78 lines
1.9 KiB
Ucode
78 lines
1.9 KiB
Ucode
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/**
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* KActor used for spawning "effect" type of physics objects. (e.g. gun magazines)
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* This will nice "fade to nothing when it is dying.
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*
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*
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* So in PhysX2 when we use smallish collision on objects we will get tunneling and that will cause the
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* object to either fall directly through the ground or bounce a little bit and then fall through the ground.
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*
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* CCD currently is slow, has some bugs, and is a global setting (as opposed to compartment)
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*
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* So for physx2 you need to make a larger than correct box/shape and that should stop these RigidBodyies from falling through
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* the world.
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*
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* One way to do that is with the "Set Collision from Builder Brush" functionality. Make a builder brush around the object and use that for
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* the collision!
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*
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class GameKActorSpawnableEffect extends KActor
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notplaceable;
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// don't do normal KActor init
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simulated event PostBeginPlay()
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{
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SetTimer(FMax(0.01,LifeSpan-1.1), false, 'StartScalingDown');
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}
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simulated event FellOutOfWorld( class<DamageType> dmgType )
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{
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Destroy();
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}
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simulated function StartScalingDown()
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{
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GotoState('ScalingDown');
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}
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simulated state ScalingDown
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{
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simulated event Tick( float DeltaTime )
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{
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Super.Tick( DeltaTime );
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// if we are close to the end of our life start scaling to zero
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if( LifeSpan < 1.0f )
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{
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SetDrawScale( LifeSpan );
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}
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}
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}
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defaultproperties
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{
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Begin Object Name=MyLightEnvironment
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bCastShadows=FALSE
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bEnabled=TRUE
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bDynamic=TRUE
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End Object
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Begin Object Name=StaticMeshComponent0
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CastShadow=FALSE
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BlockActors=FALSE
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bAcceptsStaticDecals=FALSE
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bAcceptsDynamicDecals=FALSE
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End Object
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bNoDelete=FALSE
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RemoteRole=ROLE_None
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bBlocksNavigation=FALSE
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bCollideWorld=FALSE
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bCollideActors=FALSE
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bBlockActors=FALSE
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bNoEncroachCheck=TRUE
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LifeSpan=30.0f
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}
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