Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |
00001 00002 00003 00004 00005 00006 00007 00008 00009 00010 00011 00012 00013 00014 00015 00016 00017 00018 00019 00020 00021 00022 00023 00024 00025 00026 00027 00028 |
//============================================================================= // SeaWeed. //============================================================================= class SeaWeed expands Decoration; #exec MESH IMPORT MESH=SeaWeedM ANIVFILE=MODELS\seaw_a.3D DATAFILE=MODELS\seaw_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SeaWeedM X=-70 Y=-400 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SeaWeedM SEQ=All STARTFRAME=0 NUMFRAMES=4 #exec MESH SEQUENCE MESH=SeaWeedM SEQ=Type1Waver STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=SeaWeedM SEQ=Type2Waver STARTFRAME=2 NUMFRAMES=2 #exec TEXTURE IMPORT NAME=JSeaWeed1 FILE=MODELS\seaweed.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=SeaWeedM X=0.25 Y=0.25 Z=0.5 #exec MESHMAP SETTEXTURE MESHMAP=SeaWeedM NUM=1 TEXTURE=JSeaWeed1 var() enum ESeaWeedType { Waver1, Waver2, } WeedType; Auto State Waver { Begin: if (WeedType == Waver1) LoopAnim('Type1Waver',0.01); else LoopAnim('Type2Waver',0.01); } |
Overview | Package | Class | Source | Class tree | Glossary | UnrealScript Documentation |
previous class next class | frames no frames |