Jest to podstawowa klasa zawierająca wszystkie struktury używane przez ParticleEmitter.
- ACC_Addictive - acceleration will be added to velocity.
- ACC_Multiply - velocity will be multiplied by acceleration.
- 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
- SIZING_Infinity - particle will grow/shrink till lifespan ends
- SIZING_UserDecided - particle will grow/shrink till DrawScale reach specifeid size
Structures Detail |
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var(ParticleSystem) bool bUseParticleClass;};
var(ParticleSystem) class<BasicParticle> ParticleClass;
- bool bUseParticleClass - can we use custom class
- class<BasicParticle> ParticleClass - custom class
var(ParticleSystem) texture AnimTextures[60];};
var(ParticleSystem) bool DefineAnimationStorage;
var(ParticleSystem) int NumOfTextures;
var(ParticleSystem) class<ParticleAnimationStorage> ParticleAnimationStorage;
- 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)
var(ParticleSystem) float BounceModifier;};
var(ParticleSystem) int BounceNum;
var(ParticleSystem) float BounceRatio;
var(ParticleSystem) bool CanBounce;
var(ParticleSystem) bool EndlessBounce;
- 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
var(ParticleSystem) bool CanBuoyance;};
var(ParticleSystem) float ParticleBuoyancy;
var(ParticleSystem) float ParticleMass;
var(ParticleSystem) bool SoundWhenHitWater;
var(ParticleSystem) bool SplashWhenHitWater;
- 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
var(ParticleSystem) bool BlockActors;};
var(ParticleSystem) bool BlockPlayers;
var(ParticleSystem) bool bOverrideWaterEntryEffect;
var(ParticleSystem) bool bOverrideWaterEntrySound;
var(ParticleSystem) bool bSpawnEffectOnDestroy;
var(ParticleSystem) bool bSpawnLandEffect;
var(ParticleSystem) bool CollideWithActors;
var(ParticleSystem) class<actor> DestroyEffect;
var(ParticleSystem) bool DestroyWhenColideWorld;
var(ParticleSystem) bool DestroyWhenLand;
var(ParticleSystem) bool DestroyWhenTouch;
var(ParticleSystem) bool DestroyWhenTouchWater;
var(ParticleSystem) class<actor> LandEffect;
var(ParticleSystem) bool ParticleCollideWorld;
var(ParticleSystem) float ParticleCollisonHeight;
var(ParticleSystem) float ParticleCollisonRadius;
var(ParticleSystem) bool ParticlesUseCollision;
var(ParticleSystem) bool StickToPawn;
var(ParticleSystem) bool StickToWall;
var(ParticleSystem) bool StopWhenTouchPawn;
var(ParticleSystem) bool StopWhenTouchWall;
var(ParticleSystem) class<actor> WaterEntryActor;
var(ParticleSystem) sound WaterEntrySound;
- 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
var(ParticleSystem) bool FlockPawnTakeDamage;};
var(ParticleSystem) int MomentumTransfer;
var(ParticleSystem) bool OtherActorTakeDamage;
var(ParticleSystem) int ParticleDamage;
var(ParticleSystem) name ParticleDamageType;
var(ParticleSystem) bool ParticleGivesDamage;
var(ParticleSystem) bool PlayerTakeDamage;
var(ParticleSystem) bool ScriptedPawnTakeDamage;
- 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
var(ParticleSystem) ESizeType SizeType;};
var(ParticleSystem) ESizing Sizing;
var(ParticleSystem) float ParticleDrawScale;
var(ParticleSystem) float ParticleDrawScaleVariance;
var(ParticleSystem) float ParticleGrowth;
var(ParticleSystem) float ParticleShrink;
var(ParticleSystem) float MinSize;
var(ParticleSystem) float MaxSize;
- ESizeType SizeType - size type
- ESizing Sizing - describes end size of particle (not used if SizeType is ST_Cycle)
- 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 float MaxSize - the biggest size of particle (only if SizeType is ST_Cycle or Sizing is SIZING_UserDecided)
var(ParticleSystem) bool bParticleCastShadow;};
var(ParticleSystem) bool bParticleMeshEnviroMap;
var(ParticleSystem) bool bUnlitParticle;
var(ParticleSystem) bool bUseMesh;
var(ParticleSystem) bool bUseRandomTexture;
var(ParticleSystem) bool bUseSpriteAnimation;
var(ParticleSystem) ERenderStyle ParticleStyle;
var(ParticleSystem) texture ParticleTexture;
var(ParticleSystem) mesh PraticleMesh;
- 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
var(ParticleSystem) bool CanFadeIn;};
var(ParticleSystem) bool CanFadeOut;
var(ParticleSystem) float FadeInScaleFactor;
var(ParticleSystem) float FadeInTime;
var(ParticleSystem) float FadeOutScaleFactor;
var(ParticleSystem) float FadeOutTime;
var(ParticleSystem) float InitailScaleGlow;
- 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
- bool CastLight; - particle will cast light!!
