UnrealShare
Class RingExplosion

source: e:\games\UnrealTournament\UnrealShare\Classes\RingExplosion.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Effects
         |
         +--UnrealShare.RingExplosion
Direct Known Subclasses:RingExplosion2, RingExplosion3, RingExplosion4, WaterRing

class RingExplosion
extends Engine.Effects

//============================================================================= // RingExplosion. //=============================================================================
Variables
 Sound ExploSound


Function Summary
 
simulated
PostBeginPlay()
 
simulated
SpawnEffects()
 
simulated
Tick(float DeltaTime)



Source Code


00001	//=============================================================================
00002	// RingExplosion.
00003	//=============================================================================
00004	class RingExplosion extends Effects;
00005	
00006	#exec MESH IMPORT MESH=Ringex ANIVFILE=MODELS\Ringex_a.3D DATAFILE=MODELS\Ringex_d.3D ZEROTEX=1 LODSTYLE=8
00007	#exec MESH ORIGIN MESH=Ringex X=0 Y=0 Z=0 YAW=0 PITCH=64
00008	#exec MESH SEQUENCE MESH=Ringex SEQ=All       STARTFRAME=0   NUMFRAMES=6
00009	#exec MESH SEQUENCE MESH=Ringex SEQ=Explosion STARTFRAME=0   NUMFRAMES=6
00010	#exec OBJ LOAD FILE=Textures\fireeffect50.utx PACKAGE=UnrealShare.Effect50
00011	#exec MESHMAP SCALE MESHMAP=Ringex X=0.4 Y=0.4 Z=0.8 YAW=128
00012	#exec MESHMAP SETTEXTURE MESHMAP=Ringex NUM=0 TEXTURE=UnrealShare.Effect50.FireEffect50
00013	
00014	#exec AUDIO IMPORT FILE="Sounds\General\Expl03.wav" NAME="Expl03" GROUP="General"
00015	
00016	var() Sound ExploSound;
00017	
00018	simulated function Tick( float DeltaTime )
00019	{
00020		if ( Level.NetMode != NM_DedicatedServer )
00021		{
00022			ScaleGlow = (Lifespan/Default.Lifespan);
00023			AmbientGlow = ScaleGlow * 255;		
00024		}
00025	}
00026	
00027	simulated function PostBeginPlay()
00028	{
00029		if ( Level.NetMode != NM_DedicatedServer )
00030		{
00031			PlayAnim( 'Explosion', 0.25 );
00032			SpawnEffects();
00033		}	
00034		if ( Instigator != None )
00035			MakeNoise(0.5);
00036	}
00037	
00038	simulated function SpawnEffects()
00039	{
00040		local actor a;
00041	
00042		 a = Spawn(class'EffectLight');
00043		 a.RemoteRole = ROLE_None;
00044		 a = Spawn(class'ParticleBurst2');
00045		 a.RemoteRole = ROLE_None;	 
00046	}
00047	
00048	defaultproperties
00049	{
00050	     ExploSound=Sound'UnrealShare.General.Expl03'
00051	     RemoteRole=ROLE_SimulatedProxy
00052	     LifeSpan=0.800000
00053	     DrawType=DT_Mesh
00054	     Style=STY_None
00055	     Mesh=LodMesh'UnrealShare.Ringex'
00056	     DrawScale=0.700000
00057	     ScaleGlow=1.100000
00058	     bUnlit=True
00059	}

End Source Code