Game Development Reference
In-Depth Information
3.
Finally, we're going to add the static mesh code for the pickup and the base,
along with the particle system that rests between those two items:
/** Base mesh */
Begin Object Name=BaseMeshComp
StaticMesh=StaticMesh'Pickups.WeaponBase.
S_Pickups_WeaponBase'
Translation=(Z=-44)
Rotation=(Yaw=16384)
Scale=0.8
End Object
/** Health Mesh */
Begin Object Name=HealthPickUpMesh
StaticMesh=StaticMesh'Pickups.Ammo_Shock.Mesh.
S_Ammo_ShockRifle'
MaxDrawDistance=7000
Materials(0)=Material'Pickups.Ammo_Shock.Materials.
M_Ammo_ShockRifle'
End Object
/** Particle System */
Begin Object Class=UTParticleSystemComponent
Name=ParticleGlow
Template=ParticleSystem'Pickups.Health_Large.Effects.
P_Pickups_Base_Health_Glow'
Translation=(Z=-50.0)
SecondsBeforeInactive=1.0f
End Object
Components.Add(ParticleGlow)
Glow=ParticleGlow
4.
Build your script, then launch the UDK editor. We're going to create an archetype
for this, just as we did for the ammo pickup.
5.
Open the Actor Classes browser, uncheck all of the boxes for Use Actor as Parent,
Placeable Classes Only, and Show Categories.
 
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