Legacy:RParticles/ParticleEmitter - Unreal Wiki

# Legacy:RParticles/ParticleEmitter

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< Legacy:RParticles
UT :: Actor (UT) >> ParticleSystem >> ParticleEmitter

This class is part of RParticles by Raven

Base class for all Emitters. From every state only NormalParticle is working. It has no replication and it's completly clientside and thus should couse no lag. Working states: TriggerToggle, TriggerTurnsOn, TriggerTurnsOff, TriggerControl and TriggerBlast can be found in ExtendedEmitter. If you want to create wepon effects use WeaponEmitter

### Group ParticleEmitter

float BeforeDieSleep
  Time between calling GoToState('DeforeDie') and destroying emitter
bool WaitForParticles
  Should emitter wait till all particle it created dies before it call Destroy function
float WaitPause
  Pause between re-check for existing particles which owenr is Emitter

### Group ParticleEmitter

bool bOn
  Is active or not.
bool bPerformanceMode
  Should performance mode be on (NewIntensity/NewIntervall will be used if player is outside VisibilityRadius/can't see emitter).
Burst BurstMethod
  Burst method (See enum Burst below).
vector EffectArea
  Area where particle will be spawned.
float GeneratorLife
  Emitter life time (0 = not used).
float Intensity
  How many particles will be spawned in one burst.
float Intervall
  Time between bursts.
bool LineOfSightCheck
  Should emitter stops/go to performance mode if player can't see it.
float NewIntensity
  New intensity (performance mode).
float NewIntervall
  New intervall (performance mode)
blool OneShot
  Emitter will be destroyed after first burst.
int ParticlesLimit
  Number of particles in the emitter.
Select SelectionMethod
  Selection method (See enum Select below)
float VisibilityRadius
  Emitter visibility radius.

### Group ParticleTemplate

float NumTemplates
  Number of used templates (can not be 0!!).
Advanced Particle_Advanced[16]

<+> Advanced variables

bool bUseParticleClass
  can we use custom class
class<BasicParticle> ParticleClass
  custom class

</+>

SAnimation Particle_Animation[16]

<+> Animation variables

texture AnimTextures[60]
  animation textures
int NumOfTextures
  number of textures
bool DefineAnimationStorage
  should animated textures be taken from 'AnimationStorage' class (for coders)
class<ParticleAnimationStorage> ParticleAnimationStorage
  stores animations (for coders)

</+>

SBounce Particle_Bounce[16]

Bounce variables
;bool CanBounce : can we use bounce

float BounceRatio
  bounce ratio
float BounceModifier
  bounce height (when landed)
bool EndlessBounce
  will bounce till it die if true
int BounceNum
  if EndlessBounce is false this is number of bounces

SBuoyance Particle_Buoyance[16]

Bouyance variables
;bool CanBuoyance : can buoyance in water

bool SplashWhenHitWater
  splash when hit water
bool SoundWhenHitWater
  plays sound when hit water
float ParticleBuoyancy
  particle buoyancy
float ParticleMass
  particle mass

SCollision Particle_Collision[16]

<+> Collision variables

bool ParticlesUseCollision
  particle shoud collide with world and actors?
float ParticleCollisonRadius
  collision radius
float ParticleCollisonHeight
  collision height
bool CollideWithActors
  will collide with actors if true
bool BlockPlayers
  will block players if true
bool BlockActors
  will block actors if true
bool ParticleCollideWorld
  will Collide world
bool DestroyWhenTouch
  will destroy particle when touching an actor
bool DestroyWhenColideWorld
  will destroy particle when touching world geometry (eg walls)
bool DestroyWhenLand
  will destroy particle when land
bool DestroyWhenTouchWater
  will destroy particle when touches water
bool StopWhenTouchWall
  will stop when touches world geometry
bool StopWhenTouchPawn
  will stop when touches pawn
bool StickToWall
  will stick to wall
bool StickToPawn
  will stick to pawn
bool bSpawnLandEffect
  spawn effect when landed
class<actor> LandEffect
  land effect
bool bOverrideWaterEntrySound
  override default water entry sound (if particles_use_collision is false)
sound WaterEntrySound
  water entry sound
bool bOverrideWaterEntryEffect
  override default water entry actor (if particles_use_collision is false)
class<actor> WaterEntryActor
  water entry actor
bool bSpawnEffectOnDestroy
  spawn effect when destroy
class<actor> DestroyEffect
  destroy effect

