Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
Difference between revisions of "UE2:XWeatherEffect (UT2004)"
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− | + | An easy to use system to create weather in your maps. It basically carries the area in which particles are spawned all the time infront of the local player, so you don't need to waste ressources by using Emitters to cover your whole map. | |
− | + | ||
+ | Particles don't collide with any geometry, but you can use the ExcludeTag of Volumes in combination with the Tag of this Actor in order to prevent particles from being spawned inside those Volumes. | ||
+ | |||
+ | |||
+ | Weather is only visible if the user has enabled Weather in his settings. By default this actor has bHighDetail set to True, means it will also only appear for users that have WorldDetail at least on 'Normal' unless you change that variable. | ||
==Properties== | ==Properties== | ||
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'''Type:''' {{tl|Range|Object|structs}} | '''Type:''' {{tl|Range|Object|structs}} | ||
− | + | Defines a random range of how long a single particle may exist before it disappears. | |
'''Default value:''' | '''Default value:''' | ||
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'''Type:''' [[float]] | '''Type:''' [[float]] | ||
− | + | The distance infront of the camera up to wich raindrops are spawned. | |
'''Default value:''' 590.0 | '''Default value:''' 590.0 | ||
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'''Type:''' [[int]] | '''Type:''' [[int]] | ||
− | + | How many particles may exist at a time, so if your particles have a long life time, you might end up with waiting until some of them died before new particles are spawned. Artifacts may appear if you use a too high value (about 8000 and more). | |
'''Default value:''' 1024 | '''Default value:''' 1024 | ||
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'''Type:''' {{tl|RangeVector|Object|structs}} | '''Type:''' {{tl|RangeVector|Object|structs}} | ||
− | + | This defines in which range particles are spawned relative to the camera. Basically you define a box with your own camera perspective as 0|0|0 and carry and rotate this box around as you move and within this box can particles be spawned. | |
'''Default value:''' | '''Default value:''' | ||
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'''Type:''' {{tl|Range|Object|structs}} | '''Type:''' {{tl|Range|Object|structs}} | ||
− | + | The particles get scaled by a random value of this range when they spawn. | |
'''Default value:''' | '''Default value:''' | ||
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'''Type:''' {{tl|Vector|Object|structs}} | '''Type:''' {{tl|Vector|Object|structs}} | ||
− | + | This defines the basic direction that the particles will move towards after they spawned. | |
'''Default value:''' | '''Default value:''' | ||
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'''Type:''' {{tl|Range|Object|structs}} | '''Type:''' {{tl|Range|Object|structs}} | ||
− | + | Random range. How fast the particles move. They will travel more space of the screen at the same life time if the velocity is high. | |
'''Default value:''' | '''Default value:''' | ||
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'''Type:''' {{tl|EWeatherType}} | '''Type:''' {{tl|EWeatherType}} | ||
− | + | What kind of particles should be spawned. | |
'''Default value:''' {{tl|EWeatherType|||WT_Snow}} | '''Default value:''' {{tl|EWeatherType|||WT_Snow}} | ||
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'''[[Variables#Modifiers|Modifiers]]:''' transient | '''[[Variables#Modifiers|Modifiers]]:''' transient | ||
− | + | The volume in which particles can be spawned. | |
====eyeDir==== | ====eyeDir==== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' transient | '''[[Variables#Modifiers|Modifiers]]:''' transient | ||
− | + | This effect isn't referenced by any volume | |
====numActive==== | ====numActive==== | ||
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'''[[Variables#Modifiers|Modifiers]]:''' transient | '''[[Variables#Modifiers|Modifiers]]:''' transient | ||
− | + | The Volumes whose ExcludeTag matches our WeatherEffect. | |
====spawnOrigin==== | ====spawnOrigin==== | ||
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==Enums== | ==Enums== | ||
====EWeatherType==== | ====EWeatherType==== | ||
− | + | This defines three different types of weather to choose from. | |
− | ; WT_Rain : | + | ; WT_Rain : Longer particles that look like rain. |
− | ; WT_Snow : | + | ; WT_Snow : Small round white dots that look like snow. |
− | ; WT_Dust : | + | ; WT_Dust : Not really a difference to snow. |
==Structs== | ==Structs== |
Latest revision as of 10:49, 21 September 2010
Please help improve this article or section by expanding it. |
An easy to use system to create weather in your maps. It basically carries the area in which particles are spawned all the time infront of the local player, so you don't need to waste ressources by using Emitters to cover your whole map.
