Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealShare.TazerProj


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
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
//=============================================================================
// TazerProj.
//=============================================================================
class TazerProj expands 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=Mesh'UnrealShare.TazerProja'
     bUnlit=True
     bMeshCurvy=False
     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)
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:53.864 - Created with UnCodeX