Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.BloodPool
simulated
EndAnim()
void
PostBeginPlay()
00001 //============================================================================= 00002 // BloodPool. 00003 //============================================================================= 00004 class BloodPool extends Effects; 00005 00006 #exec MESH IMPORT MESH=BSpot ANIVFILE=MODELS\bpool_a.3D DATAFILE=MODELS\bpool_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=BSpot X=0 Y=0 Z=0 PITCH=0 00008 #exec MESH SEQUENCE MESH=BSpot SEQ=All STARTFRAME=0 NUMFRAMES=2 00009 #exec MESH SEQUENCE MESH=BSpot SEQ=Explo STARTFRAME=0 NUMFRAMES=2 00010 #exec MESHMAP SCALE MESHMAP=BSpot X=0.2 Y=0.2 Z=0.2 00011 #exec TEXTURE IMPORT NAME=T_BPool FILE=MODELS\BPool.PCX GROUP=Skins 00012 #exec MESHMAP SETTEXTURE MESHMAP=BSpot NUM=1 TEXTURE=T_BPool 00013 00014 function PostBeginPlay() 00015 { 00016 Super.PostBeginPlay(); 00017 PlayAnim ( 'Explo', 0.005 ); 00018 } 00019 00020 simulated function EndAnim() 00021 { 00022 Destroy(); 00023 } 00024 00025 defaultproperties 00026 { 00027 bHighDetail=True 00028 LifeSpan=5.000000 00029 AnimSequence=Explo 00030 DrawType=DT_Mesh 00031 Mesh=LodMesh'UnrealShare.BSpot' 00032 AmbientGlow=100 00033 }