An emitter is spawned while rotated, and I want to make an emitter class that would reset itself back to no rotation as soon as possible. So I made this small class:
But, apparently, it doesn't work, as the spawned emitter is still rotated (or at least spawns particles in a rotated manner). The place that this emitter is spawned is this:Code:class UT2003TransDeres extends TransDeRes; simulated event PostBeginPlay() { SetRotation(rot(0,0,0)); //GEm: Doesn't work? Super.PostBeginPlay(); } defaultproperties { }
Any idea why resetting it like that doesn't work?Code:function DoTranslocateOut(Vector PrevLocation) { if ( (PlayerReplicationInfo == None) || (PlayerReplicationInfo.Team == None) || (PlayerReplicationInfo.Team.TeamIndex == 0) ) Spawn(TransOutEffect[0], self,, PrevLocation, rotator(Location - PrevLocation)); else Spawn(TransOutEffect[1], self,, PrevLocation, rotator(Location - PrevLocation)); }



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