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//============================================================================= // QueenShield. //============================================================================= class QueenShield extends Effects; #exec MESH IMPORT MESH=Spot ANIVFILE=MODELS\spot_a.3D DATAFILE=MODELS\spot_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Spot X=0 Y=0 Z=0 PITCH=-64 #exec MESH SEQUENCE MESH=Spot SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=Spot SEQ=Explo STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP SCALE MESHMAP=Spot X=0.3 Y=0.3 Z=0.6 #exec OBJ LOAD FILE=textures\stshield.utx PACKAGE=UNREALI.STEffect #exec MESHMAP SETTEXTURE MESHMAP=Spot NUM=1 TEXTURE=Unreali.STEffect.STShield #exec TEXTURE IMPORT NAME=ExplosionPal3 FILE=..\UnrealShare\textures\expal2.pcx GROUP=Effects function touch( Actor Other ) { if ( !Other.IsA('Projectile') && (Other != Instigator) ) Destroy(); } defaultproperties { bNetTemporary=False LifeSpan=5.000000 DrawType=DT_Mesh Skin=Texture'UnrealShare.Effects.ExplosionPal3' Mesh=LodMesh'UnrealI.spot' bUnlit=True CollisionRadius=80.000000 CollisionHeight=80.000000 bCollideActors=True bProjTarget=True LightType=LT_TexturePaletteOnce LightEffect=LE_NonIncidence } |
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