00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 00029 00030 00031 00032 00033 00034 00035 00036 00037 00038 00039 00040 00041 00042 00043 00044 00045 00046 00047 00048 00049 00050 00051 00052 00053 00054 00055 00056 00057 00058 | //============================================================================= // Spatial Fear // Class: SFLampl // Description: Triggerable long lamp. If triggered it will be turned on. // Remember it's just a decoration, you still need to add a real light to a map. // // Modelled by: Ivan Tanziura // Coded by: Jacek Zagrodzki (moose) //============================================================================= class SFLampl expands SFDecoration; #exec MESH IMPORT MESH=SFLampl ANIVFILE=MODELS\SFLampl_a.3d DATAFILE=MODELS\SFLampl_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SFLampl X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=SFLampl SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SFLampl SEQ=SFLampl STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JSFLampl FILE=TEXTURES\SFLampl.PCX GROUP=Skins FLAGS=2 #exec MESHMAP NEW MESHMAP=SFLampl MESH=SFLampl #exec MESHMAP SCALE MESHMAP=SFLampl X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=SFLampl NUM=1 TEXTURE=JSFLampl var bool bOn; event Trigger( Actor Other, Pawn EventInstigator ) { local int i; local texture NewText; if(bOn) { NewText=texture'SFDecos.JSFLampl'; AmbientGlow = 0; bOn=false; } else { NewText=texture'SFDecos.JSFLamplon'; AmbientGlow = 100; bOn=true; } MultiSkins[1] = NewText; } defaultproperties { DrawType=DT_Mesh Mesh=LodMesh'SFDecos.SFLampl' bCollideActors=False bCollideWorld=False bBlockActors=False bBlockPlayers=False bProjTarget=False } |