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UnrealShare.Shield


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//=============================================================================
// Shield.
//=============================================================================
class Shield extends Effects;

#exec MESH IMPORT MESH=ShieldEffect ANIVFILE=MODELS\shield_a.3D DATAFILE=MODELS\shield_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=ShieldEffect X=0 Y=780 Z=0 YAW=-64 ROLL=128
#exec MESH SEQUENCE MESH=ShieldEffect SEQ=All  STARTFRAME=0  NUMFRAMES=25
#exec MESH SEQUENCE MESH=ShieldEffect  SEQ=Burst  STARTFRAME=0  NUMFRAMES=25
//#exec TEXTURE IMPORT NAME=Ashield1 FILE=MODELS\shield.PCX GROUP="Skins"
#exec MESHMAP SCALE MESHMAP=ShieldEffect X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=ShieldEffect NUM=1 TEXTURE=DefaultTexture

auto state Explode
{
    function Tick( float DeltaTime )
    {
        LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 );
        SetLocation(Owner.Location);
    }
Begin:
    PlayAnim( 'Burst', 1.5 );
    PlaySound (EffectSound1);
    MakeNoise(1.0);
    FinishAnim();
    Destroy();
}

defaultproperties
{
     bNetTemporary=False
     DrawType=DT_Mesh
     Mesh=LodMesh'UnrealShare.ShieldEffect'
     AmbientGlow=128
     bUnlit=True
     LightType=LT_Steady
     LightBrightness=114
     LightHue=147
     LightSaturation=182
     LightRadius=12
}

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Class file time: za 22-4-2006 12:48:02.000 - Creation time: za 22-4-2006 12:49:38.593 - Created with UnCodeX