Cogito, ergo sum
UE3:UTEmit_ShockCombo (UDK)
Object >> Actor >> Emitter >> UTEmitter >> UTReplicatedEmitter >> UTEmit_ShockCombo |
Contents
This is an auto-generated page and may need human attention. Please remove the {{autogenerated}} tag if the page seems reasonably complete or replace it with the {{expand}} tag if the page is not yet complete. |
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]
Overrides: Actor.SetInitialState
States[edit]
PhysicsVortex[edit]
this state does the cool physics vortex effect
PhysicsVortex.BeginState[edit]
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]
Overrides: Actor.Tick (global)