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class ShockCombo extends Actor; #exec OBJ LOAD FILE=XEffectMat.utx #exec MESH IMPORT MESH=ShockVortexMesh ANIVFILE=models\shock_vortex_a.3d DATAFILE=models\shock_vortex_d.3d #exec MESH SEQUENCE MESH=ShockVortexMesh SEQ=Explode STARTFRAME=0 NUMFRAMES=55 RATE=30 #exec MESH ORIGIN MESH=ShockVortexMesh X=0 Y=0 Z=0 PITCH=0 YAW=0 ROLL=0 #exec MESHMAP SCALE MESHMAP=ShockVortexMesh X=1.0 Y=1.0 Z=2.0 #exec STATICMESH IMPORT NAME=EffectsSphere144 FILE=Models\EffectsSphere144.lwo COLLISION=0 var ShockComboFlare Flare; simulated event PostBeginPlay() { Super.PostBeginPlay(); if (Level.NetMode != NM_DedicatedServer) { Spawn(class'ShockComboExpRing'); Flare = Spawn(class'ShockComboFlare'); //Spawn(class'ShockComboSphere'); Spawn(class'ShockComboCore'); Spawn(class'ShockComboSphereDark'); Spawn(class'ShockComboVortex'); Spawn(class'ShockComboWiggles'); Spawn(class'ShockComboFlash'); } } auto simulated state Combo { Begin: Sleep(0.9); //Spawn(class'ShockAltExplosion'); if ( Flare != None ) { Flare.mStartParticles = 2; Flare.mRegenRange[0] = 0.0; Flare.mRegenRange[1] = 0.0; Flare.mLifeRange[0] = 0.3; Flare.mLifeRange[1] = 0.3; Flare.mSizeRange[0] = 150; Flare.mSizeRange[1] = 150; Flare.mGrowthRate = -500; Flare.mAttenKa = 0.9; } LightType = LT_None; } defaultproperties { LightType=LT_Steady LightEffect=LE_QuadraticNonIncidence LightHue=195 LightSaturation=100 LightBrightness=255.000000 LightRadius=10.000000 DrawType=DT_None bDynamicLight=True bNetTemporary=True RemoteRole=ROLE_SimulatedProxy LifeSpan=2.000000 bCollideActors=True ForceType=FT_Constant ForceRadius=300.000000 ForceScale=-500.000000 } |
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