Legacy:RParticles/ParticleSystem - Unreal Wiki

# Legacy:RParticles/ParticleSystem

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

This class is part of RParticles by Raven

This is base class for ParticleSystem. It holds everything together and contain basic enums and structures.

### ENUMS

## EAccelType

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

## ESizeType

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_Infinity
  particle will grow/shrink till lifespan ends
SIZING_UserDecided
  particle will grow/shrink till DrawScale reach specified size

## ETAnim

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

## EFType

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

## EDest

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

### Structures

## SAdvanced

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

## SAnimation

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

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

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

## SCollision

bool ParticlesUseCollision
  particle should 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

bool ParticleGivesDamage
  particle will give damage when touching 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

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

## SSize

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 specified 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)
float float MaxSize
  the biggest size of particle (only if SizeType is ST_Cycle)

## SDisplay

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

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

## SLight

bool CastLight;
  particle will cast light!!

## SLightColor

byte ParticleLightBrightness
  light brightness
byte ParticleLightHue
  light hue
byte ParticleLightSaturation
  light satruation

## SLighting

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

## SGlobal

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

## SMain

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

## SPPhysics

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.

## SSound

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

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

vector OwnEffectArea
  each template can override effect area
bool bUseOwnEffectArea
  overrided effect area

## SDest

actor Destination
  particle destination
EDest DestinationType
  type of destination
bool bForceFollow
  will ignore anything just to reach destination

## SMesh

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
EFType FaceObject
  object particle should face
actor LookTarget
  Used if DynamicRotation == FACE_Actor
rotator MeshRotationRate
  rotation rate (only if DynamicRotation == FACE_None)

## SRot

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

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

Categories: Legacy Mapping | Legacy Custom Class (UT)

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