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UE2:ElectricGenerator (U2)

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U2 Object >> Actor >> ElectricGenerator

Contents

Package: 
ParticleSystems
Direct subclass:
GrenadeEffectEMPbeams
This class in other games:
U2XMP

$Author: Mfox $ $Date: 10/11/02 5:43p $ $Revision: 15 $ Name: ElectricGenerator.uc Author: Aaron R Leiby Date: 21 August 2000 Description: How to use this class: Todo:

Make AffectedTypes stuff work.
Fix Triangle location calculation code.

[edit] Properties

[edit] Property group 'BeamOverrides'

[edit] BeamColor

Type: Object.Color


[edit] BeamSegLength

Type: Object.Range


[edit] BeamTexture

Type: Material


[edit] BeamTextureWidth

Type: Object.Range


[edit] BeamWidth

Type: Object.Range


[edit] DamageAmount

Type: int


[edit] DamageEffect

Type: string


[edit] DamageMomentum

Type: Object.Vector


[edit] DamageTime

Type: float


[edit] DamageType

Type: class<DamageType>


[edit] MetaBeamRefreshTime

Type: Object.Range


[edit] MetaBeamSegLength

Type: Object.Range


[edit] MetaBeamWidth

Type: Object.Range


[edit] NumBeams

Type: Object.Range


[edit] SpriteJointColor

Type: Object.Color


[edit] SpriteJointSize

Type: Object.Range


[edit] SpriteJointTexture

Type: Material


[edit] Property group 'ElectricGenerator'

[edit] AffectedRadius

Type: float

How close an Actor (or geometry) must be in order to be latched on to.

Default value: 1200.0

[edit] AffectedTypes

Type: name

Array size: 3

Types of Actors which can be latched on to.

Default value, index 0:

Default value, index 1:

Default value, index 2:

[edit] ArcLifeSpan

Type: Object.Range

How long an electrical arc lasts.

Default value:

Member Value
A 0.1
B 3.0

[edit] BeamType

Type: class<BendiBeamGenerator>


Default value: Class'ParticleSystems.BendiBeamGenerator'

[edit] bLatchAtOrigin

Type: bool

CDH: Latch at origin of actors instead of collision cylinder

[edit] bLatchGeometry

Type: bool

Do we attach to geometry?

Default value: True

[edit] bOn

Type: bool


Default value: True

[edit] bResetArcOnReuse

Type: bool

Try setting this to true if your electric arcs are coming out straight sometimes.

[edit] bStartAtOrigin

Type: bool

Set to true if you want all the electrical arcs to come from the origin (rather than from individual polys).

[edit] DamageRate

Type: Object.Range

Amount of damage to apply to attached Actors (per second).

Default value:

Member Value
A 50.0
B 100.0

[edit] DamageStart

Type: Object.Range

CDH: Amount of damage to apply at initial latching

[edit] LatchRate

Type: Object.Range

Number of seconds between latching. (A latching is when a new electrical arc is created).

Default value:

Member Value
A 0.1
B 0.3

[edit] MinArcLength

Type: float

Arcs shorter than this get ignored.

[edit] Source

Type: Actor

Use this Actor's mesh (defaults to Self).

[edit] SparkType

Type: string

Name of the Package.ParticleGeneratorName to use.

Default value: "Sparks02.ParticleSalamander0"

[edit] SpreadDegrees

Type: float

CDH: Nonzero limits latch beams to a cone of this angle around the generator's rotation. Zero uses full 360 degrees.

[edit] Property group 'TriggerSupport'

[edit] bInitiallyOn

Type: bool


Default value: True

[edit] TimerDuration

Type: float


[edit] Internal variables

[edit] ElectricArcs

Type: ElectricArc

Array size: 32


[edit] InternalTimer

Type: float


[edit] NextArcTime

Type: float


[edit] TickDelay

Type: int


Default value: 1

[edit] Default values

Property Value
RemoteRole ROLE_None

[edit] Structs

[edit] ElectricArc

Actor Actor 
Use the Actor's location if this is set.
Object.Vector Offset 
Relative offset from above Actor.
Object.Vector Point 
Use this location if Actor is not set.
float LifeSpan 
How long this electric arc last for.
int iTri 
Triangle index to use.
BendiBeamGenerator Arc 

[edit] Functions

[edit] Native functions

[edit] GetFacingTriIndex

native final function int GetFacingTriIndex (Object.Vector PointToFace)


[edit] GetTriLocation

native final function Object.Vector GetTriLocation (int TriangleIndex)


[edit] Events

[edit] ActorBreach

event bool ActorBreach (Actor A, Object.Vector HitLocation, int Index)


[edit] Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


[edit] Other instance functions

[edit] GetFacingTriIndexEx

function int GetFacingTriIndexEx (Object.Vector PointToFace)


[edit] GetSource

function Actor GetSource ()


[edit] GetTriLocationEx

function Object.Vector GetTriLocationEx (int TriangleIndex)


[edit] GetUnusedArcIndex

final function int GetUnusedArcIndex ()


[edit] InitBeam

function InitBeam (int i)


[edit] IsAffected

final function bool IsAffected (Actor A)


[edit] IsValidArcIndex

final function bool IsValidArcIndex (int i)


[edit] PostRecvBInitiallyOn

simulated function PostRecvBInitiallyOn ()


[edit] States

[edit] TriggerControl

Modifiers: simulated

[edit] TriggerControl.Trigger

simulated event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


[edit] TriggerControl.UnTrigger

simulated event UnTrigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.UnTrigger (global)


[edit] TriggerTimed

Modifiers: simulated

[edit] TriggerTimed.Trigger

simulated event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)


[edit] TriggerToggle

Modifiers: simulated

[edit] TriggerToggle.Trigger

simulated event Trigger (Actor Other, Pawn EventInstigator)

Overrides: Actor.Trigger (global)