ParticleEmitter


ParticleEmitter_Die

BeforeDieSleep

var(ParticleEmitter_Die) float BeforeDieSleep;
Time between calling GoToState('DeforeDie') and destroying emitter.

WaitForParticles

var(ParticleEmitter_Die) bool WaitForParticles;
Should emitter wait till all particle it created dies before it call Destroy function.

WaitPause

var(ParticleEmitter_Die) float WaitPause;
Pause between re-check for existing particles which owenr is Emitter.

ParticleEmitter

bOn

var(ParticleEmitter) bool bOn;
Is active or not.

bPerformanceMode

var(ParticleEmitter) bool bPerformanceMode;
Should performance mode be on (NewIntensity/NewIntervall will be used if player is outside VisibilityRadius/can't see emitter).

BurstMethod

var(ParticleEmitter) Burst BurstMethod;
Burst method:

EffectArea

var(ParticleEmitter) vector EffectArea;
Area where particle will be spawned.

GeneratorLife

var(ParticleEmitter) float GeneratorLife;
Emitter life time (0 = not used).

Intensity

var(ParticleEmitter) float Intensity;
How many particles will be spawned in one burst.

Intervall

var(ParticleEmitter) float Intervall;
Time between bursts.

LineOfSightCheck

var(ParticleEmitter) bool LineOfSightCheck;
Should emitter stops/go to performance mode if player can't see it.

NewIntensity

var(ParticleEmitter) float NewIntensity;
New intensity (performance mode).

NewIntervall

var(ParticleEmitter) float NewIntervall;
New intervall (performance mode)

OneShot

var(ParticleEmitter) bool OneShot;
Emitter will be destroyed after first burst.

ParticlesLimit

var(ParticleEmitter) int ParticlesLimit;
Number of particles in the emitter.

SelectionMethod

var(ParticleEmitter) Select SelectionMethod;
Selection method:

VisibilityRadius

var(ParticleEmitter) float VisibilityRadius;
Emitter visibility radius.

ParticleTemplate

NumTemplates

var(ParticleTemplate) int NumTemplates;
Number of used templates (can not be 0!!).

Particle_Advanced[16]

var(ParticleTemplate) SAdvanced Particle_Advanced[16];
Advanced variables (see ParticleSystem for details).

Particle_Animation[16]

var(ParticleTemplate) SAnimation Particle_Animation[16];
Animation variables (see ParticleSystem for details).

Particle_Bounce[16]

var(ParticleTemplate) SBounce Particle_Bounce[16];
Bounce variables (see ParticleSystem for details).

Particle_Buoyance[16]

var(ParticleTemplate) SBuoyance Particle_Buoyance[16];
Bouyance variables (see ParticleSystem for details).

Particle_Collision[16]

var(ParticleTemplate) SCollision Particle_Collision[16];
Collision variables (see ParticleSystem for details).

Particle_Damage[16]

var(ParticleTemplate) SDamage Particle_Damage[16];
Damage variables (see ParticleSystem for details).

Particle_Display[16]

var(ParticleTemplate) SDisplay Particle_Display[16];
Display variables (see ParticleSystem for details).

Particle_Fading[16]

var(ParticleTemplate) SFading Particle_Fading[16];
Fading variables (see ParticleSystem for details).

Particle_Global

var(ParticleTemplate) SGlobal Particle_Global;
Global variables which can be forced to all templates (see ParticleSystem for details).

Particle_LightColor[16]

var(ParticleTemplate) SLightColor Particle_LightColor[16];
LightColor variables (see ParticleSystem for details).

Particle_Lighting[16]

var(ParticleTemplate) SLighting Particle_Lighting[16];
Lighting variables (see ParticleSystem for details).

Particle_Light[16]

var(ParticleTemplate) SLight Particle_Light[16];
Light variables (see ParticleSystem for details).

Particle_Main[16]

var(ParticleTemplate) SMain Particle_Main[16];
Main variables (see ParticleSystem for details).

Particle_Physics[16]

var(ParticleTemplate) SPPhysics Particle_Physics[16];
Physics variables (see ParticleSystem for details).

Particle_Size[16]

var(ParticleTemplate) SSize Particle_Size[16];
Size variables (see ParticleSystem for details).

Particle_Sound[16]

var(ParticleTemplate) SSound Particle_Sound[16];
Sound variables (see ParticleSystem for details).



Burst

enum Burst
{
BURST_Linear, BURST_Random
};

Select

enum Select
{
SELECT_Linear, SELECT_Random
};