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//============================================================================= // Plasma. //============================================================================= class Plasma extends Projectile; #exec MESH IMPORT MESH=plasmaM ANIVFILE=MODELS\cros_t_a.3D DATAFILE=MODELS\cros_t_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=plasmaM X=0 Y=-420 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=plasmaM SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=plasmaM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=plasmaM X=0.09 Y=0.15 Z=0.08 #exec OBJ LOAD FILE=Textures\fireeffect1.utx PACKAGE=UnrealShare.Effect1 #exec MESHMAP SETTEXTURE MESHMAP=plasmaM NUM=0 TEXTURE=UnrealShare.Effect1.FireEffect1u #exec MESHMAP SETTEXTURE MESHMAP=plasmaM NUM=1 TEXTURE=UnrealShare.Effect1.FireEffect1t function PostBeginPlay() { Super.PostBeginPlay(); Velocity = Vector(Rotation) * speed; RandSpin(50000); PlaySound(SpawnSound); } simulated function Explode(vector HitLocation, vector HitNormal) { if ( Role == ROLE_Authority ) HurtRadius(Damage,150.0, 'exploded', MomentumTransfer, HitLocation ); Destroy(); } simulated function ProcessTouch (Actor Other, vector HitLocation) { If ( (Other!=Instigator) && Other.IsA('DispersionAmmo') ) Explode(HitLocation, HitLocation); } defaultproperties { speed=1300.000000 Mesh=LodMesh'UnrealShare.plasmaM' bUnlit=True } |
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