class EnforcerShellCasing extends Actor; var RangeVector StartVelocityRange; simulated function PostBeginPlay() { Velocity.X = StartVelocityRange.X.Min + FRand() * (StartVelocityRange.X.Max - StartVelocityRange.X.Min); Velocity.Y = StartVelocityRange.Y.Min + FRand() * (StartVelocityRange.Y.Max - StartVelocityRange.Y.Min); Velocity.Z = StartVelocityRange.Z.Min + FRand() * (StartVelocityRange.Z.Max - StartVelocityRange.Z.Min); Velocity = Velocity >> Rotation; } simulated function Landed(vector HitLocation) { Destroy(); } defaultproperties { StartVelocityRange=(X=(Min=-25.000000,Max=100.000000),Y=(Min=-250.000000,Max=250.000000),Z=(Min=200.000000,Max=300.000000)) DrawType=DT_StaticMesh StaticMesh=StaticMesh'UT2341Weapons_SM.shell.ShellcasingX' Physics=PHYS_Falling LifeSpan=1.000000 CollisionRadius=0.000000 CollisionHeight=0.000000 }