var(ParticleSystem) byte ParticleLightBrightness;};
var(ParticleSystem) byte ParticleLightHue;
var(ParticleSystem) byte ParticleLightSaturation;
- byte ParticleLightBrightness - light brightness
- byte ParticleLightHue - light hue
- byte ParticleLightSaturation - light satruation
var(ParticleSystem) byte ParticleLightCone;};
var(ParticleSystem) ELightEffect ParticleLightEffect;
var(ParticleSystem) byte ParticleLightPeriod;
var(ParticleSystem) byte ParticleLightPhase;
var(ParticleSystem) byte ParticleLightRadius;
var(ParticleSystem) ELightType ParticleLightType;
var(ParticleSystem) byte ParticleVolumeBrightness;
var(ParticleSystem) byte ParticleVolumeFog;
var(ParticleSystem) byte ParticleVolumeRadius;
- 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
var(ParticleSystem) vector BaseSpeed;};
var(ParticleSystem) bool bDefineSpeedAsVector;
var(ParticleSystem) float ParticleLifeTime;
var(ParticleSystem) float ParticleLifeTimeVariance;
var(ParticleSystem) float ParticleSpeed;
var(ParticleSystem) float SpeedVariance;
var(ParticleSystem) float SprayFactor;
var(ParticleSystem) float SprayFactorVariance;
- 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
var(ParticleSystem) vector BaseSpeed;};
var(ParticleSystem) bool bForceGlobalSettings;
var(ParticleSystem) bool bDefineSpeedAsVector;
var(ParticleSystem) bool bMoveSmooth;
var(ParticleSystem) bool bUseParticleRotation;
var(ParticleSystem) float ParticleLifeTime;
var(ParticleSystem) float ParticleLifeTimeVariance;
var(ParticleSystem) rotator ParticleRotation;
var(ParticleSystem) float ParticleSlowingDownFactor;
var(ParticleSystem) float ParticleSpeed;
var(ParticleSystem) float SpeedVariance;
var(ParticleSystem) float SprayFactor;
var(ParticleSystem) float SprayFactorVariance;
- 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
var(ParticleSystem) vector AccelerateFactor;};
var(ParticleSystem) EAccelType AccelerationType;
var(ParticleSystem) bool bCanAccelerate;
var(ParticleSystem) EPhysics ParticlePhysics;
var(ParticleSystem) vector TerminalVelocity;
- EPhysics ParticlePhysics - custom physic
- bool bCanAccelerate - particle can accelerate
- vector AccelerateFactor - accelerate factor
- vector TerminalVelocity - max accelerate
- EAccelType AccelerationType - acceleration type
var(ParticleSystem) sound BornSound;};
var(ParticleSystem) sound DyingSound;
var(ParticleSystem) sound FlyingSound;
var(ParticleSystem) sound HittingSound;
var(ParticleSystem) sound LandingSound;
var(ParticleSystem) bool ParticleSoundbNoOverride;
var(ParticleSystem) float ParticleSoundPitch;
var(ParticleSystem) float ParticleSoundRadius;
var(ParticleSystem) ESoundSlot ParticleSoundSlot;
var(ParticleSystem) float ParticleSoundVolume;
var(ParticleSystem) sound TouchingSound;
- 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