Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.InterpolatingObject
void
Destroyed()
Trigger(Actor Other, Pawn EventInstigator)
interpolateend(Actor Other)
00001 //============================================================================= 00002 // InterpolatingObject. 00003 //============================================================================= 00004 class InterpolatingObject extends Decoration; 00005 00006 #exec MESH IMPORT MESH=CandleM ANIVFILE=MODELS\candle_a.3D DATAFILE=MODELS\candle_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=CandleM X=0 Y=0 Z=-50 YAW=64 00008 #exec MESH SEQUENCE MESH=candleM SEQ=All STARTFRAME=0 NUMFRAMES=1 00009 #exec MESH SEQUENCE MESH=candleM SEQ=Still STARTFRAME=0 NUMFRAMES=1 00010 #exec TEXTURE IMPORT NAME=JCandle1 FILE=MODELS\candle.PCX GROUP=Skins FLAGS=2 00011 #exec MESHMAP SCALE MESHMAP=candleM X=0.03 Y=0.03 Z=0.06 00012 #exec MESHMAP SETTEXTURE MESHMAP=candleM NUM=1 TEXTURE=Jcandle1 00013 00014 00015 function Destroyed() 00016 { 00017 event=''; // no event on destruction; 00018 Super.Destroyed(); 00019 } 00020 00021 function interpolateend(actor Other) 00022 { 00023 } 00024 00025 function Trigger( actor Other, pawn EventInstigator ) 00026 { 00027 local InterpolationPoint i; 00028 foreach AllActors( class 'InterpolationPoint', i, Event ) 00029 { 00030 if( i.Position == 0 ) 00031 { 00032 log("first point "$i); 00033 SetCollision(false,false,false); 00034 Target = i; 00035 SetPhysics(PHYS_Interpolating); 00036 PhysRate = 1.0; 00037 PhysAlpha = 0.0; 00038 bInterpolating = true; 00039 } 00040 } 00041 } 00042 00043 defaultproperties 00044 { 00045 bStatic=False 00046 DrawType=DT_Mesh 00047 Mesh=LodMesh'UnrealShare.CandleM' 00048 }