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//============================================================================= // ASVehicle_Sentinel_Floor //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class ASVehicle_Sentinel_Floor extends ASVehicle_Sentinel; static function StaticPrecache(LevelInfo L) { super.StaticPrecache( L ); L.AddPrecacheMaterial( Material'AS_Weapons_TX.Sentinels.FloorTurret' ); // Skins L.AddPrecacheMaterial( Material'AS_FX_TX.Beams.LaserTex' ); // Firing Effect L.AddPrecacheMaterial( Material'AS_FX_TX.Flares.Laser_Flare' ); L.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp7_frames' ); // Explosion Effect L.AddPrecacheMaterial( Material'EpicParticles.Flares.SoftFlare' ); L.AddPrecacheMaterial( Material'AW-2004Particles.Fire.MuchSmoke2t' ); L.AddPrecacheMaterial( Material'AS_FX_TX.Trails.Trail_red' ); L.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp1_frames' ); L.AddPrecacheMaterial( Material'EmitterTextures.MultiFrame.rockchunks02' ); L.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.FloorTurretSwivel' ); } simulated function UpdatePrecacheStaticMeshes() { Level.AddPrecacheStaticMesh( StaticMesh'AS_Weapons_SM.FloorTurretSwivel' ); super.UpdatePrecacheStaticMeshes(); } simulated function UpdatePrecacheMaterials() { Level.AddPrecacheMaterial( Material'AS_Weapons_TX.Sentinels.FloorTurret' ); // Skins Level.AddPrecacheMaterial( Material'AS_FX_TX.Beams.LaserTex' ); // Firing Effect Level.AddPrecacheMaterial( Material'AS_FX_TX.Flares.Laser_Flare' ); Level.AddPrecacheMaterial( Material'ExplosionTex.Framed.exp7_frames' ); // Explosion Effect 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' ); super.UpdatePrecacheMaterials(); } defaultproperties { OpenCloseSound=Sound'AssaultSounds.Sentinel.Ceiling_Open_Close' TurretBaseClass=Class'UT2k4Assault.ASVehicle_Sentinel_Floor_Base' TurretSwivelClass=Class'UT2k4Assault.ASVehicle_Sentinel_Floor_Swivel' VehicleProjSpawnOffset=(X=65.000000,Y=0.000000,Z=0.000000) VehicleNameString="Floor Sentinel" bCanBeBaseForPawns=Falsch Mesh=SkeletalMesh'AS_Vehicles_M.FloorTurretGun' DrawScale=0.500000 AmbientGlow=48 CollisionRadius=0.000000 CollisionHeight=0.000000 } |
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