Difference between revisions of "Particle Emitter"

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== Unreal 1 Particle Emitter ==
#REDIRECT [[Unreal v227 Manual/New mod authoring tools]]
 
Currently it supports 5 different types of emitters; normal emitter, sprite emitter (with rotation support), mesh emitter, beam emitter, weather emitter.<br>
And combining multiple emitters together into 1 effect is possible since 227f version.<br>
<br>
Full variables explanation and a short description:<br>
 
== Emitter ==
 
'''EmGeneral:'''<br>
''bDisabled'' - Emitter is disable, no more spawning new particles.<br>
''bRespawnParticles'' - Respawn particles that have died.<br>
''bAutoDestroy'' - Auto-destroy emitter actor after all particles have died (can be used for temp effects).<br>
''bAutoReset'' - Auto-reset emitter after all particles have died and AutoResetTime has passed.<br>
''bSpawnInitParticles'' - Spawn initial particles, or else wait for possible auto-reset (only when bRespawnParticles is false).<br>
''MaxParticles'' - Maximum amount of particles.<br>
''ParticlesPerSec'' - Amount of particles to spawn per second (0 = auto assign the value).<br>
''LifetimeRange'' - How long time particles should live.<br>
'''EmVisibility:'''<br>
''bStasisEmitter'' - Smilar to Actor bStasis, but stop hide particles once player isnt seeing the emitter's zone.<br>
''bBoxVisibility'' - If enabled, visibility box will be used.<br>
''VisibilityBox'' - Only update when any parts of this box radius is within player camera sight.<br>
''bDistanceCulling'' - If enabled, use distance culling.<br>
''CullDistance'' - If player camera is beyond this distance, dont render.<br>
''bNoUpdateOnInvis'' - When not rendering emitter actor, do not update the particles eighter.<br>
'''EmCorona''':<br>
''CoronaColor'' - Corona color range.<br>
''CoronaTexture'' - Corona texture.<br>
''bCheckLineOfSight'' - Should coronas disappear when behind some wall?<br>
''bParticleCoronaEnabled'' - Whatever if particle coronas are enabled.<br>
''CoronaFadeTimeScale'' - The time it will take for coronas to fade in/out when falling out of sight or back in sight.<br>
''CoronaMaxScale'' - Maximum corona scaling.<br>
''CoronaScaling'' - The scale of the coronas.<br>
''MaxCoronaDistance'' - Maximum distance coronas should appear in.<br>
''CoronaOffset'' - Offset of the coronas in the particles.<br>
''bCOffsetRelativeToRot'' - Whatever if corona offset should be relative to particle rotation.<br>
'''EmRevolution''':<br>
''bRevolutionEnabled'' - Particle revolving should be enabled.<br>
''RevolutionOffset'' - Revolving offset for the particles.<br>
''RevolutionsPerSec'' - Revolving speed.<br>
'''EmVisuals:'''<br>
''ParticleTextures'' - Random/Animation sprite frames for particles.<br>
''bUseRandomTex'' - Should use random frame or else animate the textures.<br>
''ParticleStyle'' - The style of the particles.<br>
''StartingScale'' - Starting scale of the particles.<br>
''TimeScale'' - Time scaling of the particles (timescale 0-1).<br>
''PartSpriteForwardZ'' - The particles render forward Z (render trick).<br>
''ParticleColor'' - The color of the particles.<br>
''ParticleColorScale'' - Color time scaling.<br>
'''EmFade:'''<br>
''FadeInTime'' - Fade in time scale (0-1).<br>
''FadeOutTime'' - Fade out start time (0-1).<br>
''FadeInMaxAmount'' - Max scale glow when fully faded in (0-2).<br>
'''EmPosition:'''<br>
''SpawnPosType'' - Should use Box/Sphere/Cylinder spawn offset?<br>
''BoxLocation'' - Box spawning offset for particles.<br>
''SphereCylinderRange'' - Sphere/Cylinder offset range.<br>
''bRelativeToRotation'' - Spawning offset should be in relative to actor rotation.<br>
''bUseRelativeLocation'' - All particles location/rotation/velocity should be relative to actor?<br>
'''EmTrigger:'''<br>
''TriggerAction'' - Emitter actor triggering action.<br>
''SpawnParts'' - If spawn particles, then how many?<br>
'''EmSpeed:'''<br>
''SpeedScale'' - Particles speed scale in relative time (0-1).<br>
''ParticleAcceleration'' - Particles acceleration range.<br>
''SpawnVelType'' - Whatever it should use Box/Sphere/Clinder velocity for the particle.<br>
''BoxVelocity'' - Box velocity for particles.<br>
''SphereCylVelocity'' - Sphere/Clinder range.<br>
''bVelRelativeToRotation'' - Velocity should be relative to actor rotation?<br>
''bCylRangeBasedOnPos'' - Sphere/Cylinder velocity range should be relative to particle spawn offset?<br>
''EmCollision'':<br>
''ParticleCollision'' - Collision type: Nothing/Walls/All Actors/Projectile target actors.<br>
''ParticleExtent'' - Particle collision size.<br>
''ParticleBounchyness'' - Bounchyness of the particles (when hitting wall/actor).<br>
'''EmLight (not present in 227f anymore):'''<br>
''bLightParticles'' - Particles should have lighting.<br>
''PartLightBrightness'' - Particle light brightness.<br>
''PartHue'' - Light hue.<br>
''PartSaturation'' - Light saturation.<br>
''PartLightRadius'' - Light radius.<br>
'''EmSound:'''<br>
''ImpactSound'' - Particle impact sound (when hitting wall/actor).<br>
''SpawnSound'' - Particle spawn sound.<br>
''DestroySound'' - Particle destroy sound.<br>
'''EmMeshPos:'''<br>
''UseActorCoords'' - Use this mesh actor's vertex points positions.<br>
''VertexLimitBBox'' - Box limitation of which vertexes it should only emit in.<br>
''SingleIVert'' - Single vertex number it should emit on.<br>
''bUseMeshAnim'' - Whatever if it should use animated frame rather than first static frame (slower option).<br>
'''EmCombiner:'''<br>
''ParticleSpawnTag'' - Combiner emitter which should spawn an own particle at newly spawned particles position.<br>
''ParticleKillTag'' - Combiner emitter which should spawn an own particle at a newly destructed particle position.<br>
''ParticleWallHitTag'' - Same as above except spawn at the point where particles hit a wall.<br>
''ParticleLifeTimeTag'' - Same as above except spawn particles constantly at the living particles.<br>
''ParticleLifeTimeSDelay'' - The time delay how often lifespan particles should be spawned.<br>
''CombinedParticleCount'' - When this emitter actor is being used as combiner emitter, spawn this many particles on my combining emitter actor.<br>
'''EmForces:'''<br>
''ForcesTags'' - The tags of the emitter force actors that should be applied on our particles.<br>
<br>
This is simpliest form of particle emitter with the best preformace in game which can be used for most effects.<br>
 
