defaultproperties
{
ProjFlightTemplate=ParticleSystem'DOM_Content.Particles.P_WP_Translocator_Trail_Gold'
BounceTemplate=ParticleSystem'DOM_Content.Particles.P_WP_Translocator_BounceEffect_Gold'
Begin Object name=ProjectileMesh
StaticMesh=StaticMesh'WP_Translocator.Mesh.S_Translocator_Disk'
Materials(0)=MaterialInterface'DOM_Content.Materials.M_WP_Translocator_1PGold_unlit'
scale=2
End Object
Begin Object Class=ParticleSystemComponent Name=ConstantEffect
Template=ParticleSystem'DOM_Content.Particles.P_WP_Translocator_Beacon_Gold'
bAutoActivate=false
SecondsBeforeInactive=1.0f
End Object
LandEffects=ConstantEffect
Components.Add(ConstantEffect)
Begin Object Class=UTParticleSystemComponent Name=BrokenPCS
Template=ParticleSystem'DOM_Content.Particles.P_WP_Translocator_Broken_Gold'
HiddenGame=true
SecondsBeforeInactive=1.0f
End Object
DisruptedEffect=BrokenPCS
Components.Add(BrokenPCS)
BounceSound=SoundCue'A_Weapon_Translocator.Translocator.A_Weapon_Translocator_Bounce_Cue'
DisruptedSound=SoundCue'A_Weapon_Translocator.Translocator.A_Weapon_Translocator_Disrupted_Cue'
Begin Object Class=AudioComponent Name=DisruptionSound
SoundCue=SoundCue'A_Weapon_Translocator.Translocator.A_Weapon_Translocator_DisruptedLoop_Cue'
End Object
Components.Add(DisruptionSound);
DisruptedLoop=DisruptionSound;
ProjectileLightClass=class'UTDom.DOM_UTTranslocatorLightGold'
} |