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//============================================================================= // lightning. //============================================================================= class lightning extends Effects; #exec MESH IMPORT MESH=LightningMesh ANIVFILE=MODELS\lightning_a.3d DATAFILE=MODELS\lightning_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=LightningMesh X=0 Y=0 Z=0 PITCH=64 #exec MESH SEQUENCE MESH=LightningMesh SEQ=All STARTFRAME=0 NUMFRAMES=10 #exec TEXTURE IMPORT NAME=Jpb_lightning FILE=MODELS\lightning.tga GROUP=Skins #exec MESHMAP NEW MESHMAP=LightningMesh MESH=pb_lightning #exec MESHMAP SCALE MESHMAP=LightningMesh X=1.0 Y=1.0 Z=2.5 #exec MESHMAP SETTEXTURE MESHMAP=LightningMesh NUM=0 TEXTURE=Jpb_lightning #exec AUDIO IMPORT FILE="SOUNDS\Lightning1.wav" NAME="LightningSound" var float Count; simulated function PrebeginPlay() { // merge_hack AnimFrame=FRand(); } Simulated function Tick(float Deltatime) { if ( Level.NetMode != NM_DedicatedServer) { if (Count >0.07) { Style=STY_Translucent; ScaleGlow = (Lifespan/Default.Lifespan)*0.2; AmbientGlow = ScaleGlow * 210; } else Count += Deltatime; } } simulated simulated function PostBeginPlay() { PlaySound(Sound'LightningSound',,,,,,false); } defaultproperties { bCollideActors=False bBlockActors=False LodBias=9.0 Style=STY_Normal DrawType=DT_Mesh Mesh=LodMesh'LightningMesh' DrawScale=1.000000 ScaleGlow=10.000000 AmbientGlow=255 bUnlit=True LifeSpan=0.6 } |
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