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//============================================================================= // BallExplosion. //============================================================================= class BallExplosion extends Effects; #exec MESH IMPORT MESH=b1exp ANIVFILE=MODELS\b1exp_a.3D DATAFILE=MODELS\b1exp_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=b1exp X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=b1exp SEQ=All STARTFRAME=0 NUMFRAMES=11 #exec MESH SEQUENCE MESH=b1exp SEQ=Explo STARTFRAME=0 NUMFRAMES=11 #exec MESHMAP SCALE MESHMAP=b1exp X=0.3 Y=0.3 Z=0.6 YAW=128 #exec OBJ LOAD FILE=Textures\fireeffect6.utx PACKAGE=UnrealShare.Effect6 #exec MESHMAP SETTEXTURE MESHMAP=b1exp NUM=1 TEXTURE=UnrealShare.Effect6.FireEffect6 #exec AUDIO IMPORT FILE="Sounds\flak\expl2.wav" NAME="expl2" GROUP="flak" simulated function Tick( float DeltaTime ) { if ( Level.NetMode != NM_DedicatedServer ) LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 ); } simulated function PostBeginPlay() { PlayAnim ( 'Explo', 0.6 ); MakeSound(); Super.PostBeginPlay(); } function MakeSound() { PlaySound (EffectSound1); MakeNoise ( 1.0 ); } simulated function AnimEnd() { Destroy(); } defaultproperties { EffectSound1=Sound'UnrealShare.flak.expl2' RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.b1exp' AmbientGlow=159 LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=192 LightHue=29 LightSaturation=177 LightRadius=9 } |
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