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//============================================================================= // FatRing. //============================================================================= class FatRing extends Effects; #exec MESH IMPORT MESH=FatRingM ANIVFILE=MODELS\Ring_a.3D DATAFILE=MODELS\Ring_d.3D LODSTYLE=8 #exec MESH ORIGIN MESH=FatRingM X=0 Y=0 Z=0 PITCH=64 #exec MESH SEQUENCE MESH=FatRingM SEQ=All STARTFRAME=0 NUMFRAMES=16 #exec MESH SEQUENCE MESH=FatRingM SEQ=Explosion STARTFRAME=0 NUMFRAMES=11 #exec MESH SEQUENCE MESH=FatRingM SEQ=SmallExp STARTFRAME=11 NUMFRAMES=5 #exec OBJ LOAD FILE=Textures\fireeffect5.utx PACKAGE=UnrealShare.Effect5 #exec MESHMAP SCALE MESHMAP=FatRingM X=0.5 Y=0.5 Z=1.0 #exec MESHMAP SETTEXTURE MESHMAP=FatRingM NUM=1 TEXTURE=UnrealShare.Effect5.FireEffect5 #exec AUDIO IMPORT FILE="Sounds\general\Explo4a.WAV" NAME="FatRingSound" GROUP="General" simulated function Timer() { if (LightBrightness>60) LightBrightness-=60; } simulated function PostBeginPlay() { Super.PostBeginPlay(); if ( Level.NetMode != NM_DedicatedServer ) { SetTimer(0.1,True); PlayAnim ( 'Explosion', 1 ); PlaySound (EffectSound1,,3.0); } MakeNoise ( 1.0 ); } simulated function AnimEnd() { Destroy(); } defaultproperties { EffectSound1=Sound'UnrealShare.General.FatRingSound' RemoteRole=ROLE_SimulatedProxy LifeSpan=4.000000 DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.FatRingM' AmbientGlow=97 LightType=LT_Steady LightBrightness=255 LightHue=25 LightSaturation=53 LightRadius=19 } |
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