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/** * UTOnslaughtFlagBase. * * Onslaught levels with may have a UTOnslaughtFlagBase to spawn an orb for that team * they may also have additional flag bases placed near nodes that the orb will return to instead if it is closer * * Copyright 1998-2007 Epic Games, Inc. All Rights Reserved. */ class UTOnslaughtFlagBase_Content extends UTOnslaughtFlagBase; var() CylinderComponent CylinderComp; var() CylinderComponent CylinderComp2; defaultproperties { Begin Object Class=CylinderComponent Name=MyCylinder ObjName=MyCylinder Archetype=CylinderComponent'Engine.Default__CylinderComponent' CollisionHeight=78.000000 CollisionRadius=60.000000 CollideActors=True BlockActors=True BlockZeroExtent=False Translation=(X=99.000000,Y=0.000000,Z=0.000000) Name="MyCylinder" ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent' End Object CylinderComp=MyCylinder Begin Object Class=CylinderComponent Name=MyCylinder2 ObjName=MyCylinder2 Archetype=CylinderComponent'Engine.Default__CylinderComponent' CollisionHeight=10.000000 CollisionRadius=37.000000 CollideActors=True BlockActors=True BlockZeroExtent=False Translation=(X=52.000000,Y=0.000000,Z=85.000000) Name="MyCylinder2" ObjectArchetype=CylinderComponent'Engine.Default__CylinderComponent' End Object CylinderComp2=MyCylinder2 Begin Object Class=SkeletalMeshComponent Name=SkeletalMeshComponent0 ObjName=SkeletalMeshComponent0 Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' SkeletalMesh=SkeletalMesh'PICKUPS.PowerCellDispenser.Mesh.SK_Pickups_Orb_Dispenser-Optimized' AnimTreeTemplate=AnimTree'PICKUPS.PowerCellDispenser.Anims.AT_Pickups_PowerCellDispenser' PhysicsAsset=PhysicsAsset'PICKUPS.PowerCellDispenser.Mesh.SK_Pickups_Orb_Dispenser-Optimized_Physics' AnimSets(0)=AnimSet'PICKUPS.PowerCellDispenser.Anims.Anim_Orb_Dispenser' bForceRefpose=1 bUpdateSkelWhenNotRendered=False bHasPhysicsAssetInstance=True bCacheAnimSequenceNodes=False LightEnvironment=DynamicLightEnvironmentComponent'UTGameContent.Default__UTOnslaughtFlagBase_Content:OnslaughtFlagBaseLightEnvironment' bUseAsOccluder=False bCastDynamicShadow=False CollideActors=True BlockActors=True BlockZeroExtent=True BlockNonZeroExtent=True BlockRigidBody=True Translation=(X=0.000000,Y=0.000000,Z=-64.000000) Name="SkeletalMeshComponent0" ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent' End Object Mesh=SkeletalMeshComponent0 bEnabled=True Begin Object Class=ParticleSystemComponent Name=PSC ObjName=PSC Archetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' SecondsBeforeInactive=1.000000 Translation=(X=0.000000,Y=0.000000,Z=-60.000000) Name="PSC" ObjectArchetype=ParticleSystemComponent'Engine.Default__ParticleSystemComponent' End Object BallEffect=PSC TeamEmitters(0)=ParticleSystem'PICKUPS.PowerCellDispenser.Effects.P_CellDispenser_Idle_Red' TeamEmitters(1)=ParticleSystem'PICKUPS.PowerCellDispenser.Effects.P_CellDispenser_Idle_Blue' TeamEmitters(2)=ParticleSystem'PICKUPS.PowerCellDispenser.Effects.P_CellDispenser_Idle_Neutral' BaseMaterials(0)=Material'PICKUPS.PowerCellDispenser.Materials.M_Pickups_Orb_Dispenser_Red' BaseMaterials(1)=Material'PICKUPS.PowerCellDispenser.Materials.M_Pickups_Orb_Dispenser_Blue' BaseMaterials(2)=Material'PICKUPS.PowerCellDispenser.Materials.M_Pickups_Orb_Dispenser' BallMaterials(0)=Material'PICKUPS.PowerCellDispenser.Materials.M_Pickups_Orb_Red' BallMaterials(1)=Material'PICKUPS.PowerCellDispenser.Materials.M_Pickups_Orb_Blue' BallMaterials(2)=Material'PICKUPS.PowerCellDispenser.Materials.M_Pickups_Orb' CreateSound=SoundCue'A_Gameplay.ONS.A_Gameplay_ONS_OrbCreated' FlagClass=Class'UTGameContent.UTOnslaughtFlag_Content' bBlockedForVehicles=True Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtFlagBase:CollisionCylinder' CollisionHeight=60.000000 CollisionRadius=48.000000 BlockZeroExtent=False BlockNonZeroExtent=False ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtFlagBase:CollisionCylinder' End Object CylinderComponent=CollisionCylinder GoodSprite=None BadSprite=None Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtFlagBase:Arrow' ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtFlagBase:Arrow' End Object Components(0)=Arrow Components(1)=CollisionCylinder Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtFlagBase:PathRenderer' ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtFlagBase:PathRenderer' End Object Components(2)=PathRenderer Components(3)=PSC Begin Object Class=DynamicLightEnvironmentComponent Name=OnslaughtFlagBaseLightEnvironment ObjName=OnslaughtFlagBaseLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' bCastShadows=False bDynamic=False Name="OnslaughtFlagBaseLightEnvironment" ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent' End Object Components(4)=OnslaughtFlagBaseLightEnvironment Components(5)=SkeletalMeshComponent0 Components(6)=MyCylinder Components(7)=MyCylinder2 bBlocksTeleport=True CollisionComponent=SkeletalMeshComponent0 Name="Default__UTOnslaughtFlagBase_Content" ObjectArchetype=UTOnslaughtFlagBase'UTGame.Default__UTOnslaughtFlagBase' } |
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