Core.Object | +--Engine.Actor | +--Engine.Decoration | +--UnrealShare.Urn
void
TakeDamage(int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType)
00001 //============================================================================= 00002 // Urn 00003 //============================================================================= 00004 class Urn extends Decoration; 00005 00006 #exec MESH IMPORT MESH=UrnM ANIVFILE=MODELS\urn_a.3D DATAFILE=MODELS\urn_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=UrnM X=0 Y=0 Z=-120 YAW=64 00008 #exec MESH SEQUENCE MESH=urnM SEQ=All STARTFRAME=0 NUMFRAMES=1 00009 #exec MESH SEQUENCE MESH=urnM SEQ=Still STARTFRAME=0 NUMFRAMES=1 00010 #exec TEXTURE IMPORT NAME=JUrn1 FILE=MODELS\urn.PCX GROUP=Skins FLAGS=2 00011 #exec MESHMAP SCALE MESHMAP=urnM X=0.025 Y=0.025 Z=0.05 00012 #exec MESHMAP SETTEXTURE MESHMAP=urnM NUM=1 TEXTURE=Jurn1 00013 00014 00015 auto state active 00016 { 00017 function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, 00018 Vector momentum, name damageType) 00019 { 00020 skinnedFrag(class'Fragment1', texture'JUrn1', Momentum,0.5, 5); 00021 Instigator = InstigatedBy; 00022 if ( Instigator != None ) 00023 MakeNoise(1.0); 00024 } 00025 00026 Begin: 00027 } 00028 00029 defaultproperties 00030 { 00031 bStatic=False 00032 DrawType=DT_Mesh 00033 Mesh=LodMesh'UnrealShare.UrnM' 00034 CollisionRadius=19.000000 00035 CollisionHeight=11.000000 00036 bCollideActors=True 00037 bCollideWorld=True 00038 bProjTarget=True 00039 Mass=100.000000 00040 }