| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||
| 00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 |
//============================================================================= // CannonBolt. //============================================================================= class CannonBolt expands KraalBolt; #exec MESH IMPORT MESH=bolt1 ANIVFILE=MODELS\bolt1_a.3D DATAFILE=MODELS\bolt1_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bolt1 X=0 Y=0 Z=-0 YAW=64 #exec MESH SEQUENCE MESH=bolt1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bolt1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=MODELS\misc.PCX #exec MESHMAP SCALE MESHMAP=bolt1 X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=bolt1 NUM=1 TEXTURE=Jmisc1 function Explode(vector HitLocation, vector HitNormal) { PlaySound(ImpactSound); HurtRadius(Damage,200.0, 'exploded', MomentumTransfer, HitLocation ); spawn(class'SpriteSmokePuff',,,HitLocation); destroy(); } |
| Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
| previous class next class | frames no frames | |||||