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 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 |
//============================================================================= // Bubble. //============================================================================= class Bubble extends Effects; #exec MESH IMPORT MESH=SBubbles ANIVFILE=MODELS\SRocket_a.3D DATAFILE=MODELS\SRocket_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SBubbles X=0 Y=0 Z=0 YAW=0 ROLL=0 PITCH=0 #exec MESH SEQUENCE MESH=SBubbles SEQ=All STARTFRAME=0 NUMFRAMES=16 #exec MESH SEQUENCE MESH=SBubbles SEQ=Ignite STARTFRAME=0 NUMFRAMES=3 #exec MESH SEQUENCE MESH=SBubbles SEQ=Flying STARTFRAME=3 NUMFRAMES=13 #exec TEXTURE IMPORT NAME=S_Bubble1 FILE=MODELS\Bubble1.PCX #exec TEXTURE IMPORT NAME=S_Bubble2 FILE=MODELS\Bubble2.PCX #exec TEXTURE IMPORT NAME=S_Bubble3 FILE=MODELS\Bubble3.PCX #exec MESHMAP SCALE MESHMAP=SBubbles X=0.3 Y=0.3 Z=0.4 simulated function ZoneChange( ZoneInfo NewZone ) { if ( !NewZone.bWaterZone ) { Destroy(); PlaySound (EffectSound1); } } simulated function BeginPlay() { Super.BeginPlay(); if ( Level.NetMode != NM_DedicatedServer ) { PlaySound(EffectSound2); //Spawned Sound LifeSpan = 3 + 4 * FRand(); if (FRand()<0.3) Texture = texture'S_Bubble2'; else if (FRand()<0.3) Texture = texture'S_Bubble3'; LoopAnim('Flying',0.6); } } defaultproperties { bNetOptional=True Physics=PHYS_Falling RemoteRole=ROLE_SimulatedProxy LifeSpan=2.000000 DrawType=DT_Mesh Style=STY_Translucent Texture=Texture'UnrealShare.S_bubble1' Mesh=LodMesh'UnrealShare.SBubbles' DrawScale=0.200000 bUnlit=True bParticles=True Mass=3.000000 Buoyancy=5.000000 } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |