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//============================================================================= // MaleThree. //============================================================================= class MaleThree extends Male; #exec MESH IMPORT MESH=Male3 ANIVFILE=MODELS\Male3_a.3D DATAFILE=MODELS\Male3_d.3D X=0 Y=0 Z=0 ZEROTEX=1 UNMIRROR=1 #exec MESH ORIGIN MESH=Male3 X=-150 Y=80 Z=0 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Male3 SEQ=All STARTFRAME=0 NUMFRAMES=473 #exec MESH SEQUENCE MESH=Male3 SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=7 RATE=6 Group=Gesture #exec MESH SEQUENCE MESH=Male3 SEQ=Breath1 STARTFRAME=12 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=Breath2 STARTFRAME=19 NUMFRAMES=6 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=CockGun STARTFRAME=25 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=Dead2 STARTFRAME=33 NUMFRAMES=16 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=Dead3 STARTFRAME=49 NUMFRAMES=13 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=Dead4 STARTFRAME=62 NUMFRAMES=16 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=Dead5 STARTFRAME=78 NUMFRAMES=23 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=Dead6 STARTFRAME=101 NUMFRAMES=28 RATE=15 #exec MESH SEQUENCE MESH=Male3 SEQ=Dead7 STARTFRAME=129 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=Male3 SEQ=DeathEnd STARTFRAME=457 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Male3 SEQ=DeathEnd2 STARTFRAME=48 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Male3 SEQ=DeathEnd3 STARTFRAME=61 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Male3 SEQ=DuckWlkL STARTFRAME=150 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Male3 SEQ=DuckWlkS STARTFRAME=165 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Male3 SEQ=HeadHit STARTFRAME=180 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=JumpLgFr STARTFRAME=181 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Male3 SEQ=JumpSmFr STARTFRAME=182 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Male3 SEQ=LandLgFr STARTFRAME=183 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Male3 SEQ=LandSmFr STARTFRAME=184 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Male3 SEQ=LeftHit STARTFRAME=185 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=Look STARTFRAME=186 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle #exec MESH SEQUENCE MESH=Male3 SEQ=RightHit STARTFRAME=211 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Male3 SEQ=RunLg STARTFRAME=212 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=RunLgFr STARTFRAME=222 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=RunSm STARTFRAME=232 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=RunSmFr STARTFRAME=242 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=StillFrRp STARTFRAME=252 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=StillLgFr STARTFRAME=267 NUMFRAMES=10 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=StillSmFr STARTFRAME=277 NUMFRAMES=8 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=SwimLg STARTFRAME=285 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male3 SEQ=SwimSm STARTFRAME=300 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male3 SEQ=TreadLg STARTFRAME=315 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=TreadSm STARTFRAME=330 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=Victory1 STARTFRAME=345 NUMFRAMES=25 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Male3 SEQ=WalkLg STARTFRAME=370 NUMFRAMES=15 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=WalkLgFr STARTFRAME=385 NUMFRAMES=15 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=WalkSm STARTFRAME=400 NUMFRAMES=15 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=WalkSmFr STARTFRAME=415 NUMFRAMES=15 RATE=17 #exec MESH SEQUENCE MESH=Male3 SEQ=Wave STARTFRAME=430 NUMFRAMES=15 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Male3 SEQ=Dead1 STARTFRAME=445 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=Male3 SEQ=Walk STARTFRAME=458 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Male3 SEQ=TurnSm STARTFRAME=415 NUMFRAMES=2 #exec MESH SEQUENCE MESH=Male3 SEQ=TurnLg STARTFRAME=385 NUMFRAMES=2 #exec MESH SEQUENCE MESH=Male3 SEQ=Taunt1L STARTFRAME=473 NUMFRAMES=7 RATE=6 Group=Gesture #exec MESH SEQUENCE MESH=Male3 SEQ=Breath1L STARTFRAME=480 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=Breath2L STARTFRAME=487 NUMFRAMES=6 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=CockGunL STARTFRAME=493 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Male3 SEQ=LookL STARTFRAME=501 NUMFRAMES=25 RATE=15 Group=Waiting //FIXME - can't use! - make much more subtle #exec MESH SEQUENCE MESH=Male3 SEQ=Victory1L STARTFRAME=526 NUMFRAMES=25 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Male3 SEQ=WaveL STARTFRAME=551 NUMFRAMES=15 RATE=15 Group=Gesture #exec TEXTURE IMPORT NAME=Dante FILE=MODELS\Dante.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=Male3 X=0.056 Y=0.056 Z=0.112 #exec MESHMAP SETTEXTURE MESHMAP=Male3 NUM=0 TEXTURE=Dante #exec MESH NOTIFY MESH=Male3 SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkLG TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkLGFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkSM TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=WalkSMFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Male3 SEQ=Dead2 TIME=0.92 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male3 SEQ=Dead3 TIME=0.45 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male3 SEQ=Dead4 TIME=0.54 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male3 SEQ=Dead5 TIME=0.68 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male3 SEQ=Dead6 TIME=0.57 FUNCTION=LandThump #exec MESH NOTIFY MESH=Male3 SEQ=Dead7 TIME=0.78 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\male\jump11.WAV" NAME="MJump3" GROUP="Male" #exec AUDIO IMPORT FILE="Sounds\male\land12.WAV" NAME="MLand3" GROUP="Male" defaultproperties { LandGrunt=Sound'UnrealShare.Male.MLand3' CarcassType=Class'UnrealShare.MaleThreeCarcass' JumpSound=Sound'UnrealShare.Male.MJump3' MenuName="Male 3" Skin=Texture'UnrealShare.Skins.Dante' Mesh=LodMesh'UnrealShare.Male3' } |
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