Exploding LandMine

  • Create your own static mesh and effects if you like

 

 

Begin Object Class=SequenceFrameWrapped Name=SequenceFrameWrapped_8
SizeX=1206
SizeY=334
BorderWidth=2
bFilled=False
BorderColor=(B=15,G=125,R=179,A=255)
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=474
ObjPosY=307
ObjComment=”Mines01″
Name=”SequenceFrameWrapped_8″
ObjectArchetype=SequenceFrameWrapped’Engine.Default__SequenceFrameWrapped’
End Object
Begin Object Class=SeqAct_ChangeCollision Name=SeqAct_ChangeCollision_16
bIgnoreEncroachers=True
CollisionType=COLLIDE_NoCollision
InputLinks(0)=(DrawY=389,OverrideDelta=11)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_ModifyHealth’SeqAct_ModifyHealth_0′)),DrawY=389,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object’SeqVar_Object_16′),DrawX=1196,OverrideDelta=36)
ObjInstanceVersion=5
ParentSequence=Sequence’Main_Sequence’
ObjPosX=1138
ObjPosY=355
DrawWidth=116
DrawHeight=61
Name=”SeqAct_ChangeCollision_16″
ObjectArchetype=SeqAct_ChangeCollision’Engine.Default__SeqAct_ChangeCollision’
End Object
Begin Object Class=SeqAct_ToggleHidden Name=SeqAct_ToggleHidden_16
InputLinks(0)=(DrawY=389,OverrideDelta=11)
InputLinks(1)=(DrawY=322,bHidden=True)
InputLinks(2)=(DrawY=343,bHidden=True)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_ChangeCollision’SeqAct_ChangeCollision_16′)),DrawY=389,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object’SeqVar_Object_16′),DrawX=1053,OverrideDelta=29)
VariableLinks(1)=(bHidden=True,DrawX=1153)
EventLinks(0)=(DrawX=1202,bHidden=True)
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=1002
ObjPosY=355
DrawWidth=103
DrawHeight=61
Name=”SeqAct_ToggleHidden_16″
ObjectArchetype=SeqAct_ToggleHidden’Engine.Default__SeqAct_ToggleHidden’
End Object
Begin Object Class=SeqVar_Int Name=SeqVar_Int_8
IntValue=1
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=754
ObjPosY=459
DrawWidth=32
DrawHeight=32
Name=”SeqVar_Int_8″
ObjectArchetype=SeqVar_Int’Engine.Default__SeqVar_Int’
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_17
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=530
ObjPosY=491
DrawWidth=32
DrawHeight=32
Name=”SeqVar_Object_17″
ObjectArchetype=SeqVar_Object’Engine.Default__SeqVar_Object’
End Object
Begin Object Class=SeqAct_ActorFactory Name=SeqAct_ActorFactory_8
Begin Object Class=ActorFactoryEmitter Name=ActorFactoryEmitter_1
ParticleSystem=ParticleSystem’WP_RocketLauncher_PhysX.Effects.P_WP_RocketLauncher_RocketExplosion’
Name=”ActorFactoryEmitter_1″
ObjectArchetype=ActorFactoryEmitter’Engine.Default__ActorFactoryEmitter’
End Object
bCheckSpawnCollision=False
Factory=ActorFactoryEmitter’ActorFactoryEmitter_1′
SpawnDelay=0.200000
InputLinks(0)=(DrawY=274,OverrideDelta=11)
InputLinks(1)=(DrawY=315,bHidden=True)
InputLinks(2)=(DrawY=337,bHidden=True)
InputLinks(3)=(DrawY=359,bHidden=True)
OutputLinks(0)=(Links=((LinkedOp=SeqAct_ToggleHidden’SeqAct_ToggleHidden_16′)),DrawY=274,OverrideDelta=11)
OutputLinks(1)=(DrawY=348,bHidden=True)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object’SeqVar_Object_16′),DrawX=686,OverrideDelta=16)
