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 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 00059 00060 00061 00062 00063 00064 00065 00066 00067 00068 |
//============================================================================= // Wire. //============================================================================= class Wire extends Decoration; #exec MESH IMPORT MESH=WireM ANIVFILE=MODELS\wire_a.3D DATAFILE=MODELS\wire_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WireM X=-10 Y=0 Z=-80 YAW=0 #exec MESH SEQUENCE MESH=WireM SEQ=All STARTFRAME=0 NUMFRAMES=60 #exec MESH SEQUENCE MESH=WireM SEQ=Swing STARTFRAME=0 NUMFRAMES=24 #exec MESH SEQUENCE MESH=WireM SEQ=Still STARTFRAME=24 NUMFRAMES=2 RATE=3 #exec MESH SEQUENCE MESH=WireM SEQ=Still2 STARTFRAME=26 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WireM SEQ=Wiggle STARTFRAME=27 NUMFRAMES=33 #exec TEXTURE IMPORT NAME=JWire1 FILE=MODELS\wire.PCX GROUP="Skins" #exec OBJ LOAD FILE=Textures\fireeffect25.utx PACKAGE=UnrealShare.Effect25 #exec MESHMAP SCALE MESHMAP=WireM X=0.13 Y=0.13 Z=0.26 #exec MESHMAP SETTEXTURE MESHMAP=WireM NUM=1 TEXTURE=JWire1 #exec MESHMAP SETTEXTURE MESHMAP=WireM NUM=0 TEXTURE=UnrealShare.Effect25.FireEffect25 var() enum EWireType { E_WireHittable, E_WireWiggle } WireType; function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { local rotator MyRotation,HitRotation; if (WireType == E_WireHittable && AnimSequence!='Swing') { MyRotation = rotator(momentum); MyRotation.pitch = 0; SetRotation(MyRotation); PlayAnim('Swing',0.35); GoToState('Idle'); } } Auto State Animate { Begin: if (WireType == E_WireWiggle) LoopAnim('Wiggle',0.7); else LoopAnim('Still',FRand()*0.3+0.2); FinishAnim(); GoTo('begin'); } State Idle { Begin: FinishAnim(); PlayAnim('Still',FRand()*0.3+0.2); GoTo('Begin'); } defaultproperties { WireType=E_WireWiggle bStatic=False DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.WireM' CollisionRadius=5.000000 CollisionHeight=60.000000 bCollideActors=True bProjTarget=True } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |