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//============================================================================= // ForceFieldProj. //============================================================================= class ForceFieldProj expands Projectile; #exec AUDIO IMPORT FILE="Sounds\Pickups\FFIELDl2.WAV" NAME="ffieldl2" GROUP="Pickups" #exec MESH IMPORT MESH=ForceFieldM ANIVFILE=MODELS\forcef_a.3D DATAFILE=MODELS\forcef_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ForceFieldM X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=ForceFieldM SEQ=All STARTFRAME=0 NUMFRAMES=19 #exec MESH SEQUENCE MESH=ForceFieldM SEQ=Grow STARTFRAME=0 NUMFRAMES=10 #exec MESH SEQUENCE MESH=ForceFieldM SEQ=Spin STARTFRAME=10 NUMFRAMES=9 #exec OBJ LOAD FILE=Textures\fireeffect10.utx PACKAGE=UNREALI.Effect10 #exec MESHMAP SCALE MESHMAP=ForceFieldM X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=ForceFieldM NUM=1 TEXTURE=Unreali.Effect10.FireEffect10 var int Charge; simulated function PostBeginPlay() { Super.PostBeginPlay(); PlaySound(SpawnSound); SetCollision(True,True,True); PlayAnim('Grow',0.2); if (Charge<0) Charge = 10; } Auto State Activated { function Touch(Actor Other) { PlaySound(ImpactSound); } Begin: FinishAnim(); Sleep(Charge/10); TweenAnim('All',0.5); FinishAnim(); Destroy(); } |
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