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//============================================================================= // Plasma. //============================================================================= class Plasma expands Projectile; #alwaysexec MESH IMPORT MESH=plasmaM ANIVFILE=MODELS\cros_t_a.3D DATAFILE=MODELS\cros_t_d.3D X=0 Y=0 Z=0 #alwaysexec MESH ORIGIN MESH=plasmaM X=0 Y=-420 Z=0 YAW=-64 #alwaysexec MESH SEQUENCE MESH=plasmaM SEQ=All STARTFRAME=0 NUMFRAMES=1 #alwaysexec MESH SEQUENCE MESH=plasmaM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #alwaysexec MESHMAP SCALE MESHMAP=plasmaM X=0.09 Y=0.15 Z=0.08 #alwaysexec OBJ LOAD FILE=Textures\fireeffect1.utx PACKAGE=UNREALI.Effect1 #alwaysexec MESHMAP SETTEXTURE MESHMAP=plasmaM NUM=0 TEXTURE=Unreali.Effect1.FireEffect1u #alwaysexec MESHMAP SETTEXTURE MESHMAP=plasmaM NUM=1 TEXTURE=Unreali.Effect1.FireEffect1t simulated function PostBeginPlay() { Super.PostBeginPlay(); Velocity = Vector(Rotation) * speed; RandSpin(50000); PlaySound(SpawnSound); } function Explode(vector HitLocation, vector HitNormal) { HurtRadius(Damage,150.0, 'exploded', MomentumTransfer, HitLocation ); Destroy(); } function ProcessTouch (Actor Other, vector HitLocation) { If ( (Other!=Instigator) && Other.IsA('DispersionAmmo') ) Explode(HitLocation, HitLocation); } |
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