Core.Object | +--Engine.Actor | +--Engine.Pawn | +--RuneI.Mount | +--RuneI.Beetle
Actor
rider
void
Trigger(Actor other, Pawn eventInstigator)
00001 //============================================================================= 00002 // Beetle. 00003 //============================================================================= 00004 class Beetle expands Mount; 00005 00006 00007 var actor rider; 00008 00009 00010 auto State test 00011 { 00012 00013 begin: 00014 LoopAnim('flya', 1.0, 0.1); 00015 } 00016 00017 state() LoneFlyer 00018 { 00019 function Trigger(actor other, pawn eventInstigator) 00020 { 00021 local InterpolationPoint i; 00022 00023 if(Event != 'None') 00024 foreach AllActors(class 'InterpolationPoint', i, Event) 00025 if(i.Position == 0) 00026 { // Found a matching path 00027 SetCollision(true, false, false); 00028 bCollideWorld = False; 00029 Target = i; 00030 SetPhysics(PHYS_Interpolating); 00031 PhysRate = 1.0; 00032 PhysAlpha = 0.0; 00033 bInterpolating = true; 00034 return; 00035 } 00036 } 00037 00038 begin: 00039 LoopAnim('flya', 2.0, 0.1); 00040 } 00041 00042 defaultproperties 00043 { 00044 DrawType=DT_SkeletalMesh 00045 SoundRadius=64 00046 SoundVolume=99 00047 AmbientSound=Sound'CreaturesSnd.Beetle.beetle11L' 00048 Skeletal=SkelModel'creatures.Beetle' 00049 }