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GreatEmerald

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Apr 26th, 2008
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  1. @@//DEFAULT PROPERTIES OF THE SINGULARITY CANNON - GreatEmerald
  2.  
  3. defaultproperties
  4. {
  5.     AnimationType=AT_Large
  6.     FireAnimRate=0.200000
  7.     AltFireAnimRate=0.400000
  8.     WeaponKickDirection=(X=-20.000000)
  9.     WeaponKickDuration=0.200000
  10.     WeaponKickRecoveryDuration=0.600000
  11.     AltWeaponKickDirection=(X=-20.000000)
  12.     AltWeaponKickDuration=0.200000
  13.     AltWeaponKickRecoveryDuration=0.300000
  14.     AmmoName=Class'U2Weapons.AmmoInvQuantumCore'
  15.     PickupAmmoCount=12
  16.     AutoSwitchPriority=9
  17.     ProjectileClass=Class'U2Weapons.projectileBlackHole'
  18.     AltProjectileClass=Class'U2Weapons.projectileQuantumWave'
  19.     AIRating=0.750000
  20.     FireSound=Sound'U2Weapons.SingularityCannon.SC_Fire'
  21.     AltFireSound=Sound'U2Weapons.SingularityCannon.SC_AltFire'
  22.     CockingSound=Sound'U2Weapons.SingularityCannon.SC_Reload'
  23.     SelectSound=Sound'U2Weapons.SingularityCannon.SC_Select'
  24.     InventoryGroup=6
  25.     PickupClass=Class'U2Weapons.weaponSingularityCannon'
  26.     PlayerViewOffset=(X=40.599998,Y=14.600000,Z=-16.600000)
  27.     FirstPersonMesh=VertMesh'U2Weapons.SC_FP'
  28.     StatusIcon=Texture'U2Weapons.Icons.SC_Icon'
  29.     ItemName="Singularity Cannon"
  30.     Mesh=VertMesh'U2Weapons.SC_TP'
  31. }
  32.  
  33. @@//QUANTUM WAVE PROJECTILE - GreatEmerald
  34.  
  35. //=============================================================================
  36. // projectileQuantumWave.uc -- spawned by the weaponSingularityCannon AltFire()
  37. // $Author: Mpoesch $
  38. // $Date: 4/18/01 7:58a $
  39. // $Revision: 3 $
  40. //=============================================================================
  41. class projectileQuantumWave extends U2Projectile;
  42.  
  43.  
  44. var() float GrowthRate;
  45.  
  46.  
  47. simulated function ZoneChange( ZoneInfo NewZone )
  48. {
  49.     // do nothing
  50. }
  51.  
  52.  
  53. simulated function Tick( float DeltaTime )
  54. {
  55.     local float DeltaGrowthRate;
  56.  
  57.     DeltaGrowthRate = 1.0 + ( GrowthRate * DeltaTime );
  58.  
  59.     SetCollisionSize( CollisionRadius * DeltaGrowthRate, CollisionHeight );
  60.     ComponentScale.X *= DeltaGrowthRate;
  61.     ComponentScale.Y *= DeltaGrowthRate;
  62. }
  63.  
  64.  
  65. simulated function ExplodeEx( CheckResult Hit )
  66. {
  67.     if( Role == ROLE_Authority )
  68.     {
  69.         PlaySound( ImpactSound, SLOT_Interact );
  70.         MakeNoise( 1.0 );
  71.         Hit.Actor.TakeDamage( Damage, Instigator, Hit.Location, MomentumTransfer * Normal(Velocity), MyDamageType );
  72.     }
  73. }
  74.  
  75. defaultproperties
  76. {
  77.     GrowthRate=0.750000
  78.     speed=650.000000
  79.     MaxSpeed=650.000000
  80.     Damage=100.000000
  81.     MomentumTransfer=90000.000000
  82.     MyDamageType=Class'U2.DamageTypePhysical'
  83.     LifeSpan=7.000000
  84.     AmbientSound=Sound'U2Weapons.SingularityCannon.SC_QuantumWave'
  85.     Mesh=VertMesh'U2Weapons.SC_QuantumWave'
  86.     CollisionRadius=8.000000
  87.     CollisionHeight=1.000000
  88.     bCollideWorld=False
  89.     bAllowClipping=True
  90. }
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