/** * Copyright 1998-2013 Epic Games, Inc. All Rights Reserved. */ class NxRadialForceField extends NxForceField native(ForceField) placeable; /** Used to preview the radius of the force. */ var DrawSphereComponent RenderComponent; /** Strength of the force applied by this actor. Positive forces are applied outwards. */ var() interp float ForceStrength; /** Radius of influence of the force. */ var() interp float ForceRadius; /** Way in which the force falls off as objects are further away from the location. */ var() PrimitiveComponent.ERadialImpulseFalloff ForceFalloff; /** linear force field kernel */ var const native transient pointer LinearKernel{class UserForceFieldLinearKernel}; cpptext { virtual void InitRBPhys(); virtual void TermRBPhys(FRBPhysScene* Scene); virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent); virtual void TickSpecial(FLOAT DeltaSeconds); #if WITH_EDITOR virtual void EditorApplyScale(const FVector& DeltaScale, const FMatrix& ScaleMatrix, const FVector* PivotLocation, UBOOL bAltDown, UBOOL bShiftDown, UBOOL bCtrlDown); #endif virtual void DefineForceFunction(FPointer ForceFieldDesc); virtual FPointer DefineForceFieldShapeDesc(); } defaultproperties { Begin Object Class=DrawSphereComponent Name=DrawSphere0 SphereColor=(R=64,G=70,B=255,A=255) SphereRadius=200.0 End Object RenderComponent=DrawSphere0 Components.Add(DrawSphere0) Begin Object Class=SpriteComponent Name=Sprite Sprite=Texture2D'EditorResources.S_RadForce' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False SpriteCategoryName="Physics" End Object Components.Add(Sprite) TickGroup=TG_PreAsyncWork ForceStrength=10.0 ForceRadius=200.0 ForceFalloff=RIF_Constant RemoteRole=ROLE_SimulatedProxy bNoDelete=true bAlwaysRelevant=true NetUpdateFrequency=0.1 bOnlyDirtyReplication=true }