Áƒ*žE,@Ź  ŔaF†>Ő“ˆ ĚŐÜ,NoneEATGAirstrikeTrigger AirstrikeTextureNumOfMissilesCoreEngine OffsetDistAirstrikeProjectileBeginSystem bDirectionalRotatorStateVectorClassPropertyPackageClassStructObject Function TextBuffer ScriptTextiObjectProperty LocationOtherPEventInstigator InstigatorS_Actor RotationStartLocationOffsetBotpack WarShell IntPropertyStructProperty BoolPropertyPawn AimDirectionActor bNotOwnedƒŒ‰ƒ Œ ˙˙˙˙˙˙˙˙@a@˙˙˙˙˙˙˙˙˙˙2oĄWíoĄƒœÔX… " " ˜ Ó–€‹s// ============================================================================ // EATGAirstrike by Matthias [ElBundee] Kath // ============================================================================ // - Spawn certain number of projectiles for airstrike effects // ============================================================================ class EATGAirstrike expands Trigger; var() int NumOfMissiles; var() int OffsetDist; var() bool bNotOwned; var() class AirstrikeProjectile; function Trigger(actor Other, pawn EventInstigator) { if(bNotOwned) Instigator = None; gotostate('EATGAirstrike'); } function Airstrike(Pawn Other) { local vector StartLocation, Offset; local rotator AimDirection; local Actor P; local int i; for(i = 0; i <= NumOfMissiles; i++) { Offset = VRand() * RandRange(OffsetDist * 0.5, OffsetDist * 1.5); StartLocation = self.Location + Offset; if(bNotOwned) { Other = None; P = Spawn(AirstrikeProjectile,None,, StartLocation, Rotation); P.Instigator = None; } else { P = Spawn(AirstrikeProjectile,,, StartLocation, Rotation); } } } state() EATGAirstrike { Begin: disable('Trigger'); Airstrike(Instigator); enable('Trigger'); } • Y-ˆ*q!  /ˇ%ľ˜ Ôüd Ť??Ť?Ŕ?× “‘- *a* Žˆ*Ťa ŽĽ €ƒ€‹(Ú,v!ˆu! ˙˙˙˙˙˙˙˙˙˙ţ˙˙˙*˙˙˙˙˙˙˙˙˙˙˙˙%˙˙˙˙&ý˙˙˙˙˙˙˙˙˙˙˙ţ˙˙˙(ű˙˙˙ţ˙˙˙&ý˙˙˙ ˙˙˙˙'ű˙˙˙ ˙˙˙˙˙˙˙˙&ý˙˙˙˙˙˙˙ý˙˙˙ţ˙˙˙#é˙˙˙$† x „ D ‡! Q + ^ ” j ‡" x † E |Q † M„ Y’4~fŠ•)d#‡) M$ŠNZ$„  h&„  u&‘BB'