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UE2:ElectricGenerator (U2XMP)
From Unreal Wiki, The Unreal Engine Documentation Site
- Package:
- ParticleSystems
- Direct subclass:
- GL_EMPEffectB
- This class in other games:
- U2
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$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:
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: Pawn
Default value, index 1: Decoration
Default value, index 2: Projectile
[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
Modifiers: public
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
Modifiers: public
Default value: True
[edit] TimerDuration
Type: float
Modifiers: public
[edit] Internal variables
[edit] ElectricArcs
Type: ElectricArc
Array size: 32
[edit] InternalTimer
Type: float
Modifiers: private
[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
[edit] GetTriLocation
[edit] Events
[edit] ActorBreach
[edit] Destroyed
Overrides: Actor.Destroyed
[edit] Tick
Overrides: Actor.Tick
[edit] Other instance functions
[edit] AddArc
[edit] CheckForActorBreaches
[edit] GetFacingTriIndexEx
[edit] GetSource
[edit] GetTriLocationEx
[edit] GetUnusedArcIndex
[edit] InitArcActor
[edit] InitArcHit
[edit] InitBeam
[edit] IsAffected
[edit] IsValidArcIndex
[edit] PostRecvBInitiallyOn
[edit] ResetArcs
[edit] SpawnSparks
[edit] States
[edit] TriggerControl
Modifiers: simulated
[edit] TriggerControl.Trigger
Overrides: Actor.Trigger (global)
[edit] TriggerControl.UnTrigger
Overrides: Actor.UnTrigger (global)
[edit] TriggerTimed
Modifiers: simulated
[edit] TriggerTimed.Trigger
Overrides: Actor.Trigger (global)
[edit] TriggerToggle
Modifiers: simulated
[edit] TriggerToggle.Trigger
Overrides: Actor.Trigger (global)
