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//============================================================================= // KrallCarcass. //============================================================================= class KrallCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=KrallHead ANIVFILE=Models\g_krlh_a.3d DATAFILE=Models\g_krlh_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=KrallHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=KrallHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=KrallHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgkrl1 FILE=Models\g_kral1.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=KrallHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=KrallHead NUM=1 TEXTURE=Jgkrl1 #exec MESH IMPORT MESH=KrallWeapon ANIVFILE=Models\g_krlw_a.3d DATAFILE=Models\g_krlw_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=KrallWeapon X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=KrallWeapon SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=KrallWeapon SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgkrl0 FILE=Models\g_kral0.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=KrallWeapon X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=KrallWeapon NUM=1 TEXTURE=Jgkrl0 #exec MESH IMPORT MESH=KrallFoot ANIVFILE=Models\g_krlf_a.3d DATAFILE=Models\g_krlf_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=KrallFoot X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=KrallFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=KrallFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgkrl0 FILE=Models\g_kral0.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=KrallFoot X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=KrallFoot NUM=1 TEXTURE=Jgkrl0 #exec MESH IMPORT MESH=KrallPiece ANIVFILE=Models\g_krlf_a.3d DATAFILE=Models\g_krlf_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=KrallPiece X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=KrallPiece SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=KrallPiece SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgkrl0 FILE=Models\g_kral0.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=KrallPiece X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=KrallPiece NUM=1 TEXTURE=Jgkrl0 #exec MESH IMPORT MESH=KrallHand ANIVFILE=Models\g_krlz_a.3d DATAFILE=Models\g_krlz_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=KrallHand X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=KrallHand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=KrallHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgkrl1 FILE=Models\g_kral1.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=KrallHand X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=KrallHand NUM=1 TEXTURE=Jgkrl1 function ForceMeshToExist() { //never called Spawn(class 'Krall'); } static simulated function bool AllowChunk(int N, name A) { if ( (A == 'Dead5') && (N == 4) ) return false; if ( (A == 'LeglessDeath') && (N == 2) ) return false; return true; } function InitFor(actor Other) { Super.InitFor(Other); if ( AnimSequence == 'LeglessDeath' ) SetCollision(true, false, false); } defaultproperties { bodyparts(0)=LodMesh'UnrealI.KrallWeapon' bodyparts(1)=LodMesh'UnrealI.KrallHand' bodyparts(2)=LodMesh'UnrealI.KrallFoot' bodyparts(3)=LodMesh'UnrealI.KrallPiece' bodyparts(4)=LodMesh'UnrealI.KrallHead' Style=STY_Masked Mesh=LodMesh'UnrealI.KrallM' Mass=140.000000 Buoyancy=130.000000 } |
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