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 |
/** * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTEmit_VehicleShockCombo extends UTReplicatedEmitter; var class<UTExplosionLight> ExplosionLightClass; simulated function PostBeginPlay() { local PlayerController P; local float Dist; Super.PostBeginPlay(); if ( WorldInfo.NetMode != NM_DedicatedServer ) { // decide whether to enable explosion light // @todo steve - why doesn't light work as component of Emitter? ForEach LocalPlayerControllers(class'PlayerController', P) { Dist = VSize(P.ViewTarget.Location - Location); if ( (P.Pawn == Instigator) || (Dist < ExplosionLightClass.Default.Radius) || ((Dist < 6000) && ((vector(P.Rotation) dot (Location - P.ViewTarget.Location)) > 0)) ) { AttachComponent(new(Outer) ExplosionLightClass); break; } } } } defaultproperties { ExplosionLightClass=Class'UTGameContent.UTVehicleShockComboLight' EmitterTemplate=ParticleSystem'VH_Hellbender.Particles.P_VH_Hellbender_Combo_Explo' Begin Object Class=ParticleSystemComponent Name=ParticleSystemComponent0 ObjName=ParticleSystemComponent0 Archetype=ParticleSystemComponent'UTGame.Default__UTReplicatedEmitter:ParticleSystemComponent0' ObjectArchetype=ParticleSystemComponent'UTGame.Default__UTReplicatedEmitter:ParticleSystemComponent0' End Object ParticleSystemComponent=ParticleSystemComponent0 Components(0)=ParticleSystemComponent0 Name="Default__UTEmit_VehicleShockCombo" ObjectArchetype=UTReplicatedEmitter'UTGame.Default__UTReplicatedEmitter' } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |