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//============================================================================= // SkaarjCarcass. //============================================================================= class SkaarjCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=SkaarjBody ANIVFILE=MODELS\g_Skrb_a.3D DATAFILE=MODELS\g_skrb_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjBody X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjBody SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjBody SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj1 FILE=MODELS\skr1.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjBody X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjBody NUM=1 TEXTURE=JGSkaarj1 #exec MESH IMPORT MESH=SkaarjHand ANIVFILE=MODELS\g_Skrh_a.3D DATAFILE=MODELS\g_skrh_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjHand X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjHand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj2 FILE=MODELS\skr2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjHand X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjHand NUM=1 TEXTURE=JGSkaarj2 #exec MESH IMPORT MESH=SkaarjHead ANIVFILE=MODELS\g_Skrz_a.3D DATAFILE=MODELS\g_skrz_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj1 FILE=MODELS\skr1.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjHead NUM=1 TEXTURE=JGSkaarj1 #exec MESH IMPORT MESH=SkaarjLeg ANIVFILE=MODELS\g_Skrl_a.3D DATAFILE=MODELS\g_skrl_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjLeg X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj2 FILE=MODELS\skr2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjLeg X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjLeg NUM=1 TEXTURE=JGSkaarj2 #exec MESH IMPORT MESH=SkaarjTail ANIVFILE=MODELS\g_Skrt_a.3D DATAFILE=MODELS\g_skrt_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=SkaarjTail X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=SkaarjTail SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=SkaarjTail SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JGSkaarj2 FILE=MODELS\skr2.PCX FAMILY=Skins #exec MESHMAP SCALE MESHMAP=SkaarjTail X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=SkaarjTail NUM=1 TEXTURE=JGSkaarj2 function ForceMeshToExist() { //never called Spawn(class 'Skaarjwarrior'); } static simulated function bool AllowChunk(int N, name A) { if ( (A == 'Death5') && (N == 7) ) return false; return true; } function CreateReplacement() { local CreatureChunks carc; if (bHidden) return; carc = Spawn(class'SkaarjMasterChunk'); if (carc != None) { carc.bMasterChunk = true; carc.Initfor(self); carc.Bugs = Bugs; if ( Bugs != None ) Bugs.SetBase(carc); Bugs = None; } else if ( Bugs != None ) Bugs.Destroy(); } defaultproperties { bodyparts(0)=LodMesh'UnrealShare.SkaarjTail' bodyparts(1)=LodMesh'UnrealShare.SkaarjBody' bodyparts(2)=LodMesh'UnrealShare.SkaarjHand' bodyparts(3)=LodMesh'UnrealShare.SkaarjBody' bodyparts(4)=LodMesh'UnrealShare.SkaarjLeg' bodyparts(5)=LodMesh'UnrealShare.SkaarjLeg' bodyparts(6)=LodMesh'UnrealShare.CowBody1' bodyparts(7)=LodMesh'UnrealShare.SkaarjHead' ZOffset(1)=0.000000 ZOffset(3)=0.300000 ZOffset(4)=-0.500000 ZOffset(5)=-0.500000 AnimSequence=Death Mesh=LodMesh'UnrealShare.Skaarjw' CollisionRadius=35.000000 CollisionHeight=46.000000 Mass=150.000000 Buoyancy=140.000000 } |
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