UnrealScript Game Programming Cookbook

(Chris Devlin) #1
Chapter 6

185

Like I mentioned earlier, we have hidden a number of properties from the barrel to
make a slick interface for our level designers. There is no need for them to ever have
to access code to make changes to the properties, as properties such as the static
mesh, sound cue, and particle effects can be swapped in here as well.


Our barrel won't go off if we get too close to it, although it will detonate if we fire a
few rounds at it!


A slick particle effect comes in place of our barrel when it is detonated. See if you
can add a bit more realism to the effect by triggering another explosive to detonate
just before our fire particle turns on. Also try adding some appropriate debris at the
location where the particle is emitted.

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