Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
UE2:TriggeredViewFog (U2XMP)
Contents
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TriggeredViewFog.uc $Author: Mfox $ $Date: 6/25/02 11:38p $ $Revision: 4 $
Description: How to use this class:
From the source:
LUTShade = Fog + ( TextureShade * LightShade * (0.3 + 0.7*GRender->Brightness) * 18.0 * (FlashScale/128.0) ) / 256.0
FlashFog = screen fogging: 0=none, 255=fullly saturated fog. FlashScale = screen scaling: 0=none, 128=normal brightness, 255=2X overbright.
FlashScale.X = Clamp( FlashScale.X, 0.f, 1.f ); FlashScale.Y = Clamp( FlashScale.Y, 0.f, 1.f ); FlashScale.Z = Clamp( FlashScale.Z, 0.f, 1.f ); FlashFog.X = Clamp( FlashFog.X , 0.f, 1.f ); FlashFog.Y = Clamp( FlashFog.Y , 0.f, 1.f ); FlashFog.Z = Clamp( FlashFog.Z , 0.f, 1.f );
Make up your mind Tim... Is is 0 to 255 or 0.0 to 1.0?
Properties[edit]
Property group 'TriggeredViewFog'[edit]
GlowFog[edit]
Type: Object.Vector
WaitTime[edit]
Type: float
Internal variables[edit]
InitialGlowScale[edit]
Type: float
Viewer[edit]
Type: Pawn
Default values[edit]
Property | Value |
---|---|
bHidden | True |
Instance functions[edit]
BeginEffect[edit]
EndEffect[edit]
States[edit]
Trigerable[edit]
Modifiers: auto, simulated
Trigerable.Trigger[edit]
Overrides: Actor.Trigger (global)
Waiting[edit]
Modifiers: simulated
Waiting.BeginState[edit]
Overrides: Object.BeginState (global)
Waiting.Timer[edit]
Overrides: Actor.Timer (global)