== Sprite Emitter ==
 
'''EmRotation:'''<br>
''RotationsPerSec'' - How fast the particles should rotate.<br>
''InitialRot'' - The initial rotation of the particles.<br>
''RotNormal'' - For specific particle direction.<br>
''ParticleRotation'' - Type of direction the particles should have (i.e: face the direction they are flying or face normal direction).<br>
<br>
Basicly alike Emitter but supports rotating particles.
 
== Mesh Emitter ==
 
'''EmMesh:'''<br>
''ParticleMesh'' - Display mesh of the particle.<br>
''bRenderParticles'' - Should render mesh in "bParticles".<br>
''bParticlesRandFrame'' - Should particles mesh use random texture animation frame.<br>
'''EmRotation:'''<br>
''ParticleRotation'' - Particles rotation type.<br>
''bRelativeToMoveDir'' - Particles should have rotation relative to movement direction.<br>
''RotationsPerSec'' - Rotation rate of particles.<br>
''InitialRot'' - Initial rotation of the particles.<br>
'''EmAnim:'''<br>
''bAnimateParticles'' - Particles should animate.<br>
''ParticleAnim'' - Particle anim sequence.<br>
''PartAnimRate'' - Particle anim rate.<br>
''bPartAnimLoop'' - Particle should loop animation.<br>
<br>
This supports emitting mesh particles (with animations), nothing special.<br>
 
== Weather Emitter ==
 
''PartTextures'' - Random texture for the particles.<br>
''Position'' - Spawning offset around player camera.<br>
''AppearArea'' - Appearance area around actor location (when AppearAreaType is Area).<br>
''Lifetime'' - Particle lifetime.<br>
''Speed'' - Particle speed.<br>
''Size'' - Particle size.<br>
''WeatherType'' - Whatever the weather type is Rain/Snow/Dust (falling type).<br>
''ParticleCount'' - Maximum number of particles.<br>
''PartStyle'' - Style of particles.<br>
<br>
Easy way of adding nice weather effect to your map (such as rain, snow or dust), notice that particles fly in actor direction.
 
== Particle Forces ==
 
These forces can be applied for in level Emitter actors to have some special reactions at specific parts of the map (such as a vent that sucks up smoke).<br>
<br>
''KillParticleForce'' - Kills any nearby particles.<br>
''ParticleConcentrateForce'' - Concentrate all particles to fly toward this actor.<br>
''VelocityForce'' - Force particles to fly toward some specific direction.<br>
 
== Misc features ==
 
''CollisionMeshActor'' - Possibility to give mesh actors a 3D collision shape.<br>
''ActorAttachActorRI'' - Render iterator type, attach actor on some other actor.<br>
''ActorAttachMeshActorRI'' - Render iterator type, attach actor on some other mesh actor's mesh surface.<br>
''ActorFaceCameraRI'' - Render iterator type, force actor to face camera at alltime.<br>
''DistantLightActor'' - Normal light actor with an extended lighting distance option.<br>
''SpecialTextObj'' - Can render text with color tags and EMO-icons in a fast method.<br>
''EmitterAPIMisc'' - Misc UnrealScript features.<br>
 
[[Category:UnrealEd]]
[[Category:Mapping]]
[[Category:227 Help]]

Latest revision as of 18:33, 27 June 2022