UE2:XWeatherEffect (UT2004): Difference between revisions

From Unreal Wiki, The Unreal Engine Documentation Site
Auto-generated page
 
Crusha (talk | contribs)
Added some descriptions.
 
Line 4: Line 4:
| parent2 = Object
| parent2 = Object
}}
}}
{{autogenerated}}
{{expand}}
xWeatherEffect
 
Copyright 2001 Digital Extremes - All Rights Reserved.
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.
Confidential.
 
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==
Line 32: Line 36:
'''Type:''' {{tl|Range|Object|structs}}
'''Type:''' {{tl|Range|Object|structs}}


<!-- enter variable description -->
Defines a random range of how long a single particle may exist before it disappears.


'''Default value:'''  
'''Default value:'''  
Line 49: Line 53:
'''Type:''' [[float]]
'''Type:''' [[float]]


<!-- enter variable description -->
The distance infront of the camera up to wich raindrops are spawned.


'''Default value:''' 590.0
'''Default value:''' 590.0
Line 63: Line 67:
'''Type:''' [[int]]
'''Type:''' [[int]]


<!-- enter variable description -->
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
Line 77: Line 81:
'''Type:''' {{tl|RangeVector|Object|structs}}
'''Type:''' {{tl|RangeVector|Object|structs}}


<!-- enter variable description -->
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:'''  
Line 127: Line 131:
'''Type:''' {{tl|Range|Object|structs}}
'''Type:''' {{tl|Range|Object|structs}}


<!-- enter variable description -->
The particles get scaled by a random value of this range when they spawn.


'''Default value:'''  
'''Default value:'''  
Line 144: Line 148:
'''Type:''' {{tl|Vector|Object|structs}}
'''Type:''' {{tl|Vector|Object|structs}}


<!-- enter variable description -->
This defines the  basic direction that the particles will move towards after they spawned.


'''Default value:'''  
'''Default value:'''  
Line 164: Line 168:
'''Type:''' {{tl|Range|Object|structs}}
'''Type:''' {{tl|Range|Object|structs}}


<!-- enter variable description -->
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:'''  
Line 181: Line 185:
'''Type:''' {{tl|EWeatherType}}
'''Type:''' {{tl|EWeatherType}}


<!-- enter variable description -->
What kind of particles should be spawned.


'''Default value:''' {{tl|EWeatherType|||WT_Snow}}
'''Default value:''' {{tl|EWeatherType|||WT_Snow}}
Line 191: Line 195:
'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


<!-- enter variable description -->
The volume in which particles can be spawned.


====eyeDir====
====eyeDir====
Line 226: Line 230:
'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


this effect isn't referenced by any volume
This effect isn't referenced by any volume


====numActive====
====numActive====
Line 254: Line 258:
'''[[Variables#Modifiers|Modifiers]]:''' transient
'''[[Variables#Modifiers|Modifiers]]:''' transient


<!-- enter variable description -->
The Volumes whose ExcludeTag matches our WeatherEffect.


====spawnOrigin====
====spawnOrigin====
Line 319: Line 323:
==Enums==
==Enums==
====EWeatherType====
====EWeatherType====
<!-- enter enum description -->
This defines three different types of weather to choose from.
; WT_Rain : <!-- enter enum value description -->
; WT_Rain : Longer particles that look like rain.
; WT_Snow : <!-- enter enum value description -->
; WT_Snow : Small round white dots that look like snow.
; WT_Dust : <!-- enter enum value description -->
; WT_Dust : Not really a difference to snow.


==Structs==
==Structs==

Latest revision as of 09:49, 21 September 2010

UT2004 Object >> Actor >> XWeatherEffect
Package:
Engine
This class in other games:


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

Property group 'Force'

bForceAffected

Type: bool


Property group 'xWeatherEffect'

deviation

Type: float


Default value: 0.4

EyeSizeClamp

Type: Object.Range


Life

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

Type: float

The distance infront of the camera up to wich raindrops are spawned.

Default value: 590.0

numCols

Type: float


Default value: 4.0

numParticles

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

Type: float


Default value: 4.0

Position

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
Member Value
Max 300.0
Min -300.0
Y
Member Value
Max 300.0
Min -300.0
Z
Member Value
Max 300.0
Min -100.0

Size

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

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

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

Type: EWeatherType

What kind of particles should be spawned.

Default value: WT_Snow

Internal variables

box

Type: Object.Box

Modifiers: transient

The volume in which particles can be spawned.

eyeDir

Type: Object.Vector

Modifiers: transient


eyeMoveVec

Type: Object.Vector

Modifiers: transient


eyePos

Type: Object.Vector

Modifiers: transient


eyeVel

Type: float

Modifiers: transient


noReference

Type: bool

Modifiers: transient

This effect isn't referenced by any volume

numActive

Type: int

Modifiers: transient


numFrames

Type: float

Modifiers: transient


pcl

Type: array<WeatherPcl>

Modifiers: transient


pclBlockers

Type: array<Volume>

Modifiers: transient

The Volumes whose ExcludeTag matches our WeatherEffect.

spawnOrigin

Type: Object.Vector

Modifiers: transient


spawnVecU

Type: Object.Vector


spawnVecV

Type: Object.Vector


texU

Type: float

Modifiers: transient


texV

Type: float

Modifiers: transient


Default values

Property Value
bGameRelevant True
bHighDetail True
bNoDelete True
bUnlit True
DrawScale 4.0
DrawType DT_Particle
RemoteRole ROLE_SimulatedProxy
Style STY_Translucent

Enums

EWeatherType

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.

Structs

WeatherPcl

Object.Vector Pos
Object.Vector Vel
float Life
float Size
float HitTime
float InvLifeSpan
float DistAtten
byte frame
byte Dummy1
byte Visible
byte Dummy2