Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 |
class STR_minigun_flash extends Emitter; defaultproperties { Begin Object Class=MeshEmitter Name=STR_minigun_flash StaticMesh=StaticMesh'XEffects.MinigunFlashMesh' UseParticleColor=Wahr UseColorScale=Wahr FadeOut=Wahr ResetAfterChange=Wahr RespawnDeadParticles=Falsch AutoDestroy=Wahr UniformMeshScale=Falsch SpinParticles=Wahr AutomaticInitialSpawning=Falsch ColorScale(0)=(RelativeTime=0.200000,Color=(B=64,G=174,R=255)) Opacity=0.300000 FadeOutFactor=(W=6.000000,X=6.000000,Y=6.000000,Z=6.000000) CoordinateSystem=PTCS_Relative MaxParticles=32 DetailMode=DM_SuperHigh MeshSpawning=PTMS_Random UseRotationFrom=PTRS_Actor SpinsPerSecondRange=(Z=(Min=2.000000,Max=3.000000)) StartSizeRange=(X=(Min=0.200000,Max=0.500000),Y=(Min=0.200000,Max=0.500000),Z=(Min=0.200000,Max=0.500000)) UseSkeletalLocationAs=PTSU_Location InitialParticlesPerSecond=8.000000 DrawStyle=PTDS_Brighten StartVelocityRange=(X=(Min=-6.000000,Max=6.000000)) End Object Emitters(0)=MeshEmitter'StreamlineFX.STR_minigun_flash.STR_minigun_flash' bNoDelete=Falsch bHardAttach=Wahr bDirectional=Wahr } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |