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Jul 20th, 2017
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  1. class CubikBall1 extends KActorSpawnable
  2.       placeable;
  3.  
  4. var ParticleSystemComponent CubikBallEffect;
  5.  
  6. simulated event PostBeginPlay()
  7. {
  8.   local RB_ConstraintActor TwoDConstraint;
  9.   super.PostBeginPlay();
  10.   TwoDConstraint = Spawn(class'RB_ConstraintActorSpawnable', self, '', Location, rot(0,0,0));
  11.   TwoDConstraint.ConstraintSetup.LinearYSetup.bLimited = 0;
  12.   TwoDConstraint.ConstraintSetup.LinearZSetup.bLimited = 0;
  13.   TwoDConstraint.ConstraintSetup.bSwingLimited = true;
  14.   TwoDConstraint.InitConstraint( self, None );
  15. }
  16.  
  17.  
  18.  
  19. DefaultProperties
  20. {
  21.   Begin Object Name=StaticMeshComponent0
  22.         StaticMesh=StaticMesh'CubikPackage.MeshCubikBall1'
  23.         bNotifyRigidBodyCollision=true
  24.         Hiddengame=false
  25.         ScriptRigidBodyCollisionThreshold=0.001
  26.         LightingChannels=(Dynamic=TRUE)
  27.         DepthPriorityGroup=SDPG_World
  28.   End Object
  29.  
  30.   Begin Object Class=ParticleSystemComponent Name=MyEffectComponent
  31.         Template=ParticleSystem'CubikPackage.CubikBallTrail'
  32.         bAutoActivate=true
  33.   End Object
  34.   CubikBallEffect=MyEffectComponent
  35. }
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