Code:
/**
*
* Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.
*
* Bodged by Geodav for UT40k
*/
class UTVehicle_SM_TurretHeavyBolters extends UTVehicle;
simulated function VehicleWeaponImpactEffects(vector HitLocation, int SeatIndex)
{
local ParticleSystemComponent E;
local rotator HitDir;
local vector EffectLocation;
Super.VehicleWeaponImpactEffects(HitLocation, SeatIndex);
if (SeatIndex == 0)
{
EffectLocation = GetEffectLocation(SeatIndex);
HitDir = rotator(HitLocation - EffectLocation);
E = WorldInfo.MyEmitterPool.SpawnEmitter(ParticleSystem'VH_SM_RhinoV.Effects.P_RhinoBolterTracer', EffectLocation, HitDir);
E.SetVectorParameter('BeamEndPoint', HitLocation);
}
}
defaultproperties
{
Begin Object Name=SVehicleMesh
SkeletalMesh=SkeletalMesh'VH_Turret_UT40k.Mesh.SK_VH_SM_TurretHeavyBolters'
AnimTreeTemplate=AnimTree'VH_Turret_UT40k.Anims.AT_VH_SM_TurretHeavyBolters'
PhysicsAsset=PhysicsAsset'VH_Turret_UT40k.Mesh.PA_VH_SM_TurretHeavyBolters'
Translation=(Z=20)
Scale=1.0
End Object
DrivingAnim=Hellbender_Idle_Sitting
FlagOffset=(X=0.0,Y=0.0,Z=25.0)
FlagBone=Weapon
Begin Object Name=CollisionCylinder
CollisionRadius=100.000000
CollisionHeight=10.0
Translation=(Z=10.0)
End Object
Seats(0)={( GunClass=class'UTVWeap_SM_TurretHeavyBolters',
GunSocket=(GunFireLeft,GunFireRight),
TurretVarPrefix="",
TurretControls=(SMTHBYawControl,SMTHBPitchControl),
CameraTag=CameraViewSocket,
bSeatVisible=true,
GunPivotPoints=(Turret_Base),
CameraEyeHeight=5,
bSeatVisible=False,
SeatBone=Weapon,
SeatOffset=(X=36,Z=23),
SeatRotation=(Pitch=1820),
WeaponEffects=((SocketName=GunFireLeft,Offset=(X=-35,Y=-3),Scale3D=(X=4.0,Y=4.5,Z=4.5)),(SocketName=GunFireRight,Offset=(X=-35,Y=-3),Scale3D=(X=4.0,Y=4.5,Z=4.5)))
)}
VehicleEffects(0)=(EffectStartTag=HBTurretFire_01,EffectTemplate=ParticleSystem'WP_SM_Bolter.Effects.P_WP_Bolter_Muzzle_Flash',EffectSocket=GunFireLeft)
VehicleEffects(1)=(EffectStartTag=HBTurretFire_02,EffectTemplate=ParticleSystem'WP_SM_Bolter.Effects.P_WP_Bolter_Muzzle_Flash',EffectSocket=GunFireRight)
TargetLocationAdjustment=(x=0.0,y=0.0,z=55.0)
VehicleEffects(3)=(EffectStartTag=DamageSmoke,EffectEndTag=NoDamageSmoke,bRestartRunning=false,EffectTemplate=ParticleSystem'Envy_Effects.Vehicle_Damage.P_Vehicle_Damage_1_Scorpion',EffectSocket=DamageSmoke_01)
SpawnMaterialLists[0]=(Materials=(MaterialInterface'VH_Turret_UT40k.Materials.MI_SM_Turrets_VRed_Spawn'))
SpawnMaterialLists[1]=(Materials=(MaterialInterface'VH_Turret_UT40k.Materials.MI_SM_Turrets_VBlue_Spawn'))
TeamMaterials[0]=MaterialInstanceConstant'VH_Turret_UT40k.Materials.MI_SM_Turrets_VRed'
TeamMaterials[1]=MaterialInstanceConstant'VH_Turret_UT40k.Materials.MI_SM_Turrets_VBlue'
BurnOutMaterial[0]=MaterialInterface'VH_Turret_UT40k.Materials.MITV_SM_Turrets_VRed_BO'
BurnOutMaterial[1]=MaterialInterface'VH_Turret_UT40k.Materials.MITV_SM_Turrets_VBlue_BO'
HudCoords=(U=92,V=249,UL=-92,VL=118)
CollisionSound=SoundCue'A_Vehicle_Manta.SoundCues.A_Vehicle_Manta_Collide'
}
don't forget you'll have to make the vehiclefactory code class as well
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