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//======================================================= // class : UIBeamEmitter // file : UIBeamEmitter.uc // author : Raven // game : Unreal 1 Patch v 227 // description : Spawns beam //======================================================= class UIBeamEmitter extends UIBeam; #exec TEXTURE IMPORT NAME=BeamEmitter FILE="Textures\BeamEmitter.pcx" GROUP=Icons LODSET=2 FLAGS=2 #exec mesh import mesh=electric_beam anivfile=Models\electric_beam_a.3d datafile=Models\electric_beam_d.3d x=-512 y=0 z=0 mlod=0 #exec mesh origin mesh=electric_beam x=-512 y=0 z=0 #exec mesh sequence mesh=electric_beam seq=All startframe=0 numframes=1 #exec meshmap new meshmap=electric_beam mesh=electric_beam #exec meshmap scale meshmap=electric_beam x=0.06250 y=0.06250 z=0.12500 enum ESizingType { ST_BySize, ST_BySegments }; //============================================================================= // info about beam mesh //============================================================================= var(Beam_Mesh) mesh BeamMesh; // mesh var(Beam_Mesh) float BeamMeshSize; // default mesh size (in uu) var(Beam_Mesh) EMeshOrientation MeshOrientation; // default mesh axis //============================================================================= // main beam info //============================================================================= var(Beam_Main) float BeamSize; // total beam size (in uu, if SizingType is ST_BySize) note that not final beam size is rounded var(Beam_Main) int BeamSegments; // number of segments in beam (if SizingType is in ST_BySegemnts) var(Beam_Main) ESizingType SizingType; // sizing type var(Beam_Main) float BeamSprayFactor; // beam spray factor var(Beam_Main) vector EffectArea; // effect area in which beam will be spawned (random place in that area) var(Beam_Main) float BeamUpdateTime; // beam update time (lower value faster updates) var(Beam_Main) bool bKeepShape; // should beam have one shape (once beam is created it'll not change). Good for lightnings //============================================================================= // World interaction //============================================================================= var(Beam_Interaction) bool bUseHitLocation; // should beam use HitLocation (if true, you can damage player) var(Beam_Interaction) bool bStopOnCollision; // should beam stop on collision (eg. with Pawns) //============================================================================= // Effects //============================================================================= var(Beam_Effect) class<actor> WallHitEffect; // effect spawed when beam hit's wall var(Beam_Effect) class<decal> WallHitDecal; // decal which beam //============================================================================= // Damage //============================================================================= var(Beam_Damage) bool bDamageActors; // var(Beam_Damage) name BeamDamageType; // var(Beam_Damage) int BeamDamage; // var(Beam_Damage) float BeamMomentumTransfer; // //============================================================================= // Target //============================================================================= var(Beam_Target) actor BeamTarget; // var(Beam_Target) float BeamTargetSpray; // var(Beam_Target) bool bForceTargetClip; // var(Beam_Target) float BeamTargetClipDistance; // //============================================================================= // The way beam look //============================================================================= var(Beam_Look) float BeamDrawScale; // var(Beam_Look) texture BeamSkin; // var(Beam_Look) ERenderStyle BeamStyle; // //============================================================================= // Light //============================================================================= var(Beam_Light) bool bCastLight; // will cast light!! //============================================================================= // Light Color //============================================================================= var(Beam_LightColor) byte BeamLightBrightness; // light brightness var(Beam_LightColor) byte BeamLightHue; // light hue var(Beam_LightColor) byte BeamLightSaturation; // light satruation //============================================================================= // Light effects/type/radius/etc. //============================================================================= var(Beam_Lighting) ELightType BeamLightType; // light type (can lag :)) var(Beam_Lighting) ELightEffect BeamLightEffect; // light effect (can lag :)) var(Beam_Lighting) byte BeamLightRadius; // light radius var(Beam_Lighting) byte BeamLightPeriod; // light period var(Beam_Lighting) byte BeamLightPhase; // light phase var(Beam_Lighting) byte BeamLightCone; // light cone var(Beam_Lighting) byte BeamVolumeBrightness; // volume brightness var(Beam_Lighting) byte BeamVolumeRadius; // volume radius var(Beam_Lighting) byte BeamVolumeFog; // volume fog var(Beam) bool IsActive; var int RealNumSegments; var UIStartBeam Beam; var float ReturnNormalScale; var bool bNoUpdates; replication { // Variables the server should send to the client. reliable if ( Role==ROLE_Authority ) IsActive; } simulated function PreBeginPlay() { if (SizingType == ST_BySize) RealNumSegments=int(BeamSize/(BeamMeshSize*BeamDrawScale)); else RealNumSegments=BeamSegments; if (RealNumSegments <= 0) RealNumSegments=1; ReturnNormalScale=BeamMeshSize*BeamDrawScale; } simulated function AddLight(UIBaseBeam A) { A.LightType=BeamLightType; A.LightEffect=BeamLightEffect; A.LightBrightness=BeamLightBrightness; A.LightHue=BeamLightHue; A.LightSaturation=BeamLightSaturation; A.LightRadius=BeamLightRadius; A.LightPeriod=BeamLightPeriod; A.LightPhase=BeamLightPhase; A.LightCone=BeamLightCone; A.VolumeBrightness=BeamVolumeBrightness; A.VolumeRadius=BeamVolumeRadius; A.VolumeFog=BeamVolumeFog; } simulated function MakeBeam() { Beam=Spawn(class'UIStartBeam',self,'',Location+RandLoc(EffectArea),Rotation); Beam.Mesh=BeamMesh; Beam.DrawScale=BeamDrawScale; Beam.Texture=BeamSkin; Beam.Skin=BeamSkin; Beam.Style=BeamStyle; if (bCastLight) AddLight(Beam); } //============================================================================= // Beam is always on and can not be shut down //============================================================================= simulated state() AlwaysOn { simulated function BeginState() { if (Beam == none) MakeBeam(); } } //============================================================================= // Beam is active at the begining and will be shut down by a trigger //============================================================================= simulated state() TriggerTurnsOff { simulated function BeginState() { if (Beam == none) MakeBeam(); } function Trigger(Actor Other, Pawn Instigator) { if (Beam != none) { Beam.Destroy(); Beam=none; } } } //============================================================================= // Beam isn't active and will be turn on by a trigger //============================================================================= simulated state() TriggerTurnsOn { simulated function Trigger(Actor Other, Pawn Instigator) { if (Beam == none) MakeBeam(); } } //============================================================================= // Beam can be shut donwn/turn on by a trigger //============================================================================= simulated state() TriggerToggle { simulated function Trigger(Actor Other, Pawn Instigator) { IsActive=!IsActive; if (IsActive) { if (Beam == none) MakeBeam(); } else { if (Beam != none) { Beam.Destroy(); Beam=none; } } } } //============================================================================= // Start when triggered, Stop when get untriggered. //============================================================================= simulated state() TriggerControl { simulated function Trigger( actor Other, pawn EventInstigator ) { if (Beam == none) MakeBeam(); } simulated function UnTrigger( actor Other, pawn EventInstigator ) { if (Beam != none) { Beam.Destroy(); Beam=none; } } } defaultproperties { BeamMesh=Mesh'UnrealShare.electric_beam' BeamMeshSize=64.000000 BeamSize=512.000000 BeamSegments=5 BeamSprayFactor=1.000000 BeamUpdateTime=0.030000 BeamTargetSpray=0.600000 BeamTargetClipDistance=64.000000 BeamDrawScale=0.500000 BeamStyle=STY_Translucent bHidden=True bNoDelete=True bDirectional=True Texture=Texture'UnrealShare.Icons.BeamEmitter' } |
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