|
Effects Class Reference: by BlackSway
Last Updated
2 April, 2002
|
| |
| Tutorial Files |
| Tut-Explosions.zip |
| |
| Introduction |
|
Firstly I should point out that there are a very large number of
effects listed in Unreal and Unreal Tournament, and to list them
all here as I have in other referencese would make this document
unmanagable. Therefore I shall only be listing those that I think
are of interest to level editors. If you disagree with any of my
selections or would like any others you think are of particular
interest covered then feel free to let me know.
\-Blacksway-\
You will find that a lot of Effects, if simply placed in a map
do not appear in game. There are 2 reasons for this. The first you
cannot do anything about, often in the code there is a line which
says Destroy(). If that is there (often called after the last animation
has been run) then it will always disappear. However if you cannot
find such a line then check the value of Advanced->LifeSpan and
try setting it to 0. I will list some of the effects which can be
useful in this manner below, e.g. MercFlare.
|
| |
| Contents |
|
UT: Unreal Tournament only
BoulderSpawner | Bubble
| ExplodingWall | BreakingGlass
| ExplosionChain | MercFlare
| MortarSpawner | SmokeGenerator
| ShortSmokeGen | SmokeHose
| Sparks | UT_ShortSmokeGen
|
| |
| BoulderSpawner: UT |
|
This spews forth catapult boulders each time it is triggers. The
boulders have the direction of the BoulderSpawner and have the speed
from the BoulderSpeed property. Values of 5 - 30 would probably
be a good place to start.
No other properties are used.
|
|
BoulderSpeed
The velocity of the released boulder
|
| [^TOP] |
| |
| Bubble |
| Underwater bubbles - used by the BubbleGenerator found under decorations. |
| [^TOP] |
| |
| ExplodingWall |
|
The exploding wall is the effect that you place next to a wall
which you want to blow up.
The usual way of using this effect is to have it triggered when
the mover is damaged. For this you need to set the DamageTriggered
to true and DamageThreshold to something greater than 0 for the
mover in question.
If you want the ExplodingWall itself to be damaged then set the
Health and the ActivatedBy array values ("all" for any
damage). Check below for a list of damage types.
Check out the tutorial map for an example of this class.
|
|
ExplosionSize
Effects the velocity of the particles produced.
ExplosionDimensions
Effects the volume of the space in which particles
are created.
WallParticleSize
The size of the wall chunks that are created.
WoodParticleSize
The size of the wood chunks that are created.
GlassParticleSize
The size of the glass chunks that are created.
NumWallChunks
The number of wall chunks to create.
NumWoodChunks
The number of wood chunks to create.
NumGlassChunks
The number of glass chunks to create.
WallTexture
The texture to be applied to the wall chunks.
WoodTexture
The texture to be applied to the wood chunks.
GlassTexture
The texture to be applied to the glass chunks.
Health
If it is to be activated by shooting then set
this to the amount of damage it must sustain before exploding.
ActivatedBy[5]
An array of 5 strings signifying the damage
types that will damage the exploding wall. See Notes below for a
list of which weapons do what type of damage.
BreakingSound
The sound to play when the wall breaks.
bTranslucentGlass
Should the glass fragments be translucent,
i.e. see through.
bUnlitGlass
Should the glass fragments be unlit. Generally
I would set this to true as the glass shows up better. However if
it was meant to be really thin glass then false might be more realistic.
|
|
|
|
The values for different weapons that you can use in the ActivatedBy
array:
ImpactHammer = "impact"
Chainsaw = "slashed" or "Decapitated"
Enforcer = "shot"
Plasma Rifle - 1st Fire = "zapped"
Plasma Rifle - Alt Fire = "Pulsed"
Minigun = "shot"
Razor = "decapitated" or "shredded"
Razer - Alt Fire = "RipperAltDeath"
ShockRifle = "jolted"
Biogel = "Corroded"
SniperRifle = "shot"
Redeemer = "RedeemerDeath"
FlakCannon - 1st Fire = "shredded"
FlakCannon - Alt Fire = "FlakDeath"
Rocket = "RocketDeath"
Grenade = "GrenadeDeath"
Cannon Shot = "burned"
|
| [^TOP] |
| |
| BreakingGlass |
| Exactly the same as above, but with different default settings.
The default settings for this one are funnily enough more glass orientated. |
| [^TOP] |
| |
| ExplosionChain |
|
This creates a wonderful explosion effect and sound.
Can either be triggered or hit with damage (don't forget to change
Effects->bOnlyTriggerable to false and collision details appropriately.
Check outhe tutorial map for an example of this class.
|
|
MomentumTransfer
If you are caught in the blast are you blown
backwards? Well leave this at its default and you will be. However
if you want some kind of nuclear wind effect then you could reduce
it.
Damage
The amount of damage done by the explosion.
Sends out a HurtRadius with a damage type of 'detonated' (which
will detonate other ExplosionChains btw). The radius of the hurt
is dependant on the value of Damage.
Size
A multiplier for the size of the explosion
sprite (but not the actual damage). The true size is random but
based on Damage and multiplied by Size.
DelayTime
The delay from triggering until detonation,
don't know why but setting it to 0 stops the damn thing working.
