Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.SpikeExplosion
void
Tick(float DeltaTime)
00001 //============================================================================= 00002 // SpikeExplosion. 00003 //============================================================================= 00004 class SpikeExplosion extends Effects; 00005 00006 #exec MESH IMPORT MESH=SpikeExp ANIVFILE=MODELS\exp1_a.3D DATAFILE=MODELS\Exp1_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=SpikeExp X=0 Y=0 Z=-260 YAW=-64 00008 #exec MESH SEQUENCE MESH=SpikeExp SEQ=All STARTFRAME=0 NUMFRAMES=7 00009 #exec MESH SEQUENCE MESH=SpikeExp SEQ=Explo STARTFRAME=0 NUMFRAMES=7 00010 #exec MESHMAP SCALE MESHMAP=SpikeExp X=0.03 Y=0.03 Z=0.06 00011 #exec OBJ LOAD FILE=Textures\fireeffect15.utx PACKAGE=UnrealShare.Effect15 00012 #exec MESHMAP SETTEXTURE MESHMAP=SpikeExp NUM=1 TEXTURE=UnrealShare.Effect15.FireEffect15 00013 00014 00015 auto state Exploding 00016 { 00017 function Tick( float DeltaTime ) 00018 { 00019 LightBrightness = Max( LightBrightness - 250*DeltaTime, 0 ); 00020 } 00021 Begin: 00022 PlayAnim ( 'Explo', 0.9 ); 00023 PlaySound (EffectSound1); 00024 MakeNoise ( 1.0 ); 00025 FinishAnim(); 00026 Destroy (); 00027 00028 } 00029 00030 defaultproperties 00031 { 00032 DrawType=DT_Mesh 00033 Mesh=LodMesh'UnrealShare.SpikeExp' 00034 bUnlit=True 00035 }