, Rotation, self ); PSC_Trail = new(self) class'ParticleSystemComponent'; PSC_Trail.SetTemplate( PS_GibTrailEffect ); AttachComponent( PSC_Trail ); } // if the vehicle could be close to us go ahead and do the MITV so that gibs near us will burn out nicely if(WorldInfo.TimeSeconds - GibMeshComp.LastRenderTime < 3.0) { MITV = GibMeshComp.CreateAndSetMaterialInstanceTimeVarying( 0 ); MITV.SetScalarStartTime( 'BurnTime', (LifeSpan-(BurnDuration-(FRand()*1.0f))) ); //`log( "BurnDuration: " $ BurnDuration $ " LifeSpan: " $ LifeSpan $ " MITV: " $ MITV.Parent ); } } defaultproperties { TimeBeforeGibExplosionEffect=0.100000 PS_GibExplosionEffect=ParticleSystem'Envy_Effects.Particles.P_VH_Gib_Explosion' PS_GibTrailEffect=ParticleSystem'Envy_Effects.Tests.Effects.P_Vehicle_Damage_1' LoopedSound=SoundCue'A_Vehicle_Generic.Fire.VehicleDerbisLoop_Cue' BurnName="BurnTime" BurnDuration=3.500000 Begin Object Class=DynamicLightEnvironmentComponent Name=GibLightEnvironmentComp ObjName=GibLightEnvironmentComp Archetype=DynamicLightEnvironmentComponent'UTGame.Default__UTGib:GibLightEnvironmentComp' ObjectArchetype=DynamicLightEnvironmentComponent'UTGame.Default__UTGib:GibLightEnvironmentComp' End Object GibLightEnvironment=GibLightEnvironmentComp HitSound=SoundCue'A_Vehicle_Generic.Vehicle.VehicleImpact_MetalSmallCue' Components(0)=GibLightEnvironmentComp Name="Default__UTGib_Vehicle" ObjectArchetype=UTGib'UTGame.Default__UTGib' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |