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UE1:TracerStreak (RTNP)
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
- Package:
- UPak
- Direct subclass:
- CARTracerStreak
- This class in other games:
- U2XMP
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TracerStreak.uc $Author: Deb $ $Date: 4/23/99 12:13p $ $Revision: 1 $ Description: Effect for simulating a tracer bullet. How to use this class:
Spawn it.
Set the endpoints for where the streak will be drawn from/to in the same tick.
The fading process is automatically started on the next tick.
Set the endpoints for where the streak will be drawn from/to in the same tick.
The fading process is automatically started on the next tick.
How this class works:
Connects the two endpoints with large segments.
Starting with the first segment, it is broken into two parts.
Then of those two new segments, the first one is broken into two parts.
Then of those two new segments, the first one is faded out.
Starting with the first segment, it is broken into two parts.
Then of those two new segments, the first one is broken into two parts.
Then of those two new segments, the first one is faded out.
(Using ScaleGlow/Translucency).
Once the first segment is completely faded away, the second is faded out.
Then the second (next larger) segment is broken in two and those are
Then the second (next larger) segment is broken in two and those are
faded out.
This continues until all the segments are faded out.
Properties[edit]
Property group 'TracerStreak'[edit]
End[edit]
Type: Object.Vector
SegmentType[edit]
Start[edit]
Type: Object.Vector
Internal variables[edit]
bFinished[edit]
Type: bool
CurrentSegment[edit]
Type: TracerSeg
LastSegment[edit]
Type: TracerSeg
ObstructionLocation[edit]
Type: Object.Vector
Default values[edit]
Property | Value |
---|---|
bAlwaysRelevant | True |
bHidden | True |
DrawType | DT_Sprite |
RemoteRole | ROLE_SimulatedProxy |
Functions[edit]
Static functions[edit]
VectorAproxEqual[edit]
Events[edit]
Tick[edit]
simulated event Tick (float DeltaTime)
Overrides: Actor.Tick
Other instance functions[edit]
FinishedFading[edit]
simulated function FinishedFading ()
SetEndpoints[edit]
function SetEndpoints (Object.Vector StartPoint, Object.Vector EndPoint)
States[edit]
Fading[edit]
Modifiers: simulated
Fading.BeginState[edit]
simulated event BeginState ()
Overrides: Object.BeginState (global)
Fading.FinishedFading[edit]
simulated function FinishedFading ()
Overrides: FinishedFading (global)