Try a really small value like 0.1 and use a dispatcher to control
other things correctly.
|
| [^TOP] |
| |
| MercFlare |
| At first I thought was completely useless, but after
setting Advanced->LifeSpan to 0 it stays in the level and looks
like a very cool light orb, giving a lovely orangey hue (you can obviously
change this!) Look out for this used ALOT in any maps I ever make
from now on! |
| [^TOP] |
| |
| MortarSpawner: UT |
| This produces mortar shells, at a regular interval. They point in
the direction of the spawner, but when they hit they produce a blast
effect similar to the above ExplosionChain. |
|
ShellDamage
Amount of damage done by the explosion.
ShellMomentumTransfer
The momentum transferred by the explosion.
ShellBlastRadius
The radius of the blast damage.
RateOfFire
Number of seconds between shell launches.
ShellSpeed
The velocity of the shells produced.
Deviation
Deviation in standard Unreal angles, which
means the default of 4096 is 45 degrees.
bDeviate
Does the angle deviate (all 3 axis are deviated
by a random value based on the above angle (between 0 and Deviation).
FireSound
The sound to play when the mortar is fired.
|
| [^TOP] |
| |
| SmokeGenerator |
|
First off, this has to be triggered, I've heard loads of people
asking why it doesn't work and they haven't got it triggered right.
Its one of those complicated ones that when you Trigger it it starts
and when you UnTrigger is it stops. Now you may ask, what the hell
Untriggers something, well the answer is lots of the triggers actually
untrigger after they have finished. The basic trigger triggers when
you move inside the collision radius and untriggers when you move
out. So beware.
Everything else is pretty self explanatory (so I'll explain it
anyway!)
There are a number of different ways you can use the generator.
1. Smoke when triggered and stop when untriggered: set TotalNumPuffs
to 0. If you want it to be triggerable again then set bRepeating
to true.
2. Smoke when triggered for a certain number of puffs: set TotalNumPuffs
to something other than 0. Again if you want it to be triggerable
again then set bRepeating to true.
To get it to smoke continuously then you need to use a trigger
which doesn't untrigger, such as a dispatcher and set TotalNumPuffs
to 0.
Check out the tutorial map for an example of this class.
|
|
SmokeDelay
Delay in seconds between smoke puffs (although
it is randomised slightly). Must be larger than 0.
SizeVariance
A variance added to the size of the smoke puffs.
BasePuffSize
The base size of the puffs. e.g. BasePuffSize
of 1 and SizeVariance of 2 would give puffs ranging between 1 and
3. (This "Size" is actually the scale of the smoke puff
sprite)
TotalNumPuffs
The total number of puffs of smoke to release.
RisingVelocity
The velocity of the rising smoke.
GenerationType
The class of smoke puff the spawn.
bRepeating
Is the triggering repeatable or is the generator
destroyed after completeing its first cycle.
|
| [^TOP] |
| |
| ShortSmokeGen |
|
Exactly the same as above but cannot be triggered, it starts at
play beginning and either does TotalNumPuffs then stops or if TotalNumPuffs
is 0 it goes on forever.
There is also a UT_ShortShokeGen, see later..
|
| [^TOP] |
| |
| SmokeHose |
|
This is very similar to the smoke generator except for 2 things.
Firstly the smoke puffs are sent out in the direction of a corresponding
SmokeHoseDest actor with the same Tag as this actors Event.
Secondly the hose is either initially active, or is triggered/untriggered
on/off. Note if it is initially active you can still set it to be
untriggered off.
|
|
bInitiallyActive
Is the smoke hose initially active, i.e. churning
on startup.
SmokeSpeed
The velocity of the smoke puffs
SmokeAccel
The acceleration of the smoke pufss (in terms
of X, Y and Z axis).
SmokeDelay
Base delay between smoke puff generation.
SmokeDelayVariance
Variation in delay between smoke puff generations.
SpeedVariance
Varaition on initial speed of smoke puffs
BasePuffSize
Basic puff size.
SizeVariance
How much the size varies.
TotalNumPuffs
Total number of puffs to be spawned before
stopping, note setting to 0 does not mean it goes on forever.
|
| [^TOP] |
| |
| Sparks |
|
This is actually a spark generator, and it produces 'sets' of sparks
at random intervals.
Having said all of that I'm not 100% sure what a 'spark' looks
like, all I can seem to get is a funny light pattern on the floor!
|
|
MinBetweenTime
Miniumum time between spawning sets of sparks
MaxBetweenTime
Maximum time between spawning sets of sparks
MinSpawnedAtOnce
The minimum number of sparks in a set
MaxSpawnedAtOnce
THe maximum number of spawrks in a set
MinSpawnSpeed
The minimum velocity for each spark
MaxSPawnSpeed
The maximum velocity for each spark
MinBurnTime
The minumum time before each spark burns out
MaxBurnTime
The maximum time before each spark burns out
MinBrightness
The minimum intial brightness of the sparks
MaxBrightness
The maximum initial brightness of the sparks
SpawnCenterDir
The direction new sparks fly
AngularDeviation
Angluar deviation (for pitch and yaw) that
sparks can range from the directional center above.
|
| [^TOP] |
| |
| UT_ShortSmokeGen:
UT |
| This is a combination of the SmokeGenerator and the ShortSmokeGen
as it is always active upon startup, but can then be triggered/untriggered
to change its state. It will destroy itself if it ever reaches its
limit of TotalNumPuffs within one trigger period or you can set TotalNumPuffs
to 0 for an infinite effect. |
| I could list all the properties and explain them again, but they
are identical to the above smoke generators. |
| [^TOP] |