//============================================================================= // bla5. //============================================================================= class bla5 expands bla; simulated function Tick(Float DeltaTime) { e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=0.25; e.drawscale = i * 0.15; e.drawscale += Frand(); } Auto State DoingSomething { Begin: Sleep(0.05); Velocity = Vrand() * (500 + (FRand() * 200 - 100)); velocity.z += 1000; SetPhysics(Phys_Falling); e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = velocity; e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = Vrand() * (500 + (FRand() * 200 - 100) * I); e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = Vrand() * (500 + (FRand() * 200 - 100) * I); e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = Vrand() * (500 + (FRand() * 200 - 100) * I); e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = Vrand() * (500 + (FRand() * 200 - 100) * I); e.velocity.z += 1000 * I; e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = Vrand() * (500 + (FRand() * 200 - 100) * I); e.velocity.z += 1000 * I; e = Spawn(Class'mercflare',,,Location); e.texture=texture'fireeffect1pb'; e.LightType=LT_None; e.Lifespan=5; e.drawscale = i * 0.25; e.drawscale += Frand(); e.setphysics(phys_falling); e.velocity = Vrand() * (500 + (FRand() * 200 - 100) * I); e.velocity.z += 1000 * I; destroy(); } defaultproperties { LifeSpan=3.000000 }