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UTGame.UTEmit_ShockCombo

Extends
UTReplicatedEmitter

Copyright 1998-2008 Epic Games, Inc. All Rights Reserved.

Core.Object
|   
+-- Engine.Actor
   |   
   +-- Engine.Emitter
      |   
      +-- UTGame.UTEmitter
         |   
         +-- UTGame.UTReplicatedEmitter
            |   
            +-- UTGame.UTEmit_ShockCombo

Direct Known Subclasses:

UTEmit_HeroShockCombo

Variables Summary
class<UTExplosionLight>ExplosionLightClass
class<UTDamageType>VortexDamageType
floatVortexDuration
floatVortexForcePerSecond
floatVortexRadius
Inherited Variables from UTGame.UTReplicatedEmitter
EmitterTemplate, ServerLifeSpan

Structures Summary
Inherited Structures from UTGame.UTEmitter
DistanceBasedParticleTemplate

Functions Summary
event BeginState (name PreviousStateName))
PhysicsVortex
function EndVortex ()))
PhysicsVortex
event SetInitialState ()))
event Tick (float DeltaTime))
PhysicsVortex
Inherited Functions from UTGame.UTReplicatedEmitter
PostBeginPlay
Inherited Functions from UTGame.UTEmitter
GetTemplateForDistance, SetLightEnvironment, SetTemplate

States Summary
PhysicsVortex Source code
state PhysicsVortex
/** this state does the cool physics vortex effect */
BeginState, EndVortex, Tick


Variables Detail

ExplosionLightClass Source code

var class<UTExplosionLight> ExplosionLightClass;

VortexDamageType Source code

var class<UTDamageType> VortexDamageType;
damage type passed to SpawnGibs() when blowing up a ragdoll

VortexDuration Source code

var float VortexDuration;
duration in seconds of the physics effect, or zero for it to be the same as the emitter

VortexForcePerSecond Source code

var float VortexForcePerSecond;
increase in vortex force per second

VortexRadius Source code

var float VortexRadius;
radius in which ragdolls have the force applied


Functions Detail

BeginState PhysicsVortex Source code

simulated event BeginState ( name PreviousStateName) )

EndVortex PhysicsVortex Source code

simulated function EndVortex ( ) )

SetInitialState Source code

simulated event SetInitialState ( ) )

Tick PhysicsVortex Source code

simulated event Tick ( float DeltaTime) )


Defaultproperties

defaultproperties
{
   ExplosionLightClass=Class'UTGame.UTShockComboExplosionLight'
   VortexForcePerSecond=150.000000
   VortexRadius=400.000000
   VortexDuration=2.750000
   VortexDamageType=Class'UTGame.UTDmgType_ShockCombo'
   EmitterTemplate=ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_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
   TickGroup=TG_PreAsyncWork
   Name="Default__UTEmit_ShockCombo"
   ObjectArchetype=UTReplicatedEmitter'UTGame.Default__UTReplicatedEmitter'
}

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Creation time: sk 18-3-2018 10:00:51.675 - Created with UnCodeX