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//============================================================================= // Fan2. //============================================================================= class Fan2 expands Decoration; #exec MESH IMPORT MESH=Fan2M ANIVFILE=MODELS\fan2_a.3D DATAFILE=MODELS\fan2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Fan2M X=0 Y=-300 Z=0 YAW=64 #exec MESH SEQUENCE MESH=fan2M SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=fan2M SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JFan21 FILE=MODELS\fan2.PCX GROUP=Skins FLAGS=2 #exec MESHMAP SCALE MESHMAP=Fan2M X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=fan2M NUM=1 TEXTURE=Jfan21 auto state active { function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { skinnedFrag(class'Fragment1',texture'JFan21', Momentum,2.0, 9); Instigator = InstigatedBy; if ( Instigator != None ) MakeNoise(1.0); } Begin: } |
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