Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:TriggeredViewFog (U2XMP)
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TriggeredViewFog.uc $Author: Mfox $ $Date: 6/25/02 11:38p $ $Revision: 4 $
Description: How to use this class:
From the source:
LUTShade = Fog + ( TextureShade * LightShade * (0.3 + 0.7*GRender->Brightness) * 18.0 * (FlashScale/128.0) ) / 256.0
FlashFog = screen fogging: 0=none, 255=fullly saturated fog. FlashScale = screen scaling: 0=none, 128=normal brightness, 255=2X overbright.
FlashScale.X = Clamp( FlashScale.X, 0.f, 1.f ); FlashScale.Y = Clamp( FlashScale.Y, 0.f, 1.f ); FlashScale.Z = Clamp( FlashScale.Z, 0.f, 1.f ); FlashFog.X = Clamp( FlashFog.X , 0.f, 1.f ); FlashFog.Y = Clamp( FlashFog.Y , 0.f, 1.f ); FlashFog.Z = Clamp( FlashFog.Z , 0.f, 1.f );
Make up your mind Tim... Is is 0 to 255 or 0.0 to 1.0?
[edit] Properties
[edit] Property group 'TriggeredViewFog'
[edit] GlowFog
Type: Object.Vector
[edit] WaitTime
Type: float
[edit] Internal variables
[edit] InitialGlowScale
Type: float
[edit] Viewer
Type: Pawn
[edit] Default values
| Property | Value |
|---|---|
| bHidden | True |
[edit] Instance functions
[edit] BeginEffect
[edit] EndEffect
[edit] States
[edit] Trigerable
Modifiers: auto, simulated
[edit] Trigerable.Trigger
Overrides: Actor.Trigger (global)
[edit] Waiting
Modifiers: simulated
[edit] Waiting.BeginState
Overrides: Object.BeginState (global)
[edit] Waiting.Timer
Overrides: Actor.Timer (global)
