Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE2:ParticleTemplate (U2)
Object >> ParticleTemplate |
- Package:
- ParticleSystems
- Within class:
- ParticleGenerator
- Direct subclasses:
- ActorParticleTemplate, RecursiveParticleTemplate, LineManagerTemplate, PointParticleTemplate, PulseLineTemplate, SpriteParticleTemplate, StrandParticleTemplate, StreakParticleTemplate, TarpBuilderTemplate, TexturedStreakParticleTemplate, TriParticleTemplate, TriangleParticleTemplate
- This class in other games:
- U2XMP
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$Author: Aleiby $ $Date: 5/17/02 8:28p $ $Revision: 10 $ Name: ParticleTemplate.uc Author: Aaron R Leiby Date: 9 March 2000 Description: ParticleTemplates are used to store initialization data instead of Particles or ParticleGenerators. There is a 1 to 1 relationship of Particle subclasses to ParticleTemplate subclasses. Each Particle subclass must implement its own ParticleTemplate which is responsible for fully intializing Particles of its associated type (also taking into account that the particle it is inializing could possibly have been recycled, thus we need to inialize *everything* just in case). How to use this class:
to properly initialize all the variables you add to your subclass.
Properties[edit]
Property group 'Lighting'[edit]
bDynamicLit[edit]
Type: bool
Use lights marked as bLightParticles.
Lights[edit]
Add lights to use as lighting.
MaxDynamicLights[edit]
Type: int
Default value: 8
RaytracedLights[edit]
Add lights to use as lighting (raytraced for shadows).
Property group 'ParticleTemplate'[edit]
AffectingForces[edit]
Modifiers: editinline
Templates that this Force affects the particles of.
bExternallyAffected[edit]
Type: bool
Register as affected by external forces (such as blowers).
bRandomDrawOrder[edit]
Type: bool
Randomly insert the new particles either at the start or the end of the list.
bReverseDrawOrder[edit]
Type: bool
If true will draw the particles within this template in reverse order -- that is to say from oldest to newest.
ChangeClass[edit]
Type: bool
Dummy var for hanging drop down dialog box off of for changing this template's class.
DrawOrder[edit]
Type: float
Default value: 1.0
Extents[edit]
Type: Object.Box
Modifiers: const
Bounding box.
InitialLifeSpan[edit]
Type: Object.Range
Default value:
Member | Value |
---|---|
A | 1.0 |
B | 1.0 |
InitialSpeed[edit]
Type: Object.Range
LifeSpanLimitor[edit]
Type: Actor
SelectionWeight[edit]
Type: float
Part of the selection criteria.
Default value: 1.0
StasisTime[edit]
Type: Object.Range
Number of seconds before forces are allowed to affect a newly created particle.
Internal variables[edit]
CumulativeFreq[edit]
Type: float
Frequency[edit]
Type: float
Used internally for linear distributions.
HardwareLightsUsed[edit]
Type: int
Modifiers: const
Number of Hardware Lights used, so we know how many to un-set
ParticleClass[edit]
Type: int
Modifiers: const, native, noexport
internal particleClass cache (as specified by ParticleType string).
ParticleList[edit]
Type: array<Object.ParticleHandle>
Modifiers: native
ParticleType[edit]
Type: string
Modifiers: const
Type of particle this template is responsible for initializing.
Default value: "Particle"
Enums[edit]
EDrawStyle[edit]
- STYLE_Translucent
- STYLE_Modulated
- STYLE_Normal
- STYLE_Alpha
- STYLE_AlphaModulate
- STYLE_Brighten
- STYLE_Darken
- STYLE_Masked
- STYLE_TrueTranslucent