The three virtues of a programmer: Laziness, Impatience, and Hubris. – Larry Wall
UE2:ElectricGenerator (U2XMP)
Contents
- 1 Properties
- 1.1 Property group 'BeamOverrides'
- 1.1.1 BeamColor
- 1.1.2 BeamSegLength
- 1.1.3 BeamTexture
- 1.1.4 BeamTextureWidth
- 1.1.5 BeamWidth
- 1.1.6 DamageAmount
- 1.1.7 DamageEffect
- 1.1.8 DamageMomentum
- 1.1.9 DamageTime
- 1.1.10 DamageType
- 1.1.11 MetaBeamRefreshTime
- 1.1.12 MetaBeamSegLength
- 1.1.13 MetaBeamWidth
- 1.1.14 NumBeams
- 1.1.15 SpriteJointColor
- 1.1.16 SpriteJointSize
- 1.1.17 SpriteJointTexture
- 1.2 Property group 'ElectricGenerator'
- 1.3 Property group 'TriggerSupport'
- 1.4 Internal variables
- 1.5 Default values
- 1.1 Property group 'BeamOverrides'
- 2 Structs
- 3 Functions
- 4 States
- Package:
- ParticleSystems
- Direct subclass:
- GL_EMPEffectB
- This class in other games:
- U2
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$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:
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]
GetTriLocation[edit]
Events[edit]
ActorBreach[edit]
Destroyed[edit]
Overrides: Actor.Destroyed
Tick[edit]
Overrides: Actor.Tick
Other instance functions[edit]
AddArc[edit]
CheckForActorBreaches[edit]
GetFacingTriIndexEx[edit]
GetSource[edit]
GetTriLocationEx[edit]
GetUnusedArcIndex[edit]
InitArcActor[edit]
InitArcHit[edit]
InitBeam[edit]
IsAffected[edit]
IsValidArcIndex[edit]
PostRecvBInitiallyOn[edit]
ResetArcs[edit]
SpawnSparks[edit]
States[edit]
TriggerControl[edit]
Modifiers: simulated
TriggerControl.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerControl.UnTrigger[edit]
Overrides: Actor.UnTrigger (global)
TriggerTimed[edit]
Modifiers: simulated
TriggerTimed.Trigger[edit]
Overrides: Actor.Trigger (global)
TriggerToggle[edit]
Modifiers: simulated
TriggerToggle.Trigger[edit]
Overrides: Actor.Trigger (global)