VariableLinks(1)=(bHidden=True,DrawX=778)
VariableLinks(2)=(LinkedVariables=(SeqVar_Int’SeqVar_Int_8′),DrawX=746,OverrideDelta=76)
VariableLinks(3)=(DrawX=814,OverrideDelta=136)
VariableLinks(4)=(DrawX=892,OverrideDelta=213)
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=648
ObjPosY=240
DrawWidth=292
DrawHeight=77
Name=”SeqAct_ActorFactory_8″
ObjectArchetype=SeqAct_ActorFactory’Engine.Default__SeqAct_ActorFactory’
End Object
Begin Object Class=SeqAct_PlaySound Name=SeqAct_PlaySound_8
PlaySound=SoundCue’A_Weapon_RocketLauncher.Cue.A_Weapon_RL_GrenadeFire_Cue’
PitchMultiplier=1.045000
InputLinks(0)=(DrawY=517,OverrideDelta=11)
InputLinks(1)=(DrawY=514,bHidden=True)
OutputLinks(0)=(DrawY=477,bHidden=True)
OutputLinks(1)=(DrawY=498,bHidden=True)
OutputLinks(2)=(DrawY=519,bHidden=True)
OutputLinks(3)=(DrawY=517,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object’SeqVar_Object_16′),DrawX=671,OverrideDelta=31)
ObjInstanceVersion=2
ParentSequence=Sequence’Main_Sequence’
ObjPosX=618
ObjPosY=483
DrawWidth=107
DrawHeight=61
Name=”SeqAct_PlaySound_8″
ObjectArchetype=SeqAct_PlaySound’Engine.Default__SeqAct_PlaySound’
End Object
Begin Object Class=SeqVar_Object Name=SeqVar_Object_16
ObjValue=InterpActor’InterpActor_0′
VarName=”Mines”
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=1018
ObjPosY=507
DrawWidth=32
DrawHeight=32
Name=”SeqVar_Object_16″
ObjectArchetype=SeqVar_Object’Engine.Default__SeqVar_Object’
End Object
Begin Object Class=SeqAct_ModifyHealth Name=SeqAct_ModifyHealth_0
Amount=15.000000
InputLinks(0)=(DrawY=418,OverrideDelta=11)
OutputLinks(0)=(DrawY=418,OverrideDelta=11)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object’SeqVar_Object_17′),DrawX=1478,OverrideDelta=16)
VariableLinks(1)=(LinkedVariables=(SeqVar_Float’SeqVar_Float_0′),DrawX=1541,OverrideDelta=76)
VariableLinks(2)=(DrawX=1614,OverrideDelta=142)
ObjInstanceVersion=2
ParentSequence=Sequence’Main_Sequence’
ObjPosX=1440
ObjPosY=384
DrawWidth=222
DrawHeight=61
Name=”SeqAct_ModifyHealth_0″
ObjectArchetype=SeqAct_ModifyHealth’Engine.Default__SeqAct_ModifyHealth’
End Object
Begin Object Class=SeqEvent_Touch Name=SeqEvent_Touch_0
Originator=InterpActor’InterpActor_0′
MaxWidth=148
OutputLinks(0)=(Links=((LinkedOp=SeqAct_ActorFactory’SeqAct_ActorFactory_8′),(LinkedOp=SeqAct_PlaySound’SeqAct_PlaySound_8′)),DrawY=349,OverrideDelta=14)
OutputLinks(1)=(DrawY=370,OverrideDelta=35)
OutputLinks(2)=(DrawY=391,OverrideDelta=56)
VariableLinks(0)=(LinkedVariables=(SeqVar_Object’SeqVar_Object_17′),DrawX=498,OverrideDelta=42)
ObjInstanceVersion=2
ParentSequence=Sequence’Main_Sequence’
ObjPosX=424
ObjPosY=280
ObjName=”InterpActor_0 Touch”
DrawWidth=119
DrawHeight=176
Name=”SeqEvent_Touch_0″
ObjectArchetype=SeqEvent_Touch’Engine.Default__SeqEvent_Touch’
End Object
Begin Object Class=SeqVar_Float Name=SeqVar_Float_0
FloatValue=15.000000
ObjInstanceVersion=1
ParentSequence=Sequence’Main_Sequence’
ObjPosX=1512
ObjPosY=544
DrawWidth=32
DrawHeight=32
Name=”SeqVar_Float_0″
ObjectArchetype=SeqVar_Float’Engine.Default__SeqVar_Float’
End Object

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