Legacy:RParticles/ParticleEmitter

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UT :: Actor (UT) >> ParticleSystem >> ParticleEmitter

This class is part of RParticles by Raven

Base class for all Emitters. From every state only NormalParticle is working. It has no replication and it's completly clientside and thus should couse no lag. Working states: TriggerToggle, TriggerTurnsOn, TriggerTurnsOff, TriggerControl and TriggerBlast can be found in ExtendedEmitter. If you want to create wepon effects use WeaponEmitter

Group ParticleEmitter

float BeforeDieSleep
Time between calling GoToState('DeforeDie') and destroying emitter
bool WaitForParticles
Should emitter wait till all particle it created dies before it call Destroy function
float WaitPause
Pause between re-check for existing particles which owenr is Emitter

Group ParticleEmitter

bool bOn
Is active or not.
bool bPerformanceMode
Should performance mode be on (NewIntensity/NewIntervall will be used if player is outside VisibilityRadius/can't see emitter).
Burst BurstMethod
Burst method (See enum Burst below).
vector EffectArea
Area where particle will be spawned.
float GeneratorLife
Emitter life time (0 = not used).
float Intensity
How many particles will be spawned in one burst.
float Intervall
Time between bursts.
bool LineOfSightCheck
Should emitter stops/go to performance mode if player can't see it.
float NewIntensity
New intensity (performance mode).
float NewIntervall
New intervall (performance mode)
blool OneShot
Emitter will be destroyed after first burst.
int ParticlesLimit
Number of particles in the emitter.
Select SelectionMethod
Selection method (See enum Select below)
float VisibilityRadius
Emitter visibility radius.

Group ParticleTemplate

float NumTemplates
Number of used templates (can not be 0!!).
Advanced Particle_Advanced[16]

<+> Advanced variables

bool bUseParticleClass
can we use custom class
class<BasicParticle> ParticleClass
custom class

</+>

SAnimation Particle_Animation[16]

<+> Animation variables

texture AnimTextures[60]
animation textures
int NumOfTextures
number of textures
bool DefineAnimationStorage
should animated textures be taken from 'AnimationStorage' class (for coders)
class<ParticleAnimationStorage> ParticleAnimationStorage
stores animations (for coders)

</+>

SBounce Particle_Bounce[16]
Bounce variables[show]
SBuoyance Particle_Buoyance[16]
Bouyance variables[show]
SCollision Particle_Collision[16]

<+> Collision variables

bool ParticlesUseCollision
particle shoud collide with world and actors?
float ParticleCollisonRadius
collision radius
float ParticleCollisonHeight
collision height
bool CollideWithActors
will collide with actors if true
bool BlockPlayers
will block players if true
bool BlockActors
will block actors if true
bool ParticleCollideWorld
will Collide world
bool DestroyWhenTouch
will destroy particle when touching an actor
bool DestroyWhenColideWorld
will destroy particle when touching world geometry (eg walls)
bool DestroyWhenLand
will destroy particle when land
bool DestroyWhenTouchWater
will destroy particle when touches water
bool StopWhenTouchWall
will stop when touches world geometry
bool StopWhenTouchPawn
will stop when touches pawn
bool StickToWall
will stick to wall
bool StickToPawn
will stick to pawn
bool bSpawnLandEffect
spawn effect when landed
class<actor> LandEffect
land effect
bool bOverrideWaterEntrySound
override default water entry sound (if particles_use_collision is false)
sound WaterEntrySound
water entry sound
bool bOverrideWaterEntryEffect
override default water entry actor (if particles_use_collision is false)
class<actor> WaterEntryActor
water entry actor
bool bSpawnEffectOnDestroy
spawn effect when destroy
class<actor> DestroyEffect
destroy effect

</+>

SDamage Particle_Damage[16]
Damage variables[show]
SDecal Particle_Decal[16]

<+> Decal variables

texture ParticleDecalTexture
texture used for decal
bool ParticleSpawnDecal
particle will spawn decal (true) when they hit wall
class<decal> ParticleDecal
decal class
float ParticleDecalSize
decal size
bool bLimitDecals
if true, decals will be limited

</+>

SDisplay Particle_Display[16]
Display variables[show]
SFading Particle_Fading[16]
Fading variables[show]
SGlobal Particle_Global
Global variables which can be forced to all templates[show]
SLightColor Particle_LightColor[16]
LightColor variables[show]
SLighting Particle_Lighting[16]
Lighting variables[show]
SLight Particle_Light[16]
Light variables[show]
SMain Particle_Main[16]
Main variables[show]
SPhysics Particle_Physics[16]
Physics variables[show]
SSize Particle_Size[16]
Size variables[show]
SSound Particle_Sound[16]
Sound variables[show]
SVelocity Particle_InvertVelocity[16]
Advanced velocity variables[show]
SSpawnPlace Particle_EffectArea[16]
Override default effectarea[show]
SMesh Particle_Mesh[16]
Mesh related variables. Used if bUseMesh in Particle_Display is true[show]
SDest Particle_Destination[16]
Optional destination[show]
SRot Particle_RandomRotation[16]
Random rotation support[show]

ENUMS

Burst

BURST_Linear
in each burst only one template will be used
BURST_Random
in each burst many templates will be used

Select

SELECT_Linear
cyclically iterate through the ParticleTemplate
SELECT_Random
randomly pick a particle from the ParticleTemplate

Category:Legacy Mapping
Category:Legacy Custom Class (UT) \\