My program doesn't have bugs. It just develops random features.

UE2:TracerSeg (U2XMP)

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U2XMP Object >> Actor >> Effects >> TracerSeg

Contents

Package: 
Legend
Direct subclasses:
LineStreakSegmentVert, LineStreakSegment, PathStreakSegment
This class in other games:
RTNP

TracerSeg.uc $Author: Mfox $ $Date: 8/05/02 12:29p $ $Revision: 3 $ Description: Used by TracerStreak. How to use this class:

Subclass.
Set Mesh to use as segment.

(Align down the x-axis with the origin at the leftmost end of the mesh.)

Set the SegmentLength to represent the length of your segment.
Set the subtype (SegmentType) to use, or leave None if you want this

to be the segment that actually gets faded out.

Set the FadeTime for those segments whose SegmentType is None (the ones

that will actually be faded out).

How this class works:

See TracerStreak

[edit] Properties

[edit] Property group 'TracerSeg'

[edit] FadedTexture

Type: Texture


[edit] FadeInterval

Type: float


[edit] FadeTime

Type: float

How long it takes us to go from default.ScaleGlow to 0.0.

[edit] SegmentLength

Type: float

Length of segment -- using CollisionRadius is problematic.

[edit] SegmentType

Type: class<TracerSeg>


[edit] Internal variables

[edit] bNotifiedParent

Type: bool


[edit] CurrentSegment

Type: TracerSeg

Next TracerSet in linked list.

[edit] NextSegment

Type: TracerSeg


[edit] Parent

Type: Actor

Parent actor in N-ary tree.

[edit] Default values

Property Value
bMustFace False

[edit] Instance functions

[edit] Fade

simulated function Fade ()


[edit] FinishedFading

simulated function FinishedFading ()


[edit] NotifyParent

simulated function NotifyParent ()


[edit] States

[edit] Fading

Modifiers: simulated

[edit] Fading.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] Fading.Destroyed

simulated event Destroyed ()

Overrides: Actor.Destroyed (global)


[edit] Fading.Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


[edit] Fading.Timer

simulated event Timer ()

Overrides: Actor.Timer (global)


[edit] Orchestrating

Modifiers: simulated

[edit] Orchestrating.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


[edit] Orchestrating.FinishedFading

simulated function FinishedFading ()

Overrides: FinishedFading (global)