Core.Object | +--Engine.Actor | +--Engine.Effects | +--UnrealShare.TinyBurst
simulated
AnimEnd()
PostBeginPlay()
00001 //============================================================================= 00002 // TinyBurst. 00003 //============================================================================= 00004 class TinyBurst extends Effects; 00005 00006 #exec MESH IMPORT MESH=TBurst ANIVFILE=MODELS\TBurst_a.3D DATAFILE=MODELS\TBurst_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=TBurst X=0 Y=0 Z=-0 YAW=0 PITCH=-64 00008 #exec MESH SEQUENCE MESH=TBurst SEQ=All STARTFRAME=0 NUMFRAMES=2 00009 #exec MESH SEQUENCE MESH=TBurst SEQ=Explosion STARTFRAME=0 NUMFRAMES=2 00010 #exec TEXTURE IMPORT NAME=Jflakshel1 FILE=MODELS\FlakShel.PCX GROUP=Skins FLAGS=2 00011 #exec MESHMAP SCALE MESHMAP=TBurst X=0.05 Y=0.05 Z=0.1 00012 #exec MESHMAP SETTEXTURE MESHMAP=TBurst NUM=1 TEXTURE=Jflakshel1 00013 00014 simulated function PostBeginPlay() 00015 { 00016 Super.PostBeginPlay(); 00017 00018 if ( Level.NetMode != NM_DedicatedServer ) 00019 { 00020 PlayAnim ( 'Explosion', 0.3 ); 00021 PlaySound (EffectSound1); 00022 } 00023 MakeNoise (0.5); 00024 } 00025 00026 simulated function AnimEnd() 00027 { 00028 Destroy(); 00029 } 00030 00031 defaultproperties 00032 { 00033 RemoteRole=ROLE_SimulatedProxy 00034 LifeSpan=3.000000 00035 DrawType=DT_Mesh 00036 Mesh=LodMesh'UnrealShare.TBurst' 00037 AmbientGlow=157 00038 bUnlit=True 00039 bNoSmooth=True 00040 LightType=LT_Steady 00041 LightBrightness=140 00042 LightHue=29 00043 LightSaturation=160 00044 LightRadius=3 00045 }