Gah - a solution with more questions. – EntropicLqd
UE2:TracerSeg (U2XMP)
Contents
- Package:
- Legend
- Direct subclasses:
- PathStreakSegment, LineStreakSegmentVert, LineStreakSegment
- This class in other games:
- RTNP
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TracerSeg.uc $Author: Mfox $ $Date: 8/05/02 12:29p $ $Revision: 3 $ Description: Used by TracerStreak. How to use this class:
Set Mesh to use as segment.
(Align down the x-axis with the origin at the leftmost end of the mesh.)
Set the subtype (SegmentType) to use, or leave None if you want this
to be the segment that actually gets faded out.
that will actually be faded out).
How this class works:
Properties[edit]
Property group 'TracerSeg'[edit]
FadedTexture[edit]
Type: Texture
FadeInterval[edit]
Type: float
FadeTime[edit]
Type: float
How long it takes us to go from default.ScaleGlow to 0.0.
SegmentLength[edit]
Type: float
Length of segment -- using CollisionRadius is problematic.
SegmentType[edit]
Type: class<TracerSeg>
Internal variables[edit]
bNotifiedParent[edit]
Type: bool
CurrentSegment[edit]
Type: TracerSeg
Next TracerSet in linked list.
NextSegment[edit]
Type: TracerSeg
Parent[edit]
Type: Actor
Parent actor in N-ary tree.
Default values[edit]
Property | Value |
---|---|
bMustFace | False |
Instance functions[edit]
Fade[edit]
FinishedFading[edit]
NotifyParent[edit]
States[edit]
Fading[edit]
Modifiers: simulated
Fading.BeginState[edit]
Overrides: Object.BeginState (global)
Fading.Destroyed[edit]
Overrides: Actor.Destroyed (global)
Fading.Tick[edit]
Overrides: Actor.Tick (global)
Fading.Timer[edit]
Overrides: Actor.Timer (global)
Orchestrating[edit]
Modifiers: simulated
Orchestrating.BeginState[edit]
Overrides: Object.BeginState (global)
Orchestrating.FinishedFading[edit]
Overrides: FinishedFading (global)