Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

UE2:WaveGenerator (U2XMP)

From Unreal Wiki, The Unreal Engine Documentation Site

Jump to: navigation, search
U2XMP Object >> Actor >> WaveGenerator

Contents

Package: 
Engine

$Author: Mfox $ $Date: 6/25/02 11:36p $ $Revision: 3 $ Name: WaveGenerator.uc Author: Aaron R Leiby Date: 18 January 2000 Description: Used to generate a pond ripple effect on WavyMeshes. How to use this class:

Place in the Level relative to the WavyMesh you wish to effect.

(Note: Z position is ignored since WavyMeshes are assumed to be horizontal.

Set the Event of the WaveGenerator to the Tag of the WavyMesh you wish

to effect. (If none is set, then it will effect all WavyMeshes within

its Visibility extents (VisibliltyHeight/VisibilityRadius).

Hook a trigger to it by setting the Event of a Trigger to the Tag of the

WaveGenerator.

Set the WaveGenerator's InitialState to TriggerToggle, TriggerControl or

TriggerTimed. (If TriggerTimed, make sure to set the time interval.)

Set bInitially on as desired.
Set Rate, Magnitude and Wavelength as desired.
Set MaxRadius if radial falloff is desired.

[edit] Properties

[edit] Property group 'WaveGenerator'

[edit] bInitiallyOn

Type: bool

Modifiers: public


[edit] bOn

Type: bool

Modifiers: public


[edit] FadeTime

Type: float

Modifiers: public

Amount of time it takes to fade away after we stop oscillating.

Default value: 3.0

[edit] Magnitude

Type: float

Modifiers: public

Height of each crest (additive to existing vertex magnitude).

Default value: 16.0

[edit] MaxRadius

Type: float

Modifiers: public


[edit] Rate

Type: float

Modifiers: public

How fast this wave oscillates (number of crests per second).

Default value: 2.0

[edit] TimerDuration

Type: float

Modifiers: public


Default value: 3.0

[edit] Wavelength

Type: float

Modifiers: public

Distance between crests.

Default value: 48.0

[edit] Internal variables

[edit] bPrevOn

Type: bool

Modifiers: private


[edit] FadeTimer

Type: float

Modifiers: private

Maintained in C++.

[edit] InternalTimer

Type: float

Modifiers: private


[edit] Theta

Type: float

Modifiers: private

Maintained in C++.

[edit] Default values

Property Value
InitialState 'TriggerTimed'

[edit] Events

[edit] PreBeginPlay

simulated event PreBeginPlay ()

Overrides: Actor.PreBeginPlay


[edit] States

[edit] TriggerControl

Modifiers: simulated

[edit] TriggerControl.Trigger

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

Overrides: Actor.Trigger (global)


[edit] TriggerControl.UnTrigger

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

Overrides: Actor.UnTrigger (global)


[edit] TriggerTimed

Modifiers: simulated

[edit] TriggerTimed.Trigger

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

Overrides: Actor.Trigger (global)


[edit] TriggerToggle

Modifiers: simulated

[edit] TriggerToggle.Trigger

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

Overrides: Actor.Trigger (global)


Personal tools