My program doesn't have bugs. It just develops random features.
UE2:ActorRotator (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'ActorRotator'
- 1.1.1 ActorRotationOffset
- 1.1.2 ActorRotatorClass
- 1.1.3 bBounceHeight
- 1.1.4 bBounceRadius
- 1.1.5 bBounceRotationRate
- 1.1.6 bFaceIn
- 1.1.7 bFaceOut
- 1.1.8 bLongDistance
- 1.1.9 bUpdateActorRotation
- 1.1.10 HeightShiftRate
- 1.1.11 MaxHeight
- 1.1.12 MaxRadius
- 1.1.13 MaxRotationRate
- 1.1.14 MinHeight
- 1.1.15 MinRadius
- 1.1.16 MinRotationRate
- 1.1.17 RadiusShiftRate
- 1.1.18 RotationShiftRate
- 1.2 Internal variables
- 1.3 Default values
- 1.1 Property group 'ActorRotator'
- 2 Functions
- Package:
- Legend
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ActorRotator.uc $Author: Mfox $ $Date: 4/30/02 12:22p $ $Revision: 3 $
Description: Used to rotate any actor or set of actors in a given level using the specified parameters. How to use this class (from UnrealEd):
Link to desired Actors in level via Tag and Event.
(Set Event on the ActorRotator, and match the Tag on the desired Actors
with that Event.)
- Radius, RotationRate and Height are self explanitory.
- ShiftRates are how fast the above variables change. At any given moment, an ActorRotator has a Current and Next version of the above variables. The current version of the variable is changed at the rate defined by its respective ShiftRate until it reaches its respective Next version of the variable. Once it reaches this Next version of the variable, a new Next version of the variable is calculated. This continues indefinately. - Set bUpdateActorRotation to false if you would rather have the Actor(s) be responsible for updating their own rotation. Example: Attaching a ParticleSprayer whose physics are set to PHYS_Rotating. - ActorRotationOffset is used to correctly align a model so it appears to always be facing forward. This is only used when bUpdateActorRotation is set to True. Example: You want to use a bird mesh, but when you see it in the game, it is always facing out from the center instead of in the direction it is moving. In this case you would simply set ActorRotationOffset.Yaw to 90 degrees. - Note of interest: If you set MinRotationRate to a negative number, the Actor(s) will eventually slow down and change rotation direction. When the rotation direction changes the Actor will also be flipped to maintain correct orientation. This is only done when bUpdateActorRotation is set to True. - Important note: ActorRotators will not rotate Actors whose Tag matches its own tag. This prevents ActorRotators from rotating themselves and any other ActorRotators it creates in the process. This is only relevant for ActorRotators whose Tag matches its own Event. - Use bLongDistance if you are going to use a lot of these in a level. This will only use a single ActorRotator to rotate all the attached Actors. This means that they will all be perfectly in sync with each other, but still totally random within the restraints of the set parameters. The attached Actor(s) will be rotated about their initial location rather than the location of the ActorRotator itself.
How to use this class (from UnrealScript):
Set MyActor;
Set desired parameters as described above.
Call Initialize();
Properties
Property group 'ActorRotator'
ActorRotationOffset
Type: Object.Rotator
Offset from default. -- Default: X-axis is in alignment with velocity of the actor.
ActorRotatorClass
Type: class<ActorRotator>
Default value: Class'Legend.ActorRotator'
bBounceHeight
Type: bool
NextHeight flips from MaxHeight to MinHeight. Never in between.
bBounceRadius
Type: bool
NextRadius flips from MaxHeight to MinHeight. Never in between.
bBounceRotationRate
Type: bool
NextRotationRate flips from MaxHeight to MinHeight. Never in between.
bFaceIn
Type: bool
bFaceOut
Type: bool
bLongDistance
Type: bool
bUpdateActorRotation
Type: bool
Default value: True
HeightShiftRate
Type: float
How fast we change our height.
MaxHeight
Type: float
Relative to rotation.
MaxRadius
Type: float
MaxRotationRate
Type: float
MinHeight
Type: float
MinRadius
Type: float
Distance from origin.
MinRotationRate
Type: float
Used to calculate roll.
RadiusShiftRate
Type: float
How fast we change our radius.
RotationShiftRate
Type: float
How fast we change our rotation rate.
Internal variables
ActorOrigins
Type: Object.Vector
Array size: 256
CurrentHeight
Type: float
CurrentRadius
Type: float
CurrentRotationRate
Type: float
FRoll
Type: float
MyActor
Type: Actor
MyActors
Type: Actor
Array size: 256
NextHeight
Type: float
NextRadius
Type: float
NextRotationRate
Type: float
Default values
Property | Value |
---|---|
bDirectional | True |
bMustFace | False |
RemoteRole | ROLE_None |
RenderIteratorClass | Class'Legend.ActorRotatorRI' |
VisibilityHeight | 5000.0 |
VisibilityRadius | 5000.0 |
Functions
Native functions
CalcNextHeight
CalcNextRadius
CalcNextRotationRate
Update
UpdateHeight
UpdateRadius
UpdateRotationRate
Events
BeginPlay
Overrides: Actor.BeginPlay