In ut2004 I could do this.....
How do i do this in UT3?Code:Spawn( class<actor>( DynamicLoadObject( "xeffects.redeemerexplosion", class'class', True )),,,C.Pawn.location + 72 * Vector(Rotation) + vect(0,0,1) * 15 );
I tried the same line but changing xeffects.redeemerexplosion to UTGameContent.UTEmit_SmallRedeemerExplosion but that doesn't seem right. I want it to appear to have a large explosion at a particular point, and using the deemer explosion before worked fine. Any suggestions?



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