Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.DripGenerator
float
DripPause
Texture
DripTexture
DripVariance
void
Timer()
00001 //============================================================================= 00002 // DripGenerator. 00003 //============================================================================= 00004 class DripGenerator extends Decoration; 00005 00006 #exec MESH IMPORT MESH=dripMesh ANIVFILE=MODELS\drip_a.3D DATAFILE=MODELS\drip_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=dripMesh X=0 Y=0 Z=-50 YAW=64 00008 #exec MESH SEQUENCE MESH=dripMesh SEQ=All STARTFRAME=0 NUMFRAMES=6 00009 #exec MESH SEQUENCE MESH=dripMesh SEQ=Dripping STARTFRAME=0 NUMFRAMES=6 00010 #exec TEXTURE IMPORT NAME=Jmisc1 FILE=MODELS\misc.PCX GROUP=Skins 00011 #exec MESHMAP SCALE MESHMAP=dripMesh X=0.01 Y=0.01 Z=0.02 00012 #exec MESHMAP SETTEXTURE MESHMAP=dripMesh NUM=0 TEXTURE=Jmisc1 00013 00014 var() float DripPause; // pause between drips 00015 var() float DripVariance; // how different each drip is 00016 var() Texture DripTexture; 00017 00018 auto state Dripping 00019 { 00020 00021 function Timer() 00022 { 00023 local drip d; 00024 d = Spawn(class'Drip'); 00025 d.DrawScale = 0.5+FRand()*DripVariance; 00026 d.Skin = DripTexture; 00027 } 00028 00029 00030 Begin: 00031 SetTimer(DripPause+FRand()*DripPause,True); 00032 00033 } 00034 00035 defaultproperties 00036 { 00037 DripPause=0.700000 00038 DripVariance=0.500000 00039 DripTexture=Texture'UnrealShare.Skins.Jmisc1' 00040 bStatic=False 00041 bHidden=True 00042 DrawType=DT_Mesh 00043 Mesh=LodMesh'UnrealShare.dripMesh' 00044 }