Gah - a solution with more questions. – EntropicLqd
UE3:NxForceFieldTornado (UDK)
Object >> Actor >> NxForceField >> NxForceFieldTornado |
- Package:
- Engine
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Properties[edit]
Property group 'NxForceFieldTornado'[edit]
BSpecialRadialForceMode[edit]
Type: bool
EscapeVelocity[edit]
Type: float
Modifiers: interp
Velocity above which the radial force is ignored.
ForceHeight[edit]
Type: float
Modifiers: interp
Height of force cylinder
Default value: 200.0
ForceRadius[edit]
Type: float
Modifiers: interp
Radius of influence of the force at the bottom of the cylinder.
Default value: 200.0
ForceTopRadius[edit]
Type: float
Modifiers: interp
Radius of the force field at the top
Default value: 200.0
HeightOffset[edit]
Type: float
Modifiers: interp
Offset from the actor base to the center of the force field
LiftFalloffHeight[edit]
Type: float
Modifiers: interp
Lift falloff height, 0-1, lift starts to fall off in a linear way above this height
LiftStrength[edit]
Type: float
Modifiers: interp
Strength of the force applied along the cylinder axis
RadialStrength[edit]
Type: float
Modifiers: interp
Strength of the force applied by this actor.
RotationalStrength[edit]
Type: float
Modifiers: interp
Rotational strength of the force applied around the cylinder axis.
SelfRotationStrength[edit]
Type: float
Modifiers: interp
Shape[edit]
Type: ForceFieldShape
Modifiers: editinline
Internal variables[edit]
DrawComponent[edit]
Type: ActorComponent
Modifiers: native
Kernel[edit]
Type: pointer{class NxForceFieldKernelTornadoAngular}
Modifiers: const, native, transient
custom force field kernel
Default values[edit]
Property | Value |
---|---|
Components[0] | SpriteComponent'Sprite' |
Subobjects[edit]
Sprite[edit]
Class: Engine.SpriteComponent
Property | Value |
---|---|
AlwaysLoadOnClient | False |
AlwaysLoadOnServer | False |
HiddenGame | True |
ReplacementPrimitive | None |
Sprite | Texture2D'EditorResources.S_RadForce' |
Native functions[edit]
DoInitRBPhys[edit]
Overrides: NxForceField.DoInitRBPhys
This is used to InitRBPhys for a dynamically spawned ForceField. Used for starting RBPhsys on dyanmically spawned force fields. This will probably need to set some transient pointer to NULL