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//============================================================================= // WarlordCarcass. //============================================================================= class WarlordCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=WarlordArm ANIVFILE=Models\g_wara_a.3d DATAFILE=Models\g_wara_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordArm X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordArm SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordArm SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=Models\g_war1.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordArm X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordArm NUM=1 TEXTURE=Jgwar1 #exec MESH IMPORT MESH=WarlordFoot ANIVFILE=Models\g_warf_a.3d DATAFILE=Models\g_warf_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordFoot X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar2 FILE=Models\g_war2.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordFoot X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordFoot NUM=1 TEXTURE=Jgwar2 #exec MESH IMPORT MESH=WarlordGun ANIVFILE=Models\g_warg_a.3d DATAFILE=Models\g_warg_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordGun X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordGun SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordGun SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=Models\g_war1.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordGun X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordGun NUM=1 TEXTURE=Jgwar1 #exec MESH IMPORT MESH=WarlordHand ANIVFILE=Models\g_warh_a.3d DATAFILE=Models\g_warh_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordHand X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordHand SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar2 FILE=Models\g_war2.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordHand X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordHand NUM=1 TEXTURE=Jgwar2 #exec MESH IMPORT MESH=WarlordHead ANIVFILE=Models\g_warz_a.3d DATAFILE=Models\g_warz_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar2 FILE=Models\g_war2.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordHead NUM=1 TEXTURE=Jgwar2 #exec MESH IMPORT MESH=WarlordLeg ANIVFILE=Models\g_warl_a.3d DATAFILE=Models\g_warl_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordLeg X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=Models\g_war1.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordLeg X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordLeg NUM=1 TEXTURE=Jgwar1 #exec MESH IMPORT MESH=WarlordWing ANIVFILE=Models\g_warw_a.3d DATAFILE=Models\g_warw_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=WarlordWing X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=WarlordWing SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=WarlordWing SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgwar1 FILE=Models\g_war1.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=WarlordWing X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=WarlordWing NUM=1 TEXTURE=Jgwar1 function AnimEnd() { if ( AnimSequence == 'Dead2A' ) { if ( Physics == PHYS_None ) { LieStill(); PlayAnim('Dead2B', 0.7, 0.07); } else LoopAnim('Fall'); } else if ( Physics == PHYS_None ) LieStill(); } function Landed(vector HitNormal) { if ( AnimSequence == 'Fall' ) { LieStill(); PlayAnim('Dead2B', 0.7, 0.07); } SetPhysics(PHYS_None); } state Dead { function BeginState() { } } defaultproperties { bodyparts(0)=LodMesh'UnrealI.WarlordWing' bodyparts(1)=LodMesh'UnrealI.WarlordHead' bodyparts(2)=LodMesh'UnrealI.WarlordLeg' bodyparts(3)=LodMesh'UnrealI.WarlordArm' bodyparts(4)=LodMesh'UnrealI.WarlordLeg' bodyparts(5)=LodMesh'UnrealI.WarlordGun' bodyparts(6)=LodMesh'UnrealI.WarlordFoot' bodyparts(7)=LodMesh'UnrealI.WarlordHand' ZOffset(1)=0.500000 ZOffset(2)=-0.500000 ZOffset(4)=-0.500000 ZOffset(6)=-0.700000 LifeSpan=0.000000 Style=STY_Masked } |
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