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//============================================================================= // SpikeExplosion. //============================================================================= class SpikeExplosion expands Effects; #exec MESH IMPORT MESH=SpikeExp ANIVFILE=MODELS\exp1_a.3D DATAFILE=MODELS\Exp1_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SpikeExp X=0 Y=0 Z=-260 YAW=-64 #exec MESH SEQUENCE MESH=SpikeExp SEQ=All STARTFRAME=0 NUMFRAMES=7 #exec MESH SEQUENCE MESH=SpikeExp SEQ=Explo STARTFRAME=0 NUMFRAMES=7 #exec MESHMAP SCALE MESHMAP=SpikeExp X=0.03 Y=0.03 Z=0.06 #exec OBJ LOAD FILE=Textures\fireeffect15.utx PACKAGE=UNREALI.Effect15 #exec MESHMAP SETTEXTURE MESHMAP=SpikeExp NUM=1 TEXTURE=Unreali.Effect15.FireEffect15 auto state Exploding { function Tick( float DeltaTime ) { LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 ); } Begin: PlayAnim ( 'Explo', 0.9 ); PlaySound (EffectSound1); MakeNoise ( 1.0 ); FinishAnim(); Destroy (); } |
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