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UE2:ParticleTemplate (U2XMP)

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U2XMP Object >> ParticleTemplate
Package: 
ParticleSystems
Within class: 
ParticleGenerator
Direct subclasses:
PointParticleTemplate, ActorParticleTemplate, SpriteParticleTemplate, LineManagerTemplate, PulseLineTemplate, RecursiveParticleTemplate, StrandParticleTemplate, StreakParticleTemplate, TarpBuilderTemplate, TexturedStreakParticleTemplate, TriParticleTemplate, TriangleParticleTemplate
This class in other games:
U2

$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:

If you subclass a Particle, you also need to subclass its ParticleTemplate

to properly initialize all the variables you add to your subclass.

Properties

Property group 'Lighting'

bDynamicLit

Type: bool

Use lights marked as bLightParticles.

Lights

Type: array<Actor>

Add lights to use as lighting.

MaxDynamicLights

Type: int


Default value: 8

RaytracedLights

Type: array<Actor>

Add lights to use as lighting (raytraced for shadows).

Property group 'ParticleTemplate'

AffectingForces

Type: array<Force>

Modifiers: private, editinline

Templates that this Force affects the particles of.

bExternallyAffected

Type: bool

Modifiers: public

Register as affected by external forces (such as blowers).

bRandomDrawOrder

Type: bool

Modifiers: public

Randomly insert the new particles either at the start or the end of the list.

bReverseDrawOrder

Type: bool

Modifiers: public

If true will draw the particles within this template in reverse order -- that is to say from oldest to newest.

ChangeClass

Type: bool

Modifiers: public

Dummy var for hanging drop down dialog box off of for changing this template's class.

DrawOrder

Type: float

Modifiers: public


Default value: 1.0

Extents

Type: Object.Box

Modifiers: const, public

Bounding box.

InitialLifeSpan

Type: Object.Range

Modifiers: public


Default value:

Member Value
A 1.0
B 1.0

InitialSpeed

Type: Object.Range

Modifiers: public


LifeSpanLimitor

Type: Actor

Modifiers: public


SelectionWeight

Type: float

Modifiers: public

Part of the selection criteria.

Default value: 1.0

StasisTime

Type: Object.Range

Modifiers: public

Number of seconds before forces are allowed to affect a newly created particle.

Internal variables

CumulativeFreq

Type: float

Modifiers: private


Frequency

Type: float

Modifiers: private

Used internally for linear distributions.

HardwareLightsUsed

Type: int

Modifiers: const

Number of Hardware Lights used, so we know how many to un-set

ParticleClass

Type: int

Modifiers: private, const, native, noexport

internal particleClass cache (as specified by ParticleType string).

ParticleList

Type: array<Object.ParticleHandle>

Modifiers: native


ParticleType

Type: string

Modifiers: const

Type of particle this template is responsible for initializing.

Default value: "Particle"

Enums

EDrawStyle

STYLE_Translucent 
STYLE_Modulated 
STYLE_Normal 
STYLE_Alpha 
STYLE_AlphaModulate 
STYLE_Brighten 
STYLE_Darken 
STYLE_Masked