UnrealI
Class QueenShield

source: e:\games\UnrealTournament\UnrealI\Classes\QueenShield.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--UnrealI.QueenShield
Direct Known Subclasses:None

class QueenShield
extends Engine.Effects

//============================================================================= // QueenShield. //=============================================================================

Function Summary
 void touch(Actor Other)



Source Code


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	}

End Source Code