Exemple #1
0
func Intro_PlaneHit()
{
	// Plane hit ground! Continue sequence.
	Sound("Objects::Plane::PlaneCrash", true);
	SetR(-90);
	var particles = Particles_Smoke(true);
	particles.Size = PV_Linear(PV_Random(20, 60), PV_Random(50, 100));
	CreateParticle("Smoke", PV_Random(-30,30), PV_Random(-30,30), PV_Random(-60, 60), PV_Random(-20,0), PV_Random(200, 500), particles, 20);
	particles.Size = PV_Linear(PV_Random(50, 80), PV_Random(100, 200));
	CreateParticle("Smoke", PV_Random(-30,30), PV_Random(-30,30), PV_Random(-20, 20), PV_Random(-20,0), PV_Random(100, 200), particles, 20);
	for (var iplr=0,plr; iplr<GetPlayerCount(C4PT_User); ++iplr)
	{
		plr = GetPlayerByIndex(iplr, C4PT_User);
		var icrew=0,crew;
		while (crew=GetCrew(plr, icrew++))
		{
			crew->Exit(0,-5, 0, Random(1)+1, Random(5)-6);
			crew->SetAction("Tumble");
		}
	}
	SetMeshMaterial("CrashedAirplane");
	this.MeshTransformation=Trans_Mul(Trans_Rotate(10,0,2,1), Airplane.MeshTransformation);
	this.Hit = this.intro_seq.plane_Hit;
	this.intro_seq.plane_crashed = true;
	this.intro_seq->ScheduleNext(50);
	return true;
}
Exemple #2
0
public func Construction()
{
	_inherited(...);
	SetMeshMaterial("GoldenCannon", 0);
}