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//============================================================================= // TentacleProjectile. //============================================================================= class TentacleProjectile extends Projectile; #exec MESH IMPORT MESH=TentProjectile ANIVFILE=MODELS\Tproj_a.3D DATAFILE=MODELS\Tproj_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=TentProjectile X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=TentProjectile SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JTentacle1 FILE=MODELS\Tentacle.PCX GROUP="Skins" #exec MESHMAP SCALE MESHMAP=TentProjectile X=0.02 Y=0.02 Z=0.04 #exec MESHMAP SETTEXTURE MESHMAP=TentProjectile NUM=1 TEXTURE=JTentacle1 #exec AUDIO IMPORT FILE="Sounds\tentacle\tensht1.WAV" NAME="TentSpawn" GROUP="Tentacle" #exec AUDIO IMPORT FILE="Sounds\tentacle\tenimp2.WAV" NAME="TentImpact" GROUP="Tentacle" auto state Flying { simulated function ProcessTouch (Actor Other, Vector HitLocation) { local vector momentum; if ((Tentacle(Other) == None) && (TentacleProjectile(Other) == None)) { if ( Role == ROLE_Authority ) { momentum = 10000.0 * Normal(Velocity); Other.TakeDamage(Damage, instigator, HitLocation, momentum, 'stung'); } Destroy(); } } simulated function Explode(vector HitLocation, vector HitNormal) { local SmallSpark2 s; PlaySound(ImpactSound); MakeNoise(1.0); s = spawn(class'SmallSpark2',,,HitLocation+HitNormal*5,rotator(HitNormal*2+VRand())); s.RemoteRole = ROLE_None; destroy(); } function BeginState() { Velocity = Vector(Rotation) * speed; PlaySound(SpawnSound); } Begin: Sleep(7.0); //self destruct after 7.0 seconds Explode(Location, vect(0,0,0)); } defaultproperties { speed=800.000000 MaxSpeed=800.000000 Damage=12.000000 SpawnSound=Sound'UnrealShare.Tentacle.TentSpawn' ImpactSound=Sound'UnrealShare.Tentacle.TentImpact' RemoteRole=ROLE_SimulatedProxy LifeSpan=15.000000 AnimRate=1.000000 Mesh=LodMesh'UnrealShare.TentProjectile' AmbientGlow=255 bUnlit=True Mass=2.000000 } |
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