UE2:ParticleRadiator (U2)
Object >> Actor >> ParticleGenerator >> ParticleRadiator |
- Package:
- ParticleSystems
- This class in other games:
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$Author: Chargrove $ $Date: 8/19/02 7:35p $ $Revision: 4 $ Name: ParticleRadiator.uc Author: Aaron R Leiby Date: 28 March 2000 Description: Emits particles from the surface of the specified mesh. Notes: Only works with Golem (LegendMesh). How to use this class:
Properties
Property group 'ParticleRadiator'
AttachName
Type: string
bLOSClip
Type: bool
Clip using line of sight check?
bOrgiSpawn
Type: bool
Spawn particles at the origin of the selected triangle? (otherwise randomly distribute them across the surface of the triangle)
bStopIfHidden
Type: bool
Don't create new particles if MeshOwner.bHidden.
LODLevel
Type: int
Level of mesh LOD to use.
MeshOwner
Type: Actor
Set this if you want to use some other Actor's Mesh.
MinVolume
Type: float
Minimum volume that Level->Engine-Client->ParticleDensity is allowed to scale us to.
TriIndices
Order of indices to use when using TS_Indexed.
TriSelectMethod
Type: TriSelect
Volume
Type: float
Number of particles emitted per second.
VolumeScalePct
Type: float
Internal variables
iIndex
Type: int
Used internally for indexed triangle selection.
iTri
Type: int
Used internally for triangle selection.
ParticleTimer
Type: float
Used internally to collect "emission residue" <-- fancy term for rounding errors between ticks.
Default values
Property | Value |
---|---|
Texture | Texture'ParticleSystems.Icons.S_ParticleRadiator' |
Enums
TriSelect
- TS_Random
- Randomly pick a particle from the ParticleTemplates array.
- TS_Linear
- Cyclically iterate through the ParticleTemplates array.
- TS_Indexed
- Loops through the TriIndices array to use as indices.
- TS_RandIndex
- Randomly selects an index from the TriIndices array to use.
Events
TurnOn
Overrides: ParticleGenerator.TurnOn