Emitter
Epic's particle emitter system. These can be placed in maps for a large variety of effects (waterfall, fog, smoke, sparks); they are also used by scripted elements such as the Redeemer explosion, the swirly lights over weapon bases, and the Ion Cannon explosion and beam.
Remember to set bNoDelete=False if you want to create a spawnable subclass.
Properties
Emitter Group
- array<ParticleEmitter> Emitters
The Emitter → Emitters array takes objects. The property dialog expands to show their properties.
To add array objects:
- click the property name "Emitters". You get two [property button]?s appearing to the right.
- click "Add". This adds an array item, and the array expands to show it.
- Click the number for that new item, and expand its own plus box. You get a line below it that says: "New" – "something emitter" then a drop down button and a "New" button".
Wormbo: Ugh, this should be a Basic Procedure.
Global Group
- bool AutoDestroy
- If this is set to true, the emitter will destroy itself when all the particles of its emitters have died.
- bool AutoReset
- If this is set to true, the emitter will reset itself and all its emitters when all the particles of its emitters have died.
- bool DisableFogging
- Distance fog will have no effect on particles.
- rangevector GlobalOffsetRange
- range TimeTillResetRange
- If AutoReset is true, this is the time delay range for resetting.
UnrealScript-Only
- bool ActorForcesEnabled
- box BoundingBox
- bool DeleteParticleEmitters
- float EmitterHeight
- float EmitterRadius
- vector GlobalOffset
- int Initialized
- ParticleMaterial ParticleMaterial
- float TimeTillReset
- bool UseParticleProjectors
Known Subclasses
- BulldogDust
- DeResPart
- LavaDeath
- MutantGlow (Epic Bonuspack)
- NewIonEffect
- PlayerSpawnEffect (actually this is the pickup respawn effect)
- RedeemerExplosion
- RedeemerTrail
- Spiral (the sparkly things over xPickUpBases)