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class TsActionSpawnEmitter extends TsAction; var() MojoKeyframe spawnLocation "The location at which the emitter will appear (not necessary for attach to bone)"; var() bool bUseRotation "If false, the rotation value in 'spawnLocation' is ignored"; var() class<Emitter> emitterType "The type of emitter to spawn"; var() Name bone "Attach to the track owner's bone"; var() Vector relativeLocation "The relative location for the emitter when attaching to a bone"; var() Rotator relativeRotation "The relative rotation for the emitter when attaching to a bone"; var() float duration "Length of time before the emitter is destroyed (0 to ignore)"; var float time; var transient Actor emitter; function bool OnStart() { // spawn emitter if (emitterType != None) { if (bUseRotation) emitter = Actor.spawn(emitterType,,,spawnLocation.position,spawnLocation.rotation); else emitter = Actor.spawn(emitterType,,,spawnLocation.position); } if (bone != '') { Actor.AttachToBone(emitter, bone); emitter.SetRelativeLocation(relativeLocation); emitter.SetRelativeRotation(relativeRotation); } time = 0; return true; } function bool OnTick(float delta) { if (duration == 0 || emitter == None) return false; time += delta; if (time >= duration) { if (!emitter.bDeleteMe) { emitter.Destroy(); emitter = None; } return false; } return true; } event bool SetDuration(float _duration) { duration = _duration; return true; } event float GetDuration() { return Duration; } defaultproperties { DName ="Spawn Emitter" Track ="Particles" Help ="Spawn an emitter at the given location" UsesDuration =true } |
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