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//============================================================================= // U2Respawn.uc //============================================================================= class U2Respawn extends Effects; #exec OBJ LOAD File=..\Textures\VertexT.utx #exec OBJ LOAD File=..\StaticMeshes\VertexM.usx #exec OBJ LOAD FILE=..\Sounds\U2A.uax simulated event BeginPlay() { Super.BeginPlay(); Playsound( EffectSound1 ); PlayAnim('All',0.8); } auto state Explode { simulated event Tick( float DeltaTime ) { ScaleGlow = (Lifespan/Default.Lifespan); LightBrightness = ScaleGlow*210.0; } simulated event AnimEnd( int Channel ) { RemoteRole = ROLE_None; Destroy(); } } // Fix ARL: Use particle effect!! defaultproperties { EffectSound1=Sound'U2A.Pickups.Respawn' LightType=LT_Steady LightEffect=LE_NonIncidence LightBrightness=210 LightHue=30 LightSaturation=224 LightRadius=8 DrawType=DT_StaticMesh StaticMesh=StaticMesh'VertexM.Decorations.Xmesh' bNetOptional=true RemoteRole=ROLE_SimulatedProxy LifeSpan=1.000000 DrawScale=0.250000 Style=STY_Translucent bNoStaticMeshCollide=true UseReticleOnEvents(0)="UseReticleText" UseReticleOnEvents(1)="UseReticleCorners" UseReticleOnEvents(2)="UseReticleTopBars" ProximityReticleOnEvents(0)="ProximityReticleCorners" ProximityReticleOnEvents(1)="ProximityReticleTopBars" } |
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