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UE2:ElectricGenerator (U2XMP)

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U2XMP Object >> Actor >> ElectricGenerator

Contents

Package: 
ParticleSystems
Direct subclass:
GL_EMPEffectB
This class in other games:
U2

$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.

Properties

Property group 'BeamOverrides'

BeamColor

Type: Object.Color


BeamSegLength

Type: Object.Range


BeamTexture

Type: Material


BeamTextureWidth

Type: Object.Range


BeamWidth

Type: Object.Range


DamageAmount

Type: int


DamageEffect

Type: string


DamageMomentum

Type: Object.Vector


DamageTime

Type: float


DamageType

Type: class<DamageType>


MetaBeamRefreshTime

Type: Object.Range


MetaBeamSegLength

Type: Object.Range


MetaBeamWidth

Type: Object.Range


NumBeams

Type: Object.Range


SpriteJointColor

Type: Object.Color


SpriteJointSize

Type: Object.Range


SpriteJointTexture

Type: Material


Property group 'ElectricGenerator'

AffectedRadius

Type: float

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

Default value: 1200.0

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

ArcLifeSpan

Type: Object.Range

How long an electrical arc lasts.

Default value:

Member Value
A 0.1
B 3.0

BeamType

Type: class<BendiBeamGenerator>


Default value: Class'ParticleSystems.BendiBeamGenerator'

bLatchAtOrigin

Type: bool

CDH: Latch at origin of actors instead of collision cylinder

bLatchGeometry

Type: bool

Do we attach to geometry?

Default value: True

bOn

Type: bool

Modifiers: public


Default value: True

bResetArcOnReuse

Type: bool

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

bStartAtOrigin

Type: bool

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

DamageRate

Type: Object.Range

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

Default value:

Member Value
A 50.0
B 100.0

DamageStart

Type: Object.Range

CDH: Amount of damage to apply at initial latching

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

MinArcLength

Type: float

Arcs shorter than this get ignored.

Source

Type: Actor

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

SparkType

Type: string

Name of the Package.ParticleGeneratorName to use.

Default value: "Sparks02.ParticleSalamander0"

SpreadDegrees

Type: float

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

Property group 'TriggerSupport'

bInitiallyOn

Type: bool

Modifiers: public


Default value: True

TimerDuration

Type: float

Modifiers: public


Internal variables

ElectricArcs

Type: ElectricArc

Array size: 32


InternalTimer

Type: float

Modifiers: private


NextArcTime

Type: float


TickDelay

Type: int


Default value: 1

Default values

Property Value
RemoteRole ROLE_None

Structs

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 

Functions

Native functions

GetFacingTriIndex

public native final function int GetFacingTriIndex (Object.Vector PointToFace)


GetTriLocation

public native final function Object.Vector GetTriLocation (int TriangleIndex)


Events

ActorBreach

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


Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed


Tick

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

AddArc

function AddArc ()


CheckForActorBreaches

function CheckForActorBreaches ()


GetFacingTriIndexEx

public function int GetFacingTriIndexEx (Object.Vector PointToFace)


GetSource

public function Actor GetSource ()


GetTriLocationEx

public function Object.Vector GetTriLocationEx (int TriangleIndex)


GetUnusedArcIndex

protected final function int GetUnusedArcIndex ()


InitArcActor

public function InitArcActor (Actor HitActor)


InitArcHit

public function InitArcHit (Actor.CheckResult Hit)


InitBeam

protected function InitBeam (int i)


IsAffected

protected final function bool IsAffected (Actor A)


IsValidArcIndex

protected final function bool IsValidArcIndex (int i)


PostRecvBInitiallyOn

simulated function PostRecvBInitiallyOn ()


ResetArcs

function ResetArcs ()


SpawnSparks

protected function SpawnSparks (Actor.CheckResult Hit)


States

TriggerControl

Modifiers: simulated

TriggerControl.Trigger

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


TriggerControl.UnTrigger

simulated function UnTrigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.UnTrigger (global)


TriggerTimed

Modifiers: simulated

TriggerTimed.Trigger

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


TriggerToggle

Modifiers: simulated

TriggerToggle.Trigger

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)