Core.Object | +--Engine.Actor | +--Engine.Projectile | +--UnrealI.KraalBolt | +--UnrealI.CannonBolt
void
BlowUp(vector HitLocation)
simulated
Explode(vector HitLocation, vector HitNormal)
00001 //============================================================================= 00002 // CannonBolt. 00003 //============================================================================= 00004 class CannonBolt extends KraalBolt; 00005 00006 00007 00008 #exec MESH IMPORT MESH=bolt1 ANIVFILE=MODELS\bolt1_a.3D DATAFILE=MODELS\bolt1_d.3D X=0 Y=0 Z=0 00009 #exec MESH ORIGIN MESH=bolt1 X=0 Y=0 Z=-0 YAW=64 00010 #exec MESH SEQUENCE MESH=bolt1 SEQ=All STARTFRAME=0 NUMFRAMES=1 00011 #exec MESH SEQUENCE MESH=bolt1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 00012 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=..\unrealshare\MODELS\misc.PCX 00013 #exec MESHMAP SCALE MESHMAP=bolt1 X=0.05 Y=0.05 Z=0.1 00014 #exec MESHMAP SETTEXTURE MESHMAP=bolt1 NUM=1 TEXTURE=Jmisc1 00015 00016 function BlowUp(vector HitLocation) 00017 { 00018 HurtRadius(Damage,200.0, 'exploded', MomentumTransfer, HitLocation ); 00019 PlaySound(ImpactSound); 00020 } 00021 00022 simulated function Explode(vector HitLocation, vector HitNormal) 00023 { 00024 local SpriteSmokePuff s; 00025 00026 if ( Level.NetMode != NM_DedicatedServer ) 00027 { 00028 s = spawn(class'SpriteSmokePuff',,,HitLocation); 00029 s.RemoteRole = ROLE_None; 00030 } 00031 BlowUp(HitLocation); 00032 destroy(); 00033 } 00034 00035 defaultproperties 00036 { 00037 speed=2000.000000 00038 MaxSpeed=2000.000000 00039 Damage=60.000000 00040 Mesh=LodMesh'UnrealShare.bolt1' 00041 }