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Copyright 1998-2011 Epic Games, Inc. All Rights Reserved.
Core.Object | +-- GameFramework.GameExplosion
Constants Summary |
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Inherited Contants from Core.Object |
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AspectRatio16x9, AspectRatio4x3, AspectRatio5x4, DegToRad, DegToUnrRot, INDEX_NONE, InvAspectRatio16x9, InvAspectRatio4x3, InvAspectRatio5x4, MaxInt, Pi, RadToDeg, RadToUnrRot, UnrRotToDeg, UnrRotToRad |
Inherited Variables from Core.Object |
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Class, HashNext, HashOuterNext, Linker, LinkerIndex, Name, NetIndex, ObjectArchetype, ObjectFlags, ObjectInternalInteger, Outer, StateFrame, VfTableObject |
Enumerations Summary |
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Inherited Enumerations from Core.Object |
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AlphaBlendType, EAspectRatioAxisConstraint, EAutomatedRunResult, EAxis, EDebugBreakType, EInputEvent, EInterpCurveMode, EInterpMethodType, ETickingGroup |
Structures Summary |
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Functions Summary |
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Variables Detail |
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Optional actor that does not receive any radial damage, to be specified at runtime
Unused? Option to force full damage to the attachee actor.
If set, ignore instigator when doing damage/effects. Can be set in addition to above
Track if we've hit an actor, used to handle cases such as kidnapper protected from hostage damage
We need the hit location and hit normal so we can trace down to the actor to apply the decal (e.g. hitting wall or floor)
The actor class to ignore for damage from this explosion
The actor class to ignore for knockdowns and cringes from this explosion
If true, attempt to get effect information from the physical material system. If false or a physicalmaterial is unavailable, just use the information above.
True to allow teammates to cringe, regardless of friendly fire setting.
Whether or not we should attach something to the attachee
TRUE to attempt to automatically do force feedback to match the camera shake
Controls if this explosion will cause fracturing
If TRUE, this will be a "directional" explosion, meaning that all radial effects will be applied only within DirectionalExplosionAngleDeg degrees of the blast's facing direction (which should be supplied via Explode()).
TRUE to rotate CamShake to play radially relative to the explosion. Left/Right/Rear will be ignored.
So for tagged grenades we need override the particle system but still want material based decals and such.
If true, will perform an EffectIsRelevant check before spawning the radial blur
This tells the explosion to look in the Map's MapSpecific info
Play this CameraLensEffect when ever damage of this type is given. This will primarily be used by explosions. But could be used for other impacts too!
This is the radius to play the camera effect on
Shake to play when source is in front of the camera, or when directional variants are unspecified.
Exponent for intensity falloff between inner and outer radii.
Radius within which to play full-powered camera shake (will be scaled within radius)
Between inner and outer radii, scale shake from full to zero
Anim to play when the source event is to the left of the camera. If None, CamShake will be used instead.
Anim to play when the source event is behind of the camera. If None, CamShake will be used instead.
Anim to play when the source event is to the right of the camera. If None, CamShake will be used instead.
duration of the cringe. X=duration at epicenter, Y=duration at CringeRadius. Values <0 mean use default cringe.
radius at which people will cringe from the explosion
Amount of damage done at the epicenter.
Delay before applying damage after spawning FX, 0.f == no delay
Defines how damage falls off. High numbers cause faster falloff, lower (closer to zero) cause slower falloff. 1 is linear.
Damage range.
Half-angle, in degrees, of the cone that defines the effective area of a directional explosion.
Defines the dynamic light cast by the explosion
Dynamic Light fade out time, in seconds
Defines the blurred region for the explosion
Radial blur fade out time, in seconds
Radial blur max blur amount
Scalar for increasing/decreasing explosion effect size.
Audio to play at explosion time.
How far away from explosion we break bits off
How hard to throw broken off pieces
radius at which people will be knocked down/ragdolled by the projectile's explosion
@fixme, base this on MomentumTransferScale?
Percentage of damagetype's momentum to apply.
What damagetype to use
Which particle effect to play.
Defaultproperties |
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defaultproperties { ExplosionEmitterScale=1.f MomentumTransferScale=1.f bCausesFracture=TRUE bPerformRadialBlurRelevanceCheck=false ExploRadialBlurMaxBlur=2.0 CringeDuration=(X=-1.f,Y=-1.f) CamShakeFalloff=2.f bAutoControllerVibration=true } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
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