Well, while I had nothing to do in my work yesterday, so I just openned Notepad and came up with an idea: a triggerable corona.
What it does? You can trigger it to turn it on/off, with 3 types of triggering (trigger control, pound and toggle, for now). It has a 4th option to loop an effect, like blinking, and the turn on/off trasition can be done by an instant way, or a timed smooth way.
However, this isn't a dynamic corona, this is just a normal corona for mapping only that can be triggered or looping some effects.
In this package are the TrigCorona.u (the corona itself) and a test map to see for yourself how it works and what you can do with it. The triggered corona is in: Light > TrigCorona.
http://files.filefront.com/TrigCoronara ... einfo.html
Report bugs and tell me what you wanted to see enhanced or added in the future, in the case you find this usefull or/and interesting somehow.
Note: I didn't test it online, so I don't know if it works online.
Trigerable Corona - v1.0
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- Feralidragon
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Subject: Trigerable Corona - v1.0
Post Posted: 11 Oct 2008, 18:26
- TheIronKnuckle
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- Feralidragon
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Subject:
Post Posted: 13 Oct 2008, 11:28
TheIronKnuckle wrote:this is nice!
Thanks, but it seems not very usefull to anyone at the moment LOL
- ividyon
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Subject:
Post Posted: 13 Oct 2008, 12:53
While I do not have any use for it at the moment, a triggerable corona is a nice thing to have in combination with TriggerLights, where the corona does not hide even if you trigger the corresponding light off. So nice work!
You might consider bringing the TriggerLight and the TrigCorona together in one actor, though.
You might consider bringing the TriggerLight and the TrigCorona together in one actor, though.
- Feralidragon
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Subject:
Post Posted: 13 Oct 2008, 13:23
It already has that feature included
In the properties, just set bAffectLight to True. just check my tunnel of light in the included test map.
In the properties, just set bAffectLight to True. just check my tunnel of light in the included test map.
- Wail
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Subject:
Post Posted: 25 Oct 2008, 18:12
Cool! Definitely going to use this.
Just to spark some ideas, a corona that works like in UE2, with a configurable max and minimum size (and, optionally, rotation as you move closer, and rotation rate properties) would be amazingly useful.
Just to spark some ideas, a corona that works like in UE2, with a configurable max and minimum size (and, optionally, rotation as you move closer, and rotation rate properties) would be amazingly useful.
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- ElectricIce
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- Feralidragon
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Subject:
Post Posted: 28 Oct 2008, 10:20
Wail wrote:Just to spark some ideas, a corona that works like in UE2, with a configurable max and minimum size (and, optionally, rotation as you move closer, and rotation rate properties) would be amazingly useful.
Well, my corona is only UScript side, and it only makes the old corona system that came with the engine more usefull and tweakable, with triggers and constant effects. So rotation isn't possible.
- Tarydax
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Subject: Re: Trigerable Corona - v1.0
Post Posted: 03 Feb 2013, 19:07
Sorry for bumping a 5 year old thread, but does anyone still have this? The filefront link is down. Being able to actually trigger coronas instead of having to rely on invisible movers would be a lot more convenient.
- Delacroix
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Subject: Re: Trigerable Corona - v1.0
Post Posted: 16 Feb 2013, 19:00
Mirror:
https://dl.dropbox.com/u/73582626/TrigCorona.zip
http://unrealtexture.com/Hosted/Leo_T_C ... Corona.zip
https://dl.dropbox.com/u/73582626/TrigCorona.zip
http://unrealtexture.com/Hosted/Leo_T_C ... Corona.zip
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- Tarydax
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