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//============================================================================= // Arc. //============================================================================= class Arc expands Projectile; var() texture SpriteAnim[8]; #exec TEXTURE IMPORT NAME=Arc1 FILE=MODELS\proa1.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc2 FILE=MODELS\proa2.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc3 FILE=MODELS\proa3.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc4 FILE=MODELS\proa4.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc5 FILE=MODELS\proa5.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc6 FILE=MODELS\proa6.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc7 FILE=MODELS\proa7.pcx GROUP=Effects #exec TEXTURE IMPORT NAME=Arc8 FILE=MODELS\proa8.pcx GROUP=Effects #exec MESH IMPORT MESH=arcM ANIVFILE=MODELS\cros_s_a.3D DATAFILE=MODELS\cros_s_d.3D X=0 Y=0 Z=0 ZEROTEX=1 #exec MESH ORIGIN MESH=arcM X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=arcM SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=arcM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=arcM X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=arcM NUM=0 TEXTURE=Arc1 var int i; var vector X,Y,Z; function PreBeginPlay() { Super.PreBeginPlay(); i=0; GetAxes(Instigator.ViewRotation,X,Y,Z); Velocity = VSize(Instigator.Velocity)*X + Vector(Rotation) * speed; } function Tick(float DeltaTime) { Skin = SpriteAnim[i]; i++; if (i==8) i=0; } simulated function HitWall( vector HitNormal, actor Wall ) { Destroy(); } |
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