</+>

SDamage Particle_Damage[16]

Damage variables
;bool ParticleGivesDamage : particle will give damage when touchening actor

name ParticleDamageType
  damage type
int ParticleDamage
  damage
bool PlayerTakeDamage
  player pawn can be damaged
bool ScriptedPawnTakeDamage
  scripted pawns can be damaged
bool FlockPawnTakeDamage
  flock pawns can be damaged
bool OtherActorTakeDamage
  all other actors such as eg. wooden boxes can be damaged
int MomentumTransfer
  momentum transfer

SDecal Particle_Decal[16]

<+> Decal variables

texture ParticleDecalTexture
  texture used for decal
bool ParticleSpawnDecal
  particle will spawn decal (true) when they hit wall
class<decal> ParticleDecal
  decal class
float ParticleDecalSize
  decal size
bool bLimitDecals
  if true, decals will be limited

</+>

SDisplay Particle_Display[16]

Display variables
;ERenderStyle ParticleStyle : particle render style

bool bUnlitParticle
  is particle unlit
bool bParticleCastShadow
  particle cast shadow
bool bParticleMeshEnviroMap
  only when particle is a mesh
bool bUseMesh
  particle will use mesh instead of sprite
mesh PraticleMesh
  mesh (if use_mesh is true)
bool bUseRandomTexture
  uses random texture from anim_textures
texture ParticleTexture
  particle texture (if doesn't use particle animation
bool bUseSpriteAnimation
  particle will use sprite animation

SFading Particle_Fading[16]

Fading variables
;bool CanFadeOut : can fade out

bool CanFadeIn
  can fade in
float InitailScaleGlow
  initial glow
float FadeOutTime
  fade out time
float FadeOutScaleFactor
  feade out scale factor
float FadeInTime
  fade in time
float FadeInScaleFactor
  feade scale factor

SGlobal Particle_Global

Global variables which can be forced to all templates
;float ParticleLifeTime : lifespan (in seconds)

float ParticleLifeTimeVariance
  lifespan variance (in seconds)
bool bDefineSpeedAsVector
  defines speed as a vector
vector BaseSpeed
  base particle speed (if bDefineSpeedAsVector is true)
float SpeedVariance
  speed variance
float ParticleSpeed
  speed when particle system is rotated as generator
float SprayFactor
  spray
float SprayFactorVariance
  spray vairance

SLightColor Particle_LightColor[16]

LightColor variables
;byte ParticleLightBrightness : light brightness

byte ParticleLightHue
  light hue
byte ParticleLightSaturation
  light satruation

SLighting Particle_Lighting[16]

Lighting variables
;ELightType ParticleLightType : light type (can lag :))

ELightEffect ParticleLightEffect
  light effect (can lag :))
byte ParticleLightRadius
  light radius
byte ParticleLightPeriod
  light period
byte ParticleLightPhase
  light phase
byte ParticleLightCone
  light cone
byte ParticleVolumeBrightness
  volume brightness
byte ParticleVolumeRadius
  volume radius
byte ParticleVolumeFog
  volume fog

SLight Particle_Light[16]

Light variables
;bool CastLight; : particle will cast light!!

SMain Particle_Main[16]

Main variables
;bool bForceGlobalSettings : will force settings from SGlobal

rotator ParticleRotation
  custom particle rotation (useful when we have mesh instead of sprite)
bool bUseParticleRotation
  should we use custom particle rotation
float ParticleLifeTime
  lifespan (in seconds)
float ParticleLifeTimeVariance
  lifespan variance (in seconds)
float ParticleSlowingDownFactor
  particle slow down factor (can not be 0 (!!) 1.0 : no slow down, ;higher then 1.0 : faster, lower then 1.0 : lower)
bool bMoveSmooth
  particle will move smooth
bool bDefineSpeedAsVector
  defines speed as a vector
vector BaseSpeed
  base particle speed (if bDefineSpeedAsVector is true)
float SpeedVariance
  speed variance
float ParticleSpeed
  speed when particle system is rotated as generator
float SprayFactor
  spray
float SprayFactorVariance
  spray vairance

SPhysics Particle_Physics[16] :

Physics variables
;EPhysics ParticlePhysics : custom physic

bool bCanAccelerate
  particle can accelerate
vector AccelerateFactor
  accelerate factor
vector TerminalVelocity
  max accelerate
EAccelType AccelerationType
  acceleration type

ACC_Addictive
  - acceleration will be added to velocity.
  - ACC_Multiply : velocity will be multiplied by acceleration.

