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//============================================================================= // redeemertrail. //============================================================================= class RedeemerTrail extends Effects; #exec MESH IMPORT MESH=muzzRFF3 ANIVFILE=MODELS\muzzle2_a.3d DATAFILE=MODELS\muzzle2_d.3d X=0 Y=0 Z=0 #exec MESH LODPARAMS MESH=muzzRFF3 MINVERTS=12 STRENGTH=0.7 ZDISP=800.0 #exec MESH ORIGIN MESH=muzzRFF3 X=0 Y=740 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=muzzRFF3 SEQ=All STARTFRAME=0 NUMFRAMES=3 #exec MESHMAP NEW MESHMAP=muzzRFF3 MESH=muzzRFF3 #exec MESHMAP SCALE MESHMAP=muzzRFF3 X=0.04 Y=0.16 Z=0.08 #exec TEXTURE IMPORT NAME=MuzzyFlak FILE=MODELS\flakflash2.PCX GROUP=Skins simulated function PreBeginPlay() { loopanim('all',2.0); } defaultproperties { bTrailerSameRotation=True Physics=PHYS_Trailer RemoteRole=ROLE_None LifeSpan=35.000000 DrawType=DT_Mesh Style=STY_Translucent Sprite=Texture'Botpack.Skins.MuzzyFlak' Texture=Texture'Botpack.Skins.MuzzyFlak' Skin=Texture'Botpack.Skins.MuzzyFlak' Mesh=LodMesh'Botpack.muzzRFF3' DrawScale=0.600000 ScaleGlow=0.700000 bUnlit=True bParticles=True LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=255 LightHue=30 LightRadius=8 Mass=30.000000 } |
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