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//============================================================================= // Urn //============================================================================= class Urn extends Decoration; #exec MESH IMPORT MESH=UrnM ANIVFILE=MODELS\urn_a.3D DATAFILE=MODELS\urn_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=UrnM X=0 Y=0 Z=-120 YAW=64 #exec MESH SEQUENCE MESH=urnM SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=urnM SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JUrn1 FILE=MODELS\urn.PCX GROUP=Skins FLAGS=2 #exec MESHMAP SCALE MESHMAP=urnM X=0.025 Y=0.025 Z=0.05 #exec MESHMAP SETTEXTURE MESHMAP=urnM NUM=1 TEXTURE=Jurn1 auto state active { function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { skinnedFrag(class'Fragment1', texture'JUrn1', Momentum,0.5, 5); Instigator = InstigatedBy; if ( Instigator != None ) MakeNoise(1.0); } Begin: } defaultproperties { bStatic=False DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.UrnM' CollisionRadius=19.000000 CollisionHeight=11.000000 bCollideActors=True bCollideWorld=True bProjTarget=True Mass=100.000000 } |
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