There is no spoon
UE1:TracerStreak (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents |
- Package:
- UPak
- Direct subclass:
- CARTracerStreak
- This class in other games:
- U2XMP
| This is an auto-generated page and may need human attention. Please remove this tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
TracerStreak.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $ Description: Effect for simulating a tracer bullet. How to use this class:
Spawn it.
Set the endpoints for where the streak will be drawn from/to in the same tick.
The fading process is automatically started on the next tick.
Set the endpoints for where the streak will be drawn from/to in the same tick.
The fading process is automatically started on the next tick.
How this class works:
Connects the two endpoints with large segments.
Starting with the first segment, it is broken into two parts.
Then of those two new segments, the first one is broken into two parts.
Then of those two new segments, the first one is faded out.
Starting with the first segment, it is broken into two parts.
Then of those two new segments, the first one is broken into two parts.
Then of those two new segments, the first one is faded out.
(Using ScaleGlow/Translucency).
Once the first segment is completely faded away, the second is faded out.
Then the second (next larger) segment is broken in two and those are
Then the second (next larger) segment is broken in two and those are
faded out.
This continues until all the segments are faded out.
[edit] Properties
[edit] Property group 'TracerStreak'
[edit] End
Type: Object.Vector
[edit] SegmentType
[edit] Start
Type: Object.Vector
[edit] Internal variables
[edit] bFinished
Type: bool
[edit] CurrentSegment
Type: TracerSeg
[edit] LastSegment
Type: TracerSeg
[edit] ObstructionLocation
Type: Object.Vector
[edit] Default values
| Property | Value |
|---|---|
| bAlwaysRelevant | True |
| bHidden | True |
| DrawType | DT_Sprite |
| RemoteRole | ROLE_SimulatedProxy |
[edit] Functions
[edit] Static functions
[edit] VectorAproxEqual
[edit] Events
[edit] Tick
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
[edit] Other instance functions
[edit] FinishedFading
simulated function FinishedFading ()
[edit] SetEndpoints
function SetEndpoints (Object.Vector StartPoint, Object.Vector EndPoint)
[edit] States
[edit] Fading
Modifiers: simulated
[edit] Fading.BeginState
simulated event BeginState ()
Overrides: Object.BeginState (global)
[edit] Fading.FinishedFading
simulated function FinishedFading ()
Overrides: FinishedFading (global)
