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class STR_linkgunfire extends Emitter; simulated function UpdatePrecacheStaticMeshes() { Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp7_frames'); Level.AddPrecacheMaterial(Material'EpicParticles.Flares.SoftFlare'); Level.AddPrecacheMaterial(Material'AW-2004Particles.Fire.MuchSmoke2t'); Level.AddPrecacheMaterial(Material'AS_FX_TX.Trails.Trail_red'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp1_frames'); Level.AddPrecacheMaterial(Material'EmitterTextures.MultiFrame.rockchunks02'); Level.AddPrecacheMaterial(Material'XGameShadersB.Blood.BloodJetc'); Level.AddPrecacheMaterial(Material'XEffects.Skins.Rexpt'); Level.AddPrecacheMaterial(Material'XEffects.SmokeAlphab_t'); Level.AddPrecacheMaterial(Material'WeaponSkins.Skins.RocketShellTex'); Level.AddPrecacheMaterial(Material'XEffects.RocketFlare'); Level.AddPrecacheMaterial(Material'XEffects.rocketblastmark'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.SmokeReOrdered'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.we1_frames'); Level.AddPrecacheMaterial(Material'ExplosionTex.Framed.exp2_frames'); Level.AddPrecacheMaterial(Material'XEffectMat.Link.link_muz_green'); Level.AddPrecacheMaterial(Material'XEffects.Effects.LinkMuzFlashTex'); Level.AddPrecacheMaterial(Material'XEffects.ShellCasingTex'); Level.AddPrecacheMaterial(Material'XGameShadersB.Blood.AlienBloodJet'); Level.AddPrecacheMaterial(Material'XGameShaders.WeaponShaders.minigunflash'); Level.AddPrecacheMaterial(Material'XGameShaders.WeaponShaders.Minigun_burst'); Level.AddPrecacheMaterial(Material'XEffects.Skins.BotSpark'); Level.AddPrecacheMaterial(Material'XWeapons_rc.Effects.ShockBeamTex'); Level.AddPrecacheMaterial(Material'XEffectMat.Shock.purple_line'); Level.AddPrecacheMaterial(Material'XEffectMat.Shock.shock_flash'); Level.AddPrecacheMaterial(Material'XEffectMat.Shock.shock_Energy_green_faded'); Level.AddPrecacheMaterial(Material'EpicParticles.Smoke.Smokepuff2'); Level.AddPrecacheMaterial(Material'EpicParticles.Smoke.FlameGradient'); Level.AddPrecacheMaterial(Material'EpicParticles.Shaders.Grad_Falloff'); Level.AddPrecacheMaterial(Material'EpicParticles.Fire.IonBurn'); Level.AddPrecacheMaterial(Material'EpicParticles.Flares.BurnFlare1'); Level.AddPrecacheMaterial(Material'EpicParticles.Beams.WhiteStreak01aw'); Level.AddPrecacheMaterial(Material'EpicParticles.Smoke.Smokepuff'); Super.UpdatePrecacheStaticMeshes(); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheStaticMesh(StaticMesh'WeaponStaticMesh.RocketProj'); Super.UpdatePrecacheMaterials(); } defaultproperties { Begin Object Class=MeshEmitter Name=linkgunbolt StaticMesh=StaticMesh'WeaponStaticMesh.LinkProjectile' RespawnDeadParticles=Falsch UseColorFromMesh=Wahr SpinParticles=Wahr UseRegularSizeScale=Falsch DetermineVelocityByLocationDifference=Wahr AutomaticInitialSpawning=Falsch Opacity=0.750000 MaxParticles=1 UseRotationFrom=PTRS_Actor SpinCCWorCW=(X=0.000000,Y=0.000000,Z=0.000000) SpinsPerSecondRange=(Z=(Min=-2.000000,Max=2.000000)) StartSpinRange=(Z=(Min=-50.000000,Max=50.000000)) SizeScale(0)=(RelativeTime=1.000000,RelativeSize=2.000000) SizeScaleRepeats=2.000000 ScaleSizeByVelocityMax=1.000000 InitialParticlesPerSecond=1.000000 LifetimeRange=(Min=1.000000,Max=1.000000) StartVelocityRange=(X=(Min=750.000000,Max=750.000000)) RelativeWarmupTime=5.000000 End Object Emitters(0)=MeshEmitter'StreamlineFX.STR_linkgunfire.linkgunbolt' Begin Object Class=SpriteEmitter Name=linkgunflash UseColorScale=Wahr FadeOut=Wahr RespawnDeadParticles=Falsch SpinParticles=Wahr UseSizeScale=Wahr UniformSize=Wahr AutomaticInitialSpawning=Falsch ColorScale(0)=(Color=(B=255,G=255,R=255)) FadeOutFactor=(W=3.000000,X=3.000000,Y=3.000000,Z=3.000000) FadeOutStartTime=0.100000 MaxParticles=1 StartSpinRange=(X=(Max=5000.000000)) SizeScale(0)=(RelativeTime=0.500000) StartSizeRange=(X=(Min=35.000000,Max=40.000000),Y=(Min=35.000000,Max=40.000000),Z=(Min=35.000000,Max=40.000000)) InitialParticlesPerSecond=1.000000 DrawStyle=PTDS_Brighten Texture=Texture'XEffects.Effects.LinkMuzFlashTex' LifetimeRange=(Min=1.000000,Max=1.000000) End Object Emitters(1)=SpriteEmitter'StreamlineFX.STR_linkgunfire.linkgunflash' Begin Object Class=SpriteEmitter Name=linkgunsecflash UseColorScale=Wahr FadeOut=Wahr RespawnDeadParticles=Falsch SpinParticles=Wahr UseSizeScale=Wahr UniformSize=Wahr AutomaticInitialSpawning=Falsch ColorScale(0)=(Color=(G=202,R=26)) Opacity=0.750000 FadeOutFactor=(W=3.000000,X=3.000000,Y=3.000000,Z=3.000000) MaxParticles=1 StartSpinRange=(X=(Max=-8000.000000)) SizeScale(0)=(RelativeTime=1.000000) StartSizeRange=(X=(Min=60.000000,Max=80.000000),Y=(Min=60.000000,Max=80.000000),Z=(Min=60.000000,Max=80.000000)) InitialParticlesPerSecond=1.000000 DrawStyle=PTDS_Brighten Texture=Texture'XEffects.Effects.LinkMuzFlashTex' LifetimeRange=(Min=1.000000,Max=1.000000) End Object Emitters(2)=SpriteEmitter'StreamlineFX.STR_linkgunfire.linkgunsecflash' bLightChanged=Wahr bNoDelete=Falsch AmbientGlow=255 bHardAttach=Wahr bFixedRotationDir=Wahr bDirectional=Wahr } |
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