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EnhancedItems/PlayerShellEffect

UT :: Actor (UT) >> Effects (UT) >> /EIEffects >> PlayerShellEffect (Package: (EnhancedItems]])

This class is part of the EnhancedItems package by Wormbo.

It is the base class for all kinds of effects that surround objects or players.

Properties

float AnimRate
How fast the shell effect should animate in Visible state.
bool bIdleLight
Whether the effect should still emmit light in Idle state.
EFormAnim FormAnim
How the effect should fade in.
float FormTime
How long it should take the effect to fade in.
EGlowAnim GlowAnim
How the effect's glow changes over time while it's visible.
float GlowRate
How fast the effect's glow changes while it's visible.
float MaxGlow
Maximum brightness for glow changes.
float MinGlow
Minimum brightness for glow changes.
EVanishAnim VanishAnim
How the effect should fade out.
float VanishTime
How long it takes for the effect to fade out.
EVisibleAnim VisibleAnim
How the effect's size or fatness offset should change while the effect is visible.
float VisibleTime
How long the effect is visible before it fased out again. (0 means visible until destroyed)

For /PlayerShell

int MaxOffset
int MinOffset
Fatness offset range while visible.

For /PlayerSphere

float EndSize
Final size in Vanishing state with SVANISH_GrowFade.
float MaxSize
float MinSize
Size range while visible.
float StartSize
Start size when fading in and final size in Vanishing state with SVANISH_Shrink and SVANISH_ShrinkFade.

Internal

float AnimTime
float CurGlow
int CurOffset
float CurSize
float FlashTime
float GlowTime
/PickupPlus? Master
PickupPlus managing this effect.

Enums

EFormAnim

Fade-in animations.

SFORM_Instant
Appears instantly. This is basically the same as a FormTime = 0.
SFORM_Grow
Effect grows until it reaches its maximum size after FormTime.
SFORM_LightUp
Effect's glow increases until it reaches MaxGlow after FromTime.
SFORM_GrowLightUp
Effect grows and its glow increases while fading in.

EGlowAnim

How the glow changes over time while the effect is visible.

SGLOW_Steady
No glow changes.
SGLOW_LightUp
Glow increases over time and jumps to MinGlow when it reaches MaxGlow.
SGLOW_Darken
Glow decreases over time and jumps to MaxGlow when it reaches MinGlow.
SGLOW_Blink
Glow fades back and forth between MinGlow and MaxGlow.
SGLOW_Restore
Glow fades to its original value after flashing.

EVanishAnim

Fade-out animations.

SVANISH_Instant
Instantly disappears. This is basically the same as a VanishTime = 0.
SVANISH_Shrink
Effect shrinks until it reaches its start size after VanishTime.
SVANISH_Fade
Effect's glow decreases until it reaches 0 after VanishTime.
SVANISH_ShrinkFade
Effects shrinks and its glow decreases while fading out.
SVANISH_GrowFade
Effects grows to EndSize and its glow decreases while fading out.

EVisibleAnim

How the effect's size changes over time while the effect is visible.

SVIS_None
No size changes.
SVIS_Pulse
Effect's size fades back and forth between MinSize/MinOffset and MaxSize/MaxOffset.
SVIS_Expand
Effect grows over time and jumps to MinSize/MinOffset when it reaches MaxSize/MaxOffset.
SVIS_Collaps
Effect shrinks over time and jumps to MaxSize/MaxOffset when it reaches MinSize/MinOffset.
SVIS_Restore
Effect's size fades to its original value after flashing.

Methods

Inherited From /EIEffects

DestroyMe( )
Destroys the effect if it's not currently visible, otherwise puts it into state Vanishing.

New Methods

SetFlashTime(float NewFlashTime)
Lets the effect 'flash' for the specified duration.
ShowMe( )
Puts the effect into state Forming if it's currently Idle.
UpdateFlash(float DeltaTime)
Updates the FlashTime and makes sure an bOwnerNoSee effect is visible in behind view.

States

Idle

The effect is not visible.

Forming

The effect fades in and then switches to state Visible.

UpdateAppearance( )
Called every tick to update the effect's appearance.

Visible

The effect is visible.

UpdateAppearance( )
Called every tick to update the effect's appearance.

Vanishing

The effect is fading out. It either destroys itself if DestroyMe() was called and otherwise goes into state Idle.

UpdateAppearance( )
Called every tick to update the effect's appearance.

PickupShell

The effect is currently used as a /PickupPlus?' shell effect. This is being used by the Q3Enviro pickup (aka. Battle Suit) in [Quake 3 Tournament] to create the gold halo around the pickup itself.

Known Subclasses

EnhancedItems Subclasses

Direct Subclasses in EnhancedItems-based Mods

  • DeathShell – an invisible PlayerShellEffect used by the Relic of Vengeance from [Enhanced Relics], which spawns skulls behind the player similar to the shadows of the Relic of Speed

Category Class (UT)
Category Custom Class

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