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UE2:ElectricGenerator (U2XMP)

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U2XMP Object >> Actor >> ElectricGenerator

Contents

Package: 
ParticleSystems
Direct subclass:
GL_EMPEffectB
This class in other games:
U2

$Author: Mfox $ $Date: 10/11/02 5:43p $ $Revision: 15 $ Name: ElectricGenerator.uc Author: Aaron R Leiby Date: 21 August 2000 Description: How to use this class: Todo:

Make AffectedTypes stuff work.
Fix Triangle location calculation code.

Properties[edit]

Property group 'BeamOverrides'[edit]

BeamColor[edit]

Type: Object.Color


BeamSegLength[edit]

Type: Object.Range


BeamTexture[edit]

Type: Material


BeamTextureWidth[edit]

Type: Object.Range


BeamWidth[edit]

Type: Object.Range


DamageAmount[edit]

Type: int


DamageEffect[edit]

Type: string


DamageMomentum[edit]

Type: Object.Vector


DamageTime[edit]

Type: float


DamageType[edit]

Type: class<DamageType>


MetaBeamRefreshTime[edit]

Type: Object.Range


MetaBeamSegLength[edit]

Type: Object.Range


MetaBeamWidth[edit]

Type: Object.Range


NumBeams[edit]

Type: Object.Range


SpriteJointColor[edit]

Type: Object.Color


SpriteJointSize[edit]

Type: Object.Range


SpriteJointTexture[edit]

Type: Material


Property group 'ElectricGenerator'[edit]

AffectedRadius[edit]

Type: float

How close an Actor (or geometry) must be in order to be latched on to.

Default value: 1200.0

AffectedTypes[edit]

Type: name

Array size: 3

Types of Actors which can be latched on to.

Default value, index 0: Pawn

Default value, index 1: Decoration

Default value, index 2: Projectile

ArcLifeSpan[edit]

Type: Object.Range

How long an electrical arc lasts.

Default value:

Member Value
A 0.1
B 3.0

BeamType[edit]

Type: class<BendiBeamGenerator>


Default value: Class'ParticleSystems.BendiBeamGenerator'

bLatchAtOrigin[edit]

Type: bool

CDH: Latch at origin of actors instead of collision cylinder

bLatchGeometry[edit]

Type: bool

Do we attach to geometry?

Default value: True

bOn[edit]

Type: bool

Modifiers: public


Default value: True

bResetArcOnReuse[edit]

Type: bool

Try setting this to true if your electric arcs are coming out straight sometimes.

bStartAtOrigin[edit]

Type: bool

Set to true if you want all the electrical arcs to come from the origin (rather than from individual polys).

DamageRate[edit]

Type: Object.Range

Amount of damage to apply to attached Actors (per second).

Default value:

Member Value
A 50.0
B 100.0

DamageStart[edit]

Type: Object.Range

CDH: Amount of damage to apply at initial latching

LatchRate[edit]

Type: Object.Range

Number of seconds between latching. (A latching is when a new electrical arc is created).

Default value:

Member Value
A 0.1
B 0.3

MinArcLength[edit]

Type: float

Arcs shorter than this get ignored.

Source[edit]

Type: Actor

Use this Actor's mesh (defaults to Self).

SparkType[edit]

Type: string

Name of the Package.ParticleGeneratorName to use.

Default value: "Sparks02.ParticleSalamander0"

SpreadDegrees[edit]

Type: float

CDH: Nonzero limits latch beams to a cone of this angle around the generator's rotation. Zero uses full 360 degrees.

Property group 'TriggerSupport'[edit]

bInitiallyOn[edit]

Type: bool

Modifiers: public


Default value: True

TimerDuration[edit]

Type: float

Modifiers: public


Internal variables[edit]

ElectricArcs[edit]

Type: ElectricArc

Array size: 32


InternalTimer[edit]

Type: float

Modifiers: private


NextArcTime[edit]

Type: float


TickDelay[edit]

Type: int


Default value: 1

Default values[edit]

Property Value
RemoteRole ROLE_None

Structs[edit]

ElectricArc[edit]

Actor Actor 
Use the Actor's location if this is set.
Object.Vector Offset 
Relative offset from above Actor.
Object.Vector Point 
Use this location if Actor is not set.
float LifeSpan 
How long this electric arc last for.
int iTri 
Triangle index to use.
BendiBeamGenerator Arc 

Functions[edit]

Native functions[edit]

GetFacingTriIndex[edit]

public native final function int GetFacingTriIndex (Object.Vector PointToFace)


GetTriLocation[edit]

public native final function Object.Vector GetTriLocation (int TriangleIndex)


Events[edit]

ActorBreach[edit]

protected event bool ActorBreach (Actor A, Object.Vector HitLocation, int Index)


Destroyed[edit]

simulated event Destroyed ()

Overrides: Actor.Destroyed


Tick[edit]

event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions[edit]

AddArc[edit]

function AddArc ()


CheckForActorBreaches[edit]

function CheckForActorBreaches ()


GetFacingTriIndexEx[edit]

public function int GetFacingTriIndexEx (Object.Vector PointToFace)


GetSource[edit]

public function Actor GetSource ()


GetTriLocationEx[edit]

public function Object.Vector GetTriLocationEx (int TriangleIndex)


GetUnusedArcIndex[edit]

protected final function int GetUnusedArcIndex ()


InitArcActor[edit]

public function InitArcActor (Actor HitActor)


InitArcHit[edit]

public function InitArcHit (Actor.CheckResult Hit)


InitBeam[edit]

protected function InitBeam (int i)


IsAffected[edit]

protected final function bool IsAffected (Actor A)


IsValidArcIndex[edit]

protected final function bool IsValidArcIndex (int i)


PostRecvBInitiallyOn[edit]

simulated function PostRecvBInitiallyOn ()


ResetArcs[edit]

function ResetArcs ()


SpawnSparks[edit]

protected function SpawnSparks (Actor.CheckResult Hit)


States[edit]

TriggerControl[edit]

Modifiers: simulated

TriggerControl.Trigger[edit]

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


TriggerControl.UnTrigger[edit]

simulated function UnTrigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.UnTrigger (global)


TriggerTimed[edit]

Modifiers: simulated

TriggerTimed.Trigger[edit]

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


TriggerToggle[edit]

Modifiers: simulated

TriggerToggle.Trigger[edit]

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)