I don't need to test my programs. I have an error-correcting modem.

UE2:TriggeredViewFog (U2XMP)

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U2XMP Object >> Actor >> Effects >> TriggeredViewFog
Package: 
Legend

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

Property group 'TriggeredViewFog'

GlowFog

Type: Object.Vector


WaitTime

Type: float


Internal variables

InitialGlowScale

Type: float


Viewer

Type: Pawn


Default values

Property Value
bHidden True

Instance functions

BeginEffect

simulated function BeginEffect (Pawn InViewer)


EndEffect

simulated function EndEffect ()


States

Trigerable

Modifiers: auto, simulated

Trigerable.Trigger

simulated function Trigger (Actor Other, Pawn EventInstigator, optional name EventName)

Overrides: Actor.Trigger (global)


Waiting

Modifiers: simulated

Waiting.BeginState

simulated event BeginState ()

Overrides: Object.BeginState (global)


Waiting.Timer

simulated event Timer ()

Overrides: Actor.Timer (global)