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Unreal Development Kit Game Design Cookbook

You're reading from   Unreal Development Kit Game Design Cookbook Over 100 recipes to accelerate the process of learning game design with UDK book and ebook.

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Product type Paperback
Published in Feb 2012
Publisher Packt
ISBN-13 9781849691802
Length 544 pages
Edition 1st Edition
Tools
Concepts
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Author (1):
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Thomas Mooney Thomas Mooney
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Thomas Mooney
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Table of Contents (17) Chapters Close

Unreal Development Kit Game Design Cookbook
Credits
About the Authors
About the Reviewers
www.PacktPub.com
Preface
1. Heads Up—UDK Interface Essentials 2. Notes From an Unreal World—Constructing Game World Elements FREE CHAPTER 3. It Lives!—Character Setup and Animation 4. Got Your Wires Crossed?—Visual Scripting of Gameplay in Kismet 5. It Is Your Destiny!—Scripting Complex Gameplay Flow in Kismet 6. Under The Hood—Configuration and Handy Tweaks for UDK 7. Hi, I'm Eye Candy!—Ways to Create and Use Particle Effects 8. Then There Was Light!—Manipulating Level Light and Shadows 9. The Devil Is In The Details!—Making the Most of Materials 10. The Way Of The Flash UI—Scaleform, CLIK, and Flash Interfaces Index

Adding one particle's movement to another


Event modules allow multiple particle systems within an Emitter to reference each other. For example, if you have a rocket particle dying, its location would be hard to predict, but it can send a notify about its pending death to another particle system, an explosion effect, which will then spawn at that point where the rocket particle died.

How to do it...

Setting up the base particle:

  1. Open the particle system PacktFX.Cascade.ParticleEventStart from the PacktFX package.

  2. Select the Particle Emitter label which includes the on/off checkbox and with this highlighted bright orange, look into the main properties, and change the Emitter Name there to Circles.

  3. Under the label, in the Required module, the Material should be set to Envy_Effects.Energy.Materials.M_EFX_Energy_Loop_Mesh, which you can see in the next screenshot. Base parameters have already been set. Proceed on to the Spawn module.

  4. Let's generate particles in discrete bursts rather than continually...
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