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//============================================================================= // FlameBall. //============================================================================= class FlameBall expands Effects; #exec MESH IMPORT MESH=flameballM ANIVFILE=MODELS\flamba_a.3D DATAFILE=MODELS\flamba_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=flameballM X=0 Y=0 Z=0 YAW=0 #exec MESH SEQUENCE MESH=flameballM SEQ=All STARTFRAME=0 NUMFRAMES=6 #exec MESH SEQUENCE MESH=flameballM SEQ=Explosion STARTFRAME=0 NUMFRAMES=6 #exec TEXTURE IMPORT NAME=Jflameball1 FILE=MODELS\flambal.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=flameballM X=.2 Y=0.2 Z=0.4 YAW=128 #exec MESHMAP SETTEXTURE MESHMAP=flameballM NUM=1 TEXTURE=Jb1exp1 #exec AUDIO IMPORT FILE="Sounds\flak\Explode1.WAV" NAME="Explode1" GROUP="flak" var rotator NormUp; auto state Explode { function Tick( float DeltaTime ) { LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 ); } Begin: PlayAnim( 'Explosion', 1 ); PlaySound (EffectSound1); MakeNoise(1.0); FinishAnim(); Destroy(); } |
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