The ActorSpout entity is similar to the Spout entity, except that it uses the Actor Spray effect rather than the Spray effect.
The fields for the ActorSpout entity are:
Field | Description |
---|---|
AllMaterial | if true apply environment mapping to all material |
Alpha | The initial alpha value of the actor. |
AlphaRate | The amount per second to decrease the actor alpha. |
AmbientColor | The ambient color of the actor lighting. |
AmbientLightFromFloor | Calculate ambient lighting from floor color instead of using AmbientColor |
BaseName | base name of sequence of actors to use as particles |
BaseRotation | initial rotation of actors |
FillColor | fill color of actor lighting |
Gravity | true or false to signify if actors are subject to gravity |
MaxRotationSpeed | maximum rotation speed of actors |
MinRotationSpeed | minimum rotation speed of actors |
NumActors | number of actors in sequence |
Style | style of using actors |
Angles | |
BoneName | |
Bounce | |
DestVariance | |
EntityName | |
MaxPauseTime | |
MinPauseTime | |
MaxScale | |
MinScale | |
MaxSpeed | the rest of these are the same as the Spout entity |
MinSpeed | |
MaxUnitLife | |
MinUnitLife | |
Model | |
ParticleCreateRate | |
SourceVariance | |
szEntityName | |
TotalLife | |
TriggerName | |
Solid | if true then actor particles are solid and can be interacted with |
EnvironmentMapping | if true use environment mapping on actor material |
PercentMapping | percentage of mapping to apply to material (0 to 100) |
PercentMaterial | percentage of material to use while mapping (0 to 100) |
The sequence of actors used is similar to the bitmaps in the FlipBook. If you have 3 actors in the sequence then they must be named name0.act, name1.act and name2.act. The BaseName used would be name.
The Style can be 0, 1 or 2. A style of 0 uses the actors in increasing order (starting at 0 and going up) and wraps around to 0 at the end. A style of 1 starts in increasing order and switches to decreasing at the end, then increasing again at the beginning. A style of 2 uses them in random order.
The BaseRotation is the initial rotation assigned to all the actors when they are created in the spray. It is in degrees.
If MinRotationSpeed and MaxRotationSpeed are not zero in all axis then a speed will be randomly chosen for each axis in this range. The actor will rotate at that speed during its life. The speed is in degrees per second.
If EnvironmentMapping is set to true and AllMaterial is false then only those actor materials whose name starts with env_ will have environment mapping applied to them.