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//============================================================================= // CannonBolt. //============================================================================= class CannonBolt extends KraalBolt; #exec MESH IMPORT MESH=bolt1 ANIVFILE=MODELS\bolt1_a.3D DATAFILE=MODELS\bolt1_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=bolt1 X=0 Y=0 Z=-0 YAW=64 #exec MESH SEQUENCE MESH=bolt1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=bolt1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=..\unrealshare\MODELS\misc.PCX #exec MESHMAP SCALE MESHMAP=bolt1 X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=bolt1 NUM=1 TEXTURE=Jmisc1 function BlowUp(vector HitLocation) { HurtRadius(Damage,200.0, 'exploded', MomentumTransfer, HitLocation ); PlaySound(ImpactSound); } simulated function Explode(vector HitLocation, vector HitNormal) { local SpriteSmokePuff s; if ( Level.NetMode != NM_DedicatedServer ) { s = spawn(class'SpriteSmokePuff',,,HitLocation); s.RemoteRole = ROLE_None; } BlowUp(HitLocation); destroy(); } defaultproperties { speed=2000.000000 MaxSpeed=2000.000000 Damage=60.000000 Mesh=LodMesh'UnrealShare.bolt1' } |
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