Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealI.QueenShield
void
touch(Actor Other)
00001 //============================================================================= 00002 // QueenShield. 00003 //============================================================================= 00004 class QueenShield extends Effects; 00005 00006 #exec MESH IMPORT MESH=Spot ANIVFILE=MODELS\spot_a.3D DATAFILE=MODELS\spot_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=Spot X=0 Y=0 Z=0 PITCH=-64 00008 #exec MESH SEQUENCE MESH=Spot SEQ=All STARTFRAME=0 NUMFRAMES=2 00009 #exec MESH SEQUENCE MESH=Spot SEQ=Explo STARTFRAME=0 NUMFRAMES=2 00010 #exec MESHMAP SCALE MESHMAP=Spot X=0.3 Y=0.3 Z=0.6 00011 #exec OBJ LOAD FILE=textures\stshield.utx PACKAGE=UNREALI.STEffect 00012 #exec MESHMAP SETTEXTURE MESHMAP=Spot NUM=1 TEXTURE=Unreali.STEffect.STShield 00013 00014 #exec TEXTURE IMPORT NAME=ExplosionPal3 FILE=..\UnrealShare\textures\expal2.pcx GROUP=Effects 00015 00016 function touch( Actor Other ) 00017 { 00018 if ( !Other.IsA('Projectile') && (Other != Instigator) ) 00019 Destroy(); 00020 } 00021 00022 defaultproperties 00023 { 00024 bNetTemporary=False 00025 LifeSpan=5.000000 00026 DrawType=DT_Mesh 00027 Skin=Texture'UnrealShare.Effects.ExplosionPal3' 00028 Mesh=LodMesh'UnrealI.spot' 00029 bUnlit=True 00030 CollisionRadius=80.000000 00031 CollisionHeight=80.000000 00032 bCollideActors=True 00033 bProjTarget=True 00034 LightType=LT_TexturePaletteOnce 00035 LightEffect=LE_NonIncidence 00036 }