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 00025 00026 00027 |
//============================================================================= // QueenShield. //============================================================================= class QueenShield expands Effects; #exec MESH IMPORT MESH=Spot ANIVFILE=MODELS\spot_a.3D DATAFILE=MODELS\spot_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Spot X=0 Y=0 Z=0 PITCH=-64 #exec MESH SEQUENCE MESH=Spot SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=Spot SEQ=Explo STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP SCALE MESHMAP=Spot X=0.3 Y=0.3 Z=0.6 #exec OBJ LOAD FILE=textures\stshield.utx PACKAGE=UNREALI.STEffect #exec MESHMAP SETTEXTURE MESHMAP=Spot NUM=1 TEXTURE=Unreali.STEffect.STShield #exec TEXTURE IMPORT NAME=ExplosionPal3 FILE=textures\expal2.pcx GROUP=Effects function PostBeginPlay() { //PlayAnim ( 'Explo', 0.5 ); Super.PostBeginPlay(); } function touch( Actor Other ) { if ( !Other.IsA('Projectile') && (Other != Instigator) ) Destroy(); } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |