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//============================================================================= // CrucifiedNali. //============================================================================= class CrucifiedNali extends NaliCarcass; #exec MESH IMPORT MESH=CrossNali ANIVFILE=Models\nali_x.3d DATAFILE=Models\nali_d.3d X=0 Y=0 Z=0 ZEROTEX=1 #exec MESH ORIGIN MESH=CrossNali X=00 Y=-130 Z=30 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=CrossNali SEQ=All STARTFRAME=0 NUMFRAMES=61 #exec MESH SEQUENCE MESH=CrossNali SEQ=HeadDown STARTFRAME=0 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=CrossNali SEQ=Writhe STARTFRAME=20 NUMFRAMES=30 RATE=15 #exec MESH SEQUENCE MESH=CrossNali SEQ=Dead1 STARTFRAME=50 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CrossNali SEQ=Dead2 STARTFRAME=51 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CrossNali SEQ=Dead3 STARTFRAME=52 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CrossNali SEQ=Dead4 STARTFRAME=53 NUMFRAMES=1 #exec MESH SEQUENCE MESH=CrossNali SEQ=Hang1 STARTFRAME=54 NUMFRAMES=1 GROUP=Upright #exec MESH SEQUENCE MESH=CrossNali SEQ=Hang2 STARTFRAME=55 NUMFRAMES=1 GROUP=Upright #exec MESH SEQUENCE MESH=CrossNali SEQ=Hang3 STARTFRAME=56 NUMFRAMES=1 GROUP=Upright #exec MESH SEQUENCE MESH=CrossNali SEQ=HangFeet STARTFRAME=57 NUMFRAMES=1 GROUP=Upright #exec MESH SEQUENCE MESH=CrossNali SEQ=Impaled STARTFRAME=58 NUMFRAMES=1 GROUP=Upright #exec MESH SEQUENCE MESH=CrossNali SEQ=Stocks STARTFRAME=59 NUMFRAMES=1 GROUP=Upright #exec MESH SEQUENCE MESH=CrossNali SEQ=Stretch STARTFRAME=60 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JNali1 FILE=Models\nali.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=crossnali X=0.072 Y=0.072 Z=0.144 #exec MESHMAP SETTEXTURE MESHMAP=crossnali NUM=0 TEXTURE=Jnali1 auto state Dying { function AnimEnd() { if ( (AnimSequence == 'HeadDown') && (FRand() < 0.1) ) PlayAnim('Writhe', 0.3 + 0.6 * FRand()); else PlayAnim('HeadDown', 0.3 + 0.6 * FRand()); } function TakeDamage( int Damage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { if ( (Damage > 40) || (momentum.Z/mass > 150) || (CumulativeDamage > 100) ) { Velocity = momentum/Mass; ChunkUp(Damage); } else { Spawn(class'BloodSpurt',,,HitLocation,rot(16384,0,0)); CumulativeDamage += Damage; if ( CumulativeDamage > 40 ) { Disable('AnimEnd'); TweenAnim('HeadDown', 0.22); } else PlayAnim('Writhe', 0.7, 0.1); } } Begin: if ( AnimSequence == 'HeadDown' ) { SetCollision(true,true,true); PlayAnim('HeadDown'); } else { if ( GetAnimGroup(AnimSequence) != 'Upright' ) ReduceCylinder(); bReducedHeight = true; GotoState('Dead'); } } defaultproperties { Physics=PHYS_None LifeSpan=0.000000 AnimSequence="HeadDown" Mesh=LodMesh'UnrealShare.CrossNali' } |
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