Core.Object | +--Engine.Actor | +--Engine.Effects | +--Botpack.BulletImpact
simulated
AnimEnd()
PostBeginPlay()
00001 //============================================================================= 00002 // BulletImpact. 00003 //============================================================================= 00004 class BulletImpact expands Effects; 00005 00006 #exec MESH IMPORT MESH=BulletImpact ANIVFILE=MODELS\bulletimpact_a.3d DATAFILE=MODELS\bulletimpact_d.3d X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=BulletImpact X=0 Y=0 Z=0 PITCH=-64 00008 #exec MESH SEQUENCE MESH=BulletImpact SEQ=All STARTFRAME=0 NUMFRAMES=1 00009 #exec MESH SEQUENCE MESH=BulletImpact SEQ=hit STARTFRAME=0 NUMFRAMES=1 00010 #exec MESHMAP NEW MESHMAP=BulletImpact MESH=BulletImpact 00011 #exec MESHMAP SCALE MESHMAP=BulletImpact X=0.12 Y=0.12 Z=0.3 00012 #exec OBJ LOAD FILE=Textures\HitFx.utx PACKAGE=Botpack.HitFx 00013 #exec MESHMAP SETTEXTURE MESHMAP=BulletImpact NUM=1 TEXTURE=Botpack.HitFx.Impact_A00 00014 00015 simulated function PostBeginPlay() 00016 { 00017 Super.PostBeginPlay(); 00018 PlayAnim('Hit',0.5); 00019 } 00020 00021 simulated function AnimEnd() 00022 { 00023 Destroy(); 00024 } 00025 00026 defaultproperties 00027 { 00028 AnimSequence=Hit 00029 DrawType=DT_Mesh 00030 Style=STY_Translucent 00031 Mesh=LodMesh'Botpack.BulletImpact' 00032 DrawScale=0.280000 00033 AmbientGlow=255 00034 bUnlit=True 00035 }