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UnrealI.TrooperCarcass


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//=============================================================================
// TrooperCarcass.
//=============================================================================
class TrooperCarcass extends CreatureCarcass;

#exec MESH IMPORT MESH=SkaarjBody ANIVFILE=..\UnrealShare\Models\g_Skrb_a.3d DATAFILE=..\UnrealShare\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=..\UnrealShare\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=SkaarjHead ANIVFILE=..\UnrealShare\Models\g_Skrz_a.3d DATAFILE=..\UnrealShare\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=..\UnrealShare\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=..\UnrealShare\Models\g_Skrl_a.3d DATAFILE=..\UnrealShare\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=..\UnrealShare\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

function ForceMeshToExist()
{
	//never called
	Spawn(class 'SkaarjTrooper');
}

function CreateReplacement()
{
	local CreatureChunks carc;

	if (bHidden)
		return;
	carc = Spawn(class'TrooperMasterChunk');
	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.SkaarjBody'
				bodyparts(1)=LodMesh'UnrealShare.SkaarjHead'
				bodyparts(2)=LodMesh'UnrealShare.SkaarjBody'
				bodyparts(3)=LodMesh'UnrealShare.SkaarjLeg'
				bodyparts(4)=LodMesh'UnrealShare.SkaarjLeg'
				bodyparts(5)=LodMesh'UnrealShare.CowBody1'
				bodyparts(6)=LodMesh'UnrealShare.CowBody2'
				AnimSequence="Death"
				Mesh=LodMesh'UnrealI.sktrooper'
				CollisionRadius=32.000000
				CollisionHeight=42.000000
				Mass=130.000000
}

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Class file time: zo 11-11-2012 21:10:30.000 - Creation time: zo 11-11-2012 21:14:20.819 - Created with UnCodeX