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UE3:UTEmit_ShockCombo (UDK)

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UDK Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTEmit_ShockCombo
Package: 
UTGame
This class in other games:
UT3


Properties[edit]

ExplosionLightClass[edit]

Type: class<UTExplosionLight>


Default value: Class'UTGame.UTShockComboExplosionLight'

VortexDamageType[edit]

Type: class<UTDamageType>

damage type passed to SpawnGibs() when blowing up a ragdoll

Default value: Class'UTGame.UTDmgType_ShockCombo'

VortexDuration[edit]

Type: float

duration in seconds of the physics effect, or zero for it to be the same as the emitter

Default value: 2.75

VortexForcePerSecond[edit]

Type: float

increase in vortex force per second

Default value: 150.0

VortexRadius[edit]

Type: float

radius in which ragdolls have the force applied

Default value: 400.0

Default values[edit]

Property Value
EmitterTemplate ParticleSystem'WP_ShockRifle.Particles.P_WP_ShockRifle_Explo'
TickGroup TG_PreAsyncWork

Subobjects[edit]

ParticleSystemComponent0[edit]

Class: Engine.ParticleSystemComponent

Inherits from: UTReplicatedEmitter.ParticleSystemComponent0

Property Value
ReplacementPrimitive None

Events[edit]

SetInitialState[edit]

simulated event SetInitialState ()

Overrides: Actor.SetInitialState


States[edit]

PhysicsVortex[edit]

this state does the cool physics vortex effect

PhysicsVortex.BeginState[edit]

simulated event BeginState (name PreviousStateName)

Overrides: Object.BeginState (global)

Called immediately when entering a state, while within the GotoState() call that caused the state change (before any state code is executed).

PhysicsVortex.Tick[edit]

simulated event Tick (float DeltaTime)

Overrides: Actor.Tick (global)


PhysicsVortex.EndVortex[edit]

simulated function EndVortex ()