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class RB_Thruster extends Actor placeable native(Physics); /** * Base one of these on an Actor using PHYS_RigidBody and it will apply a force down the negative-X direction * ie. point X in the direction you want the thrust in. * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ // (cpptext) // (cpptext) // (cpptext) // (cpptext) /** If thrust should be applied at the moment. */ var() bool bThrustEnabled; /** Strength of thrust force applied to the base object. */ var() interp float ThrustStrength; /** Handling Toggle event from Kismet. */ simulated function OnToggle(SeqAct_Toggle action) { // Turn ON if (action.InputLinks[0].bHasImpulse) { bThrustEnabled = true; } // Turn OFF else if (action.InputLinks[1].bHasImpulse) { bThrustEnabled = false; } // Toggle else if (action.InputLinks[2].bHasImpulse) { bThrustEnabled = !bThrustEnabled; } } defaultproperties { ThrustStrength=100.000000 Begin Object Class=ArrowComponent Name=ArrowComponent0 ObjName=ArrowComponent0 Archetype=ArrowComponent'Engine.Default__ArrowComponent' ArrowColor=(B=0,G=180,R=255,A=255) ArrowSize=1.700000 Name="ArrowComponent0" ObjectArchetype=ArrowComponent'Engine.Default__ArrowComponent' End Object Components(0)=ArrowComponent0 Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'Engine.Default__SpriteComponent' Sprite=Texture2D'EngineResources.S_Thruster' HiddenGame=True AlwaysLoadOnClient=False AlwaysLoadOnServer=False Name="Sprite" ObjectArchetype=SpriteComponent'Engine.Default__SpriteComponent' End Object Components(1)=Sprite bHardAttach=True bEdShouldSnap=True CollisionType=COLLIDE_CustomDefault Name="Default__RB_Thruster" ObjectArchetype=Actor'Engine.Default__Actor' } |
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