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UE2:TracerStreak (U2XMP)

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U2XMP Object >> Actor >> Effects >> TracerStreak
Package: 
Legend
Direct subclasses:
LineStreakVert, LineStreak
This class in other games:
RTNP

TracerStreak.uc $Author: Mfox $ $Date: 4/30/02 12:22p $ $Revision: 3 $ Description: Effect for simulating a tracer bullet. How to use this class:

Spawn it.
Set the endpoints for where the streak will be drawn from/to in the same tick.
The fading process is automatically started on the next tick.

How this class works:

Connects the two endpoints with large segments.
Starting with the first segment, it is broken into two parts.
Then of those two new segments, the first one is broken into two parts.
Then of those two new segments, the first one is faded out.

(Using ScaleGlow/Translucency).

Once the first segment is completely faded away, the second is faded out.
Then the second (next larger) segment is broken in two and those are

faded out.

This continues until all the segments are faded out.
If bUseLifeSpan is set to true, streaks aren't faded out -- their LifeSpan

will determine how long they last (e.g. 0.0 ==> forever).

Constants

MaxSegmentTypes

Value: 16


Properties

Property group 'TracerStreak'

End

Type: Object.Vector


SegmentTypes

Type: class<TracerSeg>

Array size: 16 (MaxSegmentTypes)


SkinToUseForSegments

Type: Texture


Start

Type: Object.Vector


Internal variables

bUseLifeSpan

Type: bool

if true don't fade out streaks

CurrentSegment

Type: TracerSeg


Default values

Property Value
bHidden True

Functions

Events

Tick

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick


Other instance functions

FinishedFading

simulated function FinishedFading ()


SetEndpoints

function SetEndpoints (Object.Vector StartPoint, Object.Vector EndPoint)


SetSkin

function SetSkin (Texture NewSkin)


States

Fading

Modifiers: simulated

Fading.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Fading.FinishedFading

simulated function FinishedFading ()

Overrides: FinishedFading (global)