Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.Shield
void
Tick(float DeltaTime)
00001 //============================================================================= 00002 // Shield. 00003 //============================================================================= 00004 class Shield extends Effects; 00005 00006 #exec MESH IMPORT MESH=ShieldEffect ANIVFILE=MODELS\shield_a.3D DATAFILE=MODELS\shield_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=ShieldEffect X=0 Y=780 Z=0 YAW=-64 ROLL=128 00008 #exec MESH SEQUENCE MESH=ShieldEffect SEQ=All STARTFRAME=0 NUMFRAMES=25 00009 #exec MESH SEQUENCE MESH=ShieldEffect SEQ=Burst STARTFRAME=0 NUMFRAMES=25 00010 //#exec TEXTURE IMPORT NAME=Ashield1 FILE=MODELS\shield.PCX GROUP="Skins" 00011 #exec MESHMAP SCALE MESHMAP=ShieldEffect X=0.05 Y=0.05 Z=0.1 00012 #exec MESHMAP SETTEXTURE MESHMAP=ShieldEffect NUM=1 TEXTURE=DefaultTexture 00013 00014 auto state Explode 00015 { 00016 function Tick( float DeltaTime ) 00017 { 00018 LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 ); 00019 SetLocation(Owner.Location); 00020 } 00021 Begin: 00022 PlayAnim( 'Burst', 1.5 ); 00023 PlaySound (EffectSound1); 00024 MakeNoise(1.0); 00025 FinishAnim(); 00026 Destroy(); 00027 } 00028 00029 defaultproperties 00030 { 00031 bNetTemporary=False 00032 DrawType=DT_Mesh 00033 Mesh=LodMesh'UnrealShare.ShieldEffect' 00034 AmbientGlow=128 00035 bUnlit=True 00036 LightType=LT_Steady 00037 LightBrightness=114 00038 LightHue=147 00039 LightSaturation=182 00040 LightRadius=12 00041 }