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//============================================================================= // DripGenerator. //============================================================================= class DripGenerator extends Decoration; #exec MESH IMPORT MESH=dripMesh ANIVFILE=MODELS\drip_a.3D DATAFILE=MODELS\drip_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=dripMesh X=0 Y=0 Z=-50 YAW=64 #exec MESH SEQUENCE MESH=dripMesh SEQ=All STARTFRAME=0 NUMFRAMES=6 #exec MESH SEQUENCE MESH=dripMesh SEQ=Dripping STARTFRAME=0 NUMFRAMES=6 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=MODELS\misc.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=dripMesh X=0.01 Y=0.01 Z=0.02 #exec MESHMAP SETTEXTURE MESHMAP=dripMesh NUM=0 TEXTURE=Jmisc1 var() float DripPause; // pause between drips var() float DripVariance; // how different each drip is var() Texture DripTexture; auto state Dripping { function Timer() { local drip d; d = Spawn(class'Drip'); d.DrawScale = 0.5+FRand()*DripVariance; d.Skin = DripTexture; } Begin: SetTimer(DripPause+FRand()*DripPause,True); } defaultproperties { DripPause=0.700000 DripVariance=0.500000 DripTexture=Texture'UnrealShare.Skins.Jmisc1' bStatic=False bHidden=True DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.dripMesh' } |
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