Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.SteelBox
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // SteelBox. 00003 //============================================================================= 00004 class SteelBox extends Decoration; 00005 00006 #exec AUDIO IMPORT FILE="sounds\general\bPush1.wav" NAME="ObjectPush" GROUP="General" 00007 #exec AUDIO IMPORT FILE="sounds\general\EndPush.wav" NAME="Endpush" GROUP="General" 00008 00009 #exec MESH IMPORT MESH=SteelBoxM ANIVFILE=MODELS\Box_a.3D DATAFILE=MODELS\Box_d.3D X=0 Y=0 Z=0 00010 #exec MESH ORIGIN MESH=SteelBoxM X=0 Y=0 Z=0 YAW=64 00011 #exec MESH SEQUENCE MESH=SteelBoxM SEQ=All STARTFRAME=0 NUMFRAMES=1 00012 #exec MESH SEQUENCE MESH=SteelBoxM SEQ=Still STARTFRAME=0 NUMFRAMES=1 00013 #exec TEXTURE IMPORT NAME=JSteelBox1 FILE=MODELS\steelBox.PCX GROUP=Skins 00014 #exec MESHMAP SCALE MESHMAP=SteelBoxM X=0.08 Y=0.08 Z=0.16 00015 #exec MESHMAP SETTEXTURE MESHMAP=SteelBoxM NUM=1 TEXTURE=JSteelBox1 00016 00017 00018 Auto State Animate 00019 { 00020 00021 function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00022 Vector momentum, name damageType) 00023 { 00024 Instigator = InstigatedBy; 00025 SetPhysics(PHYS_Falling); 00026 Momentum.Z = 1000; 00027 Velocity=Momentum*0.016; 00028 } 00029 } 00030 00031 defaultproperties 00032 { 00033 bPushable=True 00034 PushSound=Sound'UnrealShare.General.ObjectPush' 00035 EndPushSound=Sound'UnrealShare.General.Endpush' 00036 bStatic=False 00037 DrawType=DT_Mesh 00038 Mesh=LodMesh'UnrealShare.SteelBoxM' 00039 CollisionRadius=29.000000 00040 CollisionHeight=26.000000 00041 bCollideActors=True 00042 bCollideWorld=True 00043 bBlockActors=True 00044 bBlockPlayers=True 00045 Mass=60.000000 00046 }