SSize Particle_Size[16]

Size variables
;ESizeType SizeType : size type

ST_Normal
  - particle will not change size
  - ST_Grow : particle will grow (ParticleGrowth)
  - ST_Shrink : particle will shrink (ParticleShrink)
  - ST_Cycle : particle will cyclically shrinks and grow

ESizing Sizing
  describes end size of particle (not used if SizeType is ST_Cycle)

SIZING_Infinity
  - particle will grow/shrink till lifespan ends
  - SIZING_UserDecided : particle will grow/shrink till DrawScale reach specifeid size

float ParticleDrawScale
  particle default size
float ParticleDrawScaleVariance
  particle default size variance
float ParticleGrowth
  particle grow rate (absolute number)
float float ParticleShrink
  particle shrink rate (absolute number)
float MinSize
  the smallest of particle (only if SizeType is ST_Cycle or Sizing is SIZING_UserDecided)
float MaxSize
  the biggest size of particle (only if SizeType is ST_Cycle or Sizing is SIZING_UserDecided)

SSound Particle_Sound[16]

Sound variables
;sound BornSound : when particle starts it's life

sound FlyingSound
  particle flying sound
sound DyingSound
  particle dying sound
sound LandingSound
  particle landing sound
sound HittingSound
  when particle hit's wall
sound TouchingSound
  when particle hits an actor
ESoundSlot ParticleSoundSlot
  sound slot
float ParticleSoundVolume
  sound volume
bool ParticleSoundbNoOverride
  sound no override
float ParticleSoundRadius
  sound radius
float ParticleSoundPitch
  sound pitch

SVelocity Particle_InvertVelocity[16]

Advanced velocity variables
; bool bUseInvertVelocity : whenever particle velocity should be changed

bool InvertX
  X-Axis velocity will be inverted (Velocity.X*=-1)
bool InvertY
  Y-Axis velocity will be inverted (Velocity.Y*=-1)
bool InvertZ
  Z-Axis velocity will be inverted (Velocity.Z*=-1)
float InvertDelay
  change time

SSpawnPlace Particle_EffectArea[16]

Override default effectarea
; vector OwnEffectArea : each template can override effect area

bool bUseOwnEffectArea
  overrided effect area

SMesh Particle_Mesh[16]

Mesh related variables. Used if bUseMesh in Particle_Display is true
; bool bAnimatedMesh : if mesh have to be animated

name AnimationName
  name of animation which should be played
float AnimationRate
  animation rate
float TweenRate
  tween rate
ETAnim AnimationType
  animation type

AN_PlayOnce
  - should animation be played only once
  - AN_Loop : or should it be looped

EFType FaceObject
  object particle should face

FACE_None
  - rotation is not changed
  - FACE_Velocity : mesh always faces velocity
  - FACE_Actor : mesh always faces chosen actor

actor LookTarget
  Used if FaceObject== FACE_Actor
rotator MeshRotationRate
  rotation rate (only if FaceObject== FACE_None)

SDest Particle_Destination[16]

Optional destination
; actor Destination : particle destination

EDest DestinationType
  type of destination

DEST_None
  - no destination :)
  - DEST_Once : will pick target's destination only once
  - DEST_Seek : will constantly try to found a way to destination actor

bool bForceFollow
  will ignore anything just to reach destination

SRot Particle_RandomRotation[16]

Random rotation support
; bool bRandomizeRotation : uses random rotation

bool bRandPitch
  random pitch
bool bRandYaw
  random yaw
bool bRandRoll
  randomed roll
rotator MinRotation
  min rotation
rotator MaxRotation
  max rotation
bool bForceRndRot
  forces RotRand() function

### ENUMS

## Burst

BURST_Linear
  in each burst only one template will be used
BURST_Random
  in each burst many templates will be used

## Select

SELECT_Linear
  cyclically iterate through the ParticleTemplate
SELECT_Random
  randomly pick a particle from the ParticleTemplate

Category:Legacy Mapping
Category:Legacy Custom Class (UT) \\

Categories: Legacy Mapping | Legacy Custom Class (UT)

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