Particles don't collide with any geometry, but you can use the ExcludeTag of Volumes in combination with the Tag of this Actor in order to prevent particles from being spawned inside those Volumes.
Weather is only visible if the user has enabled Weather in his settings. By default this actor has bHighDetail set to True, means it will also only appear for users that have WorldDetail at least on 'Normal' unless you change that variable.
Properties[edit]
Property group 'Force'[edit]
bForceAffected[edit]
Type: bool
Property group 'xWeatherEffect'[edit]
deviation[edit]
Type: float
Default value: 0.4
EyeSizeClamp[edit]
Type: Object.Range
Life[edit]
Type: Object.Range
Defines a random range of how long a single particle may exist before it disappears.
Default value:
Member | Value |
---|---|
Max | 4.0 |
Min | 3.0 |
maxPclEyeDist[edit]
Type: float
The distance infront of the camera up to wich raindrops are spawned.
Default value: 590.0
numCols[edit]
Type: float
Default value: 4.0
numParticles[edit]
Type: int
How many particles may exist at a time, so if your particles have a long life time, you might end up with waiting until some of them died before new particles are spawned. Artifacts may appear if you use a too high value (about 8000 and more).
Default value: 1024
numRows[edit]
Type: float
Default value: 4.0
Position[edit]
Type: Object.RangeVector
This defines in which range particles are spawned relative to the camera. Basically you define a box with your own camera perspective as 0|0|0 and carry and rotate this box around as you move and within this box can particles be spawned.
Default value:
Member | Value | ||||||
---|---|---|---|---|---|---|---|
X |
|
||||||
Y |
|
||||||
Z |
|
Size[edit]
Type: Object.Range
The particles get scaled by a random value of this range when they spawn.
Default value:
Member | Value |
---|---|
Max | 5.0 |
Min | 4.0 |
spawnVel[edit]
Type: Object.Vector
This defines the basic direction that the particles will move towards after they spawned.
Default value:
Member | Value |
---|---|
X | 0.0 |
Y | 0.0 |
Z | -1.0 |
Speed[edit]
Type: Object.Range
Random range. How fast the particles move. They will travel more space of the screen at the same life time if the velocity is high.
Default value:
Member | Value |
---|---|
Max | 200.0 |
Min | 100.0 |
WeatherType[edit]
Type: EWeatherType
What kind of particles should be spawned.
Default value: WT_Snow
Internal variables[edit]
box[edit]
Type: Object.Box
Modifiers: transient
The volume in which particles can be spawned.
eyeDir[edit]
Type: Object.Vector
Modifiers: transient
eyeMoveVec[edit]
Type: Object.Vector
Modifiers: transient
eyePos[edit]
Type: Object.Vector
Modifiers: transient
eyeVel[edit]
Type: float
Modifiers: transient
noReference[edit]
Type: bool
Modifiers: transient
This effect isn't referenced by any volume
numActive[edit]
Type: int
Modifiers: transient
numFrames[edit]
Type: float
Modifiers: transient
pcl[edit]
Type: array<WeatherPcl>
Modifiers: transient
pclBlockers[edit]
Modifiers: transient
The Volumes whose ExcludeTag matches our WeatherEffect.
spawnOrigin[edit]
Type: Object.Vector
Modifiers: transient
spawnVecU[edit]
Type: Object.Vector
spawnVecV[edit]
Type: Object.Vector
texU[edit]
Type: float
Modifiers: transient
texV[edit]
Type: float
Modifiers: transient
Default values[edit]
Property | Value |
---|---|
bGameRelevant | True |
bHighDetail | True |
bNoDelete | True |
bUnlit | True |
DrawScale | 4.0 |
DrawType | DT_Particle |
RemoteRole | ROLE_SimulatedProxy |
Style | STY_Translucent |
Enums[edit]
EWeatherType[edit]
This defines three different types of weather to choose from.
- WT_Rain
- Longer particles that look like rain.
- WT_Snow
- Small round white dots that look like snow.
- WT_Dust
- Not really a difference to snow.