SabbathCat/AnyProjectileSpawner
It's basically a MortarSpawner code, but now will fire any projectile.
//============================================================================= // MortarSpawner3. New (Improved?) //============================================================================= class GungHo extends Effects; #exec mesh import mesh=gungho01 anivfile=Models\gungho01_a.3d datafile=Models\gungho01_d.3d x=0 y=0 z=0 mlod=0 #exec mesh origin mesh=gungho01 x=0 y=0 z=0 YAW=-16384 PITCH=16384 ROLL=0 #exec mesh sequence mesh=gungho01 seq=All startframe=0 numframes=1 #exec meshmap new meshmap=gungho01 mesh=gungho01 #exec meshmap scale meshmap=gungho01 x=0.13281 y=0.13281 z=0.26563 var() int ShellDamage; var() int ShellMomentumTransfer; var() int ShellBlastRadius; var() int RateOfFire; var() float ShellSpeed; var() int Deviation; var() bool bDeviate; var() sound FireSound; var() Class<Projectile> ProjectileType; var() float ProjectileScale; var() float PCRM; var() float PCHM; var() vector VelocityMultiplyerJ; function BeginPlay() { SetTimer(RateOfFire, True); } function Timer() { LaunchShell(); PlaySound(FireSound, SLOT_None, 4.0); } function LaunchShell() { local rotator NewRot; local Projectile shell; if (bDeviate) { NewRot.Pitch = Rotation.Pitch + (Deviation/2) - (Deviation * FRand()); NewRot.Roll = Rotation.Roll + (Deviation/2) - (Deviation * FRand()); NewRot.Yaw = Rotation.Yaw + (Deviation/2) - (Deviation * FRand()); } else NewRot = Rotation; shell = Spawn(ProjectileType,,, Location+Vector(Rotation)*20, NewRot); shell.Speed = ShellSpeed; shell.Damage = ShellDamage; shell.MomentumTransfer = ShellMomentumTransfer; shell.DrawScale=ProjectileScale; // shell.CollisionHeight = shell.CollisionHeight*PCHM; // shell.CollisionRadius = shell.CollisionRadius*PCRM; shell.Velocity=shell.Velocity*VelocityMultiplyerJ; } defaultproperties { ShellDamage=70 ShellMomentumTransfer=150000 ShellBlastRadius=400 RateOfFire=5 Deviation=4096 bDeviate=True FireSound=Sound'UnrealShare.flak.Explode1' bHidden=True bNetTemporary=False bDirectional=True DrawType=DT_Mesh Mesh=Mesh'gungho01' bCollideWhenPlacing=False bCollideWorld=False CollisionRadius=17.00000 CollisionHeight=34.00000 MultiSkins(0)=Texture'UnrealI.Skins.JBlob1' MultiSkins(1)=Texture'UnrealI.Skins.JBoulder1' MultiSkins(2)=Texture'UnrealI.Skins.AAsbSuit1' ProjectileScale=1.000000 PCHM=1.000000 PCRM=1.000000 VelocityMultiplyerJ=1.000000,1.000000,1.000000 }