class InvisEffect expands Effects;

#exec MESH IMPORT MESH=InvisEffect ANIVFILE=MODELS\InvisEffect_a.3d DATAFILE=MODELS\InvisEffect_d.3d X=0 Y=0 Z=0
#exec MESH LODPARAMS MESH=InvisEffect STRENGTH=0
#exec MESH ORIGIN MESH=InvisEffect X=0 Y=0 Z=0

#exec MESH SEQUENCE MESH=InvisEffect SEQ=All STARTFRAME=0 NUMFRAMES=9
#exec MESH SEQUENCE MESH=InvisEffect SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=InvisEffect SEQ=Rotor STARTFRAME=0 NUMFRAMES=9 RATE=9.0

#exec MESHMAP NEW MESHMAP=InvisEffect MESH=InvisEffect
#exec MESHMAP SCALE MESHMAP=InvisEffect X=0.135 Y=0.135 Z=0.27
//#exec MESHMAP SCALE MESHMAP=InvisEffect X=0.09 Y=0.09 Z=0.18


#exec TEXTURE IMPORT NAME=InvisPartc01 FILE=SKINS\InvisPartc01.bmp GROUP=Coronas FLAGS=2
#exec TEXTURE IMPORT NAME=InvisPartc02 FILE=SKINS\InvisPartc02.bmp GROUP=Coronas FLAGS=2
#exec TEXTURE IMPORT NAME=InvisPartc03 FILE=SKINS\InvisPartc03.bmp GROUP=Coronas FLAGS=2
#exec TEXTURE IMPORT NAME=InvisPartc04 FILE=SKINS\InvisPartc04.bmp GROUP=Coronas FLAGS=2
#exec TEXTURE IMPORT NAME=InvisPartc05 FILE=SKINS\InvisPartc05.bmp GROUP=Coronas FLAGS=2
#exec TEXTURE IMPORT NAME=InvisPartc06 FILE=SKINS\InvisPartc06.bmp GROUP=Coronas FLAGS=2

var() texture PartcVariation[6];

simulated function PostBeginPlay()
{
local int i;

	LoopAnim('Rotor', 0.2);

	for (i=0; i<8; i++)
		MultiSkins[i] = PartcVariation[Min(5, Rand(6))];
	
}

simulated function Tick( float DeltaTime)
{
	bHidden = Owner.bHidden;
}

defaultproperties
{
	DrawType=DT_Mesh
	Mesh=InvisEffect
	bUnlit=True
	Style=STY_Translucent
	Physics=PHYS_Trailer
	bTrailerSameRotation=True
	RemoteRole=ROLE_None
	LifeSpan=0.000000
	ScaleGlow=2.000000
	bRandomFrame=True
	bParticles=True
	Texture=InvisPartc01
	DrawScale=0.010000
	PartcVariation(0)=InvisPartc01
	PartcVariation(1)=InvisPartc02
	PartcVariation(2)=InvisPartc03
	PartcVariation(3)=InvisPartc04
	PartcVariation(4)=InvisPartc05
	PartcVariation(5)=InvisPartc06
	MultiSkins(0)=InvisPartc01
	MultiSkins(1)=InvisPartc01
	MultiSkins(2)=InvisPartc01
	MultiSkins(3)=InvisPartc01
	MultiSkins(4)=InvisPartc01
	MultiSkins(5)=InvisPartc01
	MultiSkins(6)=InvisPartc01
	MultiSkins(7)=InvisPartc01
}
