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 |
//============================================================================= // Decal support for Unreal by Smirftsch. Partially ported from UT // BoltScorch added for a BoltScorch decal when using DispersionPistol // usage: // if the class uses the explode function (such as Rockets) : add in the selected class // ExplosionDecal=class'Unrealshare.Boltscorch' into the default properties (DispersionAmmo) // otherwise put in a function like HitWall: // if ( Level.NetMode != NM_DedicatedServer ) // Spawn(class'BoltScorch',,,Location, rotator(HitNormal)); //============================================================================= class BoltScorchR expands EnergyImpact; #exec TEXTURE IMPORT NAME=energymarkr1 FILE=Textures\Decals\DPScorchRed1.pcx LODSET=4 #exec TEXTURE IMPORT NAME=energymarkr2 FILE=Textures\Decals\DPScorchRed2.pcx LODSET=4 #exec TEXTURE IMPORT NAME=energymarkr3 FILE=Textures\Decals\DPScorchRed3.pcx LODSET=4 #exec TEXTURE IMPORT NAME=energymarkr4 FILE=Textures\Decals\DPScorchRed4.pcx LODSET=4 simulated function BeginPlay() { local float f; f = FRand(); if (f<0.25) Texture = texture'energymarkr1'; else if (f<0.5) Texture = texture'energymarkr2'; else if (f<0.75) Texture = texture'energymarkr3'; else Texture = texture'energymarkr4'; } defaultproperties { bImportant=False MultiDecalLevel=0 Texture=Texture'UnrealShare.energymarkr1' DrawScale=0.250000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |