55 lines
1.4 KiB
Ucode
55 lines
1.4 KiB
Ucode
/**
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class NxTornadoForceField extends NxForceField
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native(ForceField)
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abstract;
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/** Strength of the force applied by this actor.*/
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var() interp float RadialStrength;
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/** Rotational strength of the force applied around the cylinder axis.*/
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var() interp float RotationalStrength;
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/** Strength of the force applied along the cylinder axis */
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var() interp float LiftStrength;
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/** Radius of influence of the force at the bottom of the cylinder. */
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var() interp float ForceRadius;
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/** Radius of the force field at the top */
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var() interp float ForceTopRadius;
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/** Lift falloff height, 0-1, lift starts to fall off in a linear way above this height */
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var() interp float LiftFalloffHeight;
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/** Velocity above which the radial force is ignored. */
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var() interp float EscapeVelocity;
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/** Height of force cylinder */
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var() interp float ForceHeight;
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/** Offset from the actor base to the center of the force field */
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var() interp float HeightOffset;
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/** */
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var() bool BSpecialRadialForceMode;
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/** custom force field kernel */
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var const native transient pointer Kernel{class NxForceFieldKernelTornado};
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cpptext
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{
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virtual void DefineForceFunction(FPointer ForceFieldDesc);
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virtual void InitRBPhys();
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virtual void TermRBPhys(FRBPhysScene* Scene);
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}
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defaultproperties
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{
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ForceRadius=200.0
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}
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