Core.Object | +--Engine.Actor | +--Engine.Decoration | +--XIII.VehicleDeco | +--XIII.BoatDeco
Trail
BT
float
TimeStamp,t
00001 //----------------------------------------------------------- 00002 // 00003 //----------------------------------------------------------- 00004 class BoatDeco extends VehicleDeco; 00005 00006 VAR Trail BT; 00007 VAR float TimeStamp,t; 00008 EVENT VehicleSpecialHandling(float dt) 00009 { 00010 LOCAL Vector x,y,z; 00011 // LOCAL Rotator r; 00012 00013 TimeStamp+=dt; 00014 t+=dt; 00015 if (t>0.2) 00016 { 00017 t=0; 00018 // TimeStamp=0; 00019 GetAxes(Rotation,x,y,z); 00020 if ( BT == none ) 00021 { 00022 // r=Rotation; 00023 // r.Roll+=16384; 00024 BT = Spawn( class'Trail',none, , Location/*, r */ ); 00025 00026 BT.RibbonColor.R=224; 00027 BT.RibbonColor.G=160; 00028 BT.RibbonColor.B=128; 00029 // BT.SpawnFreq=100; 00030 BT.FadePeriod=2; 00031 BT.ScaleLin=120.0; 00032 BT.Width=60; 00033 BT.CrossMode=false; 00034 BT.DrawOutline=true; 00035 BT.AutoDestroy=false; 00036 BT.bGameRelevant=false; 00037 BT.Instigator = Instigator; 00038 BT.bOwnerNoSee = true; 00039 BT.RotationSpeed=0; 00040 // BT.ActorOffset = MuzzleOffset - (Instigator.Weapon.ThirdPersonRelativeLocation << Instigator.Weapon.ThirdPersonRelativeRotation); 00041 // BT.RibbonColor = BT.default.RibbonColor;// * fRand(); 00042 BT.Init(); 00043 } 00044 if ( BT != none ) 00045 { 00046 00047 BT.CurRotation=1.57+0.15*cos(2*TimeStamp); 00048 BT.AddSection( Location+Y*200-Z*20 ); 00049 } 00050 } 00051 } 00052 00053 00054 defaultproperties 00055 { 00056 DrawType=DT_StaticMesh 00057 StaticMesh=StaticMesh'Meshes_Vehicules.bateau' 00058 }