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//============================================================================= // Fan2. //============================================================================= class Fan2 extends Decoration; #exec OBJ LOAD FILE=Detail.utx #exec MESH IMPORT MESH=Fan2M ANIVFILE=Models\Fan2_a.3d DATAFILE=ModelsFX\Fan2_d.3d X=0 Y=0 Z=0 LODSTYLE=8 MLOD=1 #exec MESH LODPARAMS MESH=Fan2M STRENGTH=0.5 MINVERTS=15 MORPH=0.3 ZDISP=1200.0 #exec MESH ORIGIN MESH=Fan2M X=0 Y=-300 Z=0 YAW=64 #exec MESH SEQUENCE MESH=fan2M SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=fan2M SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JFan21 FILE=Models\Fan2.pcx GROUP=Skins FLAGS=2 DETAIL=Metal #exec MESHMAP SCALE MESHMAP=Fan2M X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=fan2M NUM=1 TEXTURE=Jfan21 auto state active { function TakeDamage( int NDamage, Pawn instigatedBy, Vector hitlocation, Vector momentum, name damageType) { if (bStatic || bDeleteme) return; Instigator = InstigatedBy; if ( Instigator != None ) MakeNoise(1.0); skinnedFrag(class'Fragment1',texture'JFan21', Momentum,2.0, 9); } Begin: } defaultproperties { bStatic=False Physics=PHYS_Rotating RemoteRole=ROLE_SimulatedProxy DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.Fan2M' CollisionRadius=44.000000 CollisionHeight=44.000000 bCollideActors=True bCollideWorld=True bProjTarget=True bFixedRotationDir=True RotationRate=(Roll=20000) DesiredRotation=(Roll=1) } |
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