// In case you want to put a basic mesh in the world which spawns Squirrelzero's lightsourced Shadows... class RealTimeShadowMeshActor extends pawn; var Effect_ShadowController RealtimeShadow; var () bool bRealtimeShadows; // Advanced Shadows care of Squirrelzero's code. simulated function PostBeginPlay() { if (bActorShadows &&(Level.NetMode != NM_DedicatedServer)) { // decide which type of shadow to spawn if (bRealtimeShadows) { RealtimeShadow = Spawn(class'Effect_ShadowController',self,'',Location); RealtimeShadow.Instigator = self; RealtimeShadow.Initialize(); } } } function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class damageType, optional int HitIndex){} defaultproperties { bRealtimeShadows = true bMovable = false bStasis = false DrawType=DT_StaticMesh StaticMesh=StaticMesh'GKStaticMeshes.basicShapes.BasicCube' ControllerClass=none bCanBeDamaged=false bInvulnerableBody = true bJumpCapable=false bCanJump=false bCanWalk=false bCanSwim=false bCanFly=false Physics = PHYS_None CollisionHeight = 40 CollisionRadius = 20 bStaticLighting = true }