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//============================================================================= // TazerProj. //============================================================================= class TazerProj extends Projectile; #exec MESH IMPORT MESH=TazerProja ANIVFILE=MODELS\Cross_a.3D DATAFILE=MODELS\Cross_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=TazerProja X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=TazerProja SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=TazerProja SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=TazerProja X=0.04 Y=0.04 Z=0.08 #exec OBJ LOAD FILE=Textures\FireEffect2.utx PACKAGE=UnrealShare.Effect2 #exec MESHMAP SETTEXTURE MESHMAP=TazerProja NUM=1 TEXTURE=UnrealShare.Effect2.FireEffect2 #exec AUDIO IMPORT FILE="Sounds\General\Expla02.wav" NAME="Expla02" GROUP="General" function SuperExplosion() { local RingExplosion2 r; HurtRadius(Damage*3.9, 240, 'jolted', MomentumTransfer*2, Location ); r = Spawn(Class'RingExplosion2',,'',Location, Instigator.ViewRotation); r.PlaySound(r.ExploSound,,20.0,,1000,0.6); Destroy(); } auto state Flying { function ProcessTouch (Actor Other, vector HitLocation) { If (Other!=Instigator && TazerProj(Other)==None) { Explode(HitLocation,Normal(HitLocation-Other.Location)); } } function BeginState() { Velocity = vector(Rotation) * speed; } } function Explode(vector HitLocation,vector HitNormal) { local RingExplosion r; PlaySound(ImpactSound, SLOT_Misc, 0.5,,, 0.5+FRand()); HurtRadius(Damage, 70, 'jolted', MomentumTransfer, Location ); if (Damage > 60) r = Spawn(class'RingExplosion3',,, HitLocation+HitNormal*8,rotator(HitNormal)); else r = Spawn(class'RingExplosion',,, HitLocation+HitNormal*8,rotator(HitNormal)); r.PlaySound(r.ExploSound,,6); Destroy(); } defaultproperties { speed=1000.000000 Damage=55.000000 MomentumTransfer=70000 ImpactSound=Sound'UnrealShare.General.Expla02' bNetTemporary=False RemoteRole=ROLE_SimulatedProxy LifeSpan=10.000000 Mesh=LodMesh'UnrealShare.TazerProja' bUnlit=True CollisionRadius=12.000000 CollisionHeight=12.000000 bProjTarget=True LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=101 LightHue=165 LightSaturation=72 LightRadius=6 bFixedRotationDir=True RotationRate=(Pitch=45345,Yaw=33453,Roll=63466) DesiredRotation=(Pitch=23442,Yaw=34234,Roll=34234) } |
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