I love the smell of UnrealEd crashing in the morning. – tarquin

UE1:TracerSeg (RTNP)

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
RTNP Object >> Actor >> Effects >> TracerSeg
Package: 
UPak
Direct subclasses:
TracerSegLg, TracerSegMed, TracerSegSm, TracerSegSuper
This class in other games:
U2XMP

TracerSeg.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $ 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 CollisionRadius 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

Properties[edit]

Property group 'TracerSeg'[edit]

FadedTexture[edit]

Type: Texture


FadeInterval[edit]

Type: float


FadeTime[edit]

Type: float

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

SegmentType[edit]

Type: class<TracerSeg>


Internal variables[edit]

bNoMore[edit]

Type: bool


bNotifiedParent[edit]

Type: bool


CurrentSegment[edit]

Type: TracerSeg

Next TracerSet in linked list.

NextSegment[edit]

Type: TracerSeg


Parent[edit]

Type: Actor

Parent actor in N-ary tree.

Default values[edit]

Property Value
bCollideWorld True
RemoteRole ROLE_None

Functions[edit]

Events[edit]

HitWall[edit]

simulated event HitWall (Object.Vector HitNormal, Actor Wall)

Overrides: Actor.HitWall


Other instance functions[edit]

Fade[edit]

simulated function Fade ()


FinishedFading[edit]

simulated function FinishedFading ()


NotifyParent[edit]

simulated function NotifyParent ()


VectorAproxEqual[edit]

function bool VectorAproxEqual (Object.Vector FirstVector, Object.Vector SecondVector)


States[edit]

Fading[edit]

Modifiers: simulated

Fading.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Fading.Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed (global)


Fading.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


Fading.Timer[edit]

simulated event Timer ()

Overrides: Actor.Timer (global)


Orchestrating[edit]

Modifiers: simulated

Orchestrating.BeginState[edit]

simulated event BeginState ()

Overrides: Object.BeginState (global)


Orchestrating.FinishedFading[edit]

simulated function FinishedFading ()

Overrides: FinishedFading (global)