Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealI.Bubble


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
//=============================================================================
// 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);
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: za 22-4-2006 12:52:32.000 - Creation time: za 22-4-2006 12:53:44.687 - Created with UnCodeX