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//============================================================================= // Bubble. //============================================================================= class Bubble expands Effects; #exec MESH IMPORT MESH=SBubbles ANIVFILE=MODELS\SRocket_a.3D DATAFILE=MODELS\SRocket_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SBubbles X=0 Y=0 Z=0 YAW=0 ROLL=0 PITCH=0 #exec MESH SEQUENCE MESH=SBubbles SEQ=All STARTFRAME=0 NUMFRAMES=16 #exec MESH SEQUENCE MESH=SBubbles SEQ=Ignite STARTFRAME=0 NUMFRAMES=3 #exec MESH SEQUENCE MESH=SBubbles SEQ=Flying STARTFRAME=3 NUMFRAMES=13 #exec TEXTURE IMPORT NAME=S_Bubble1 FILE=MODELS\Bubble1.PCX #exec TEXTURE IMPORT NAME=S_Bubble2 FILE=MODELS\Bubble2.PCX #exec TEXTURE IMPORT NAME=S_Bubble3 FILE=MODELS\Bubble3.PCX #exec MESHMAP SCALE MESHMAP=SBubbles X=0.3 Y=0.3 Z=0.4 simulated function ZoneChange( ZoneInfo NewZone ) { if ( !NewZone.bWaterZone && (Role == ROLE_Authority) ) { Destroy(); PlaySound (EffectSound1); } } simulated function BeginPlay() { Super.BeginPlay(); PlaySound(EffectSound2); //Spawned Sound LifeSpan = 3 + 4 * FRand(); if (FRand()<0.3) Texture = texture'S_Bubble2'; else if (FRand()<0.3) Texture = texture'S_Bubble3'; LoopAnim('Flying',0.6); } |
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