Game Development Reference
In-Depth Information
2.
Beneath that block, let's add some code for our particle effect:
defaultproperties
{
....
/** Particle class component between our base and pickup */
Begin Object Class=UTParticleSystemComponent
Name=ParticleGlow
Template=ParticleSystem'Pickups.Health_Large.
Effects.P_Pickups_Base_Health_Glow'
/** Slight translation to allow for the particle to sit
between the base mesh and the pickup */
Translation=(Z=-50.0)
End Object
Components.Add(ParticleGlow)
Glow=ParticleGlow
....
}
This is added the same way that we've added the base and pickup meshes. We add
a small translation on the z axis here too, because we want it to appear as though it
is sprouting from the base mesh, and finishing around where our pickup will sit.
 
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