I love the smell of UnrealEd crashing in the morning. – tarquin
UE1:TracerSeg (RTNP)
Contents
- Package:
- UPak
- Direct subclasses:
- TracerSegLg, TracerSegMed, TracerSegSm, TracerSegSuper
- This class in other games:
- U2XMP
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TracerSeg.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $ Description: Used by TracerStreak. How to use this class:
Set Mesh to use as segment.
(Align down the x-axis with the origin at the leftmost end of the mesh.)
Set the subtype (SegmentType) to use, or leave None if you want this
to be the segment that actually gets faded out.
that will actually be faded out).
How this class works:
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]
Overrides: Actor.HitWall
Other instance functions[edit]
Fade[edit]
FinishedFading[edit]
NotifyParent[edit]
VectorAproxEqual[edit]
States[edit]
Fading[edit]
Modifiers: simulated
Fading.BeginState[edit]
Overrides: Object.BeginState (global)
Fading.Destroyed[edit]
Overrides: Actor.Destroyed (global)
Fading.Tick[edit]
Overrides: Actor.Tick (global)
Fading.Timer[edit]
Overrides: Actor.Timer (global)
Orchestrating[edit]
Modifiers: simulated
Orchestrating.BeginState[edit]
Overrides: Object.BeginState (global)
Orchestrating.FinishedFading[edit]
Overrides: FinishedFading (global)