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//============================================================================= // PredatorCarcass. //============================================================================= class PredatorCarcass expands CreatureCarcass; #exec MESH IMPORT MESH=PredatorBody ANIVFILE=MODELS\Predator\gib-torso_a.3D DATAFILE=MODELS\Predator\gib-torso_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorBody X=0 Y=0 Z=-2 YAW=-64 #exec MESH SEQUENCE MESH=PredatorBody SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=PredatorBody SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec TEXTURE IMPORT NAME=JGPredator1 FILE=MODELS\Predator\gib-torso1.PCX FAMILY=Skins FLAGS=2 #exec TEXTURE IMPORT NAME=JGPredator2 FILE=MODELS\Predator\gib-torso2.PCX GROUP=Skins PALETTE=JGPredator1 // head4T6y #exec MESHMAP NEW MESHMAP=PredatorBody MESH=PredatorBody #exec MESHMAP SCALE MESHMAP=PredatorBody X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorBody NUM=1 TEXTURE=JGPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorBody NUM=2 TEXTURE=JGPredator2 #exec MESH IMPORT MESH=PredatorFoot ANIVFILE=MODELS\Predator\gib-foot-rt_a.3D DATAFILE=MODELS\Predator\gib-foot-rt_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorFoot X=0 Y=0 Z=3 YAW=-64 #exec MESH SEQUENCE MESH=PredatorFoot SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=PredatorFoot SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=PredatorFoot MESH=PredatorFoot #exec MESHMAP SCALE MESHMAP=PredatorFoot X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorFoot NUM=1 TEXTURE=JGPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorFoot NUM=2 TEXTURE=JGPredator2 #exec MESH IMPORT MESH=PredatorHead ANIVFILE=MODELS\Predator\gib-head_a.3D DATAFILE=MODELS\Predator\gib-head_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorHead X=0 Y=0 Z=-1 YAW=-64 #exec MESH SEQUENCE MESH=PredatorHead SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=PredatorHead SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=PredatorHead MESH=PredatorHead #exec MESHMAP SCALE MESHMAP=PredatorHead X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorHead NUM=1 TEXTURE=JGPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorHead NUM=2 TEXTURE=JGPredator2 #exec MESH IMPORT MESH=PredatorLeftLeg ANIVFILE=MODELS\Predator\gib-leg-lf_a.3D DATAFILE=MODELS\Predator\gib-leg-lf_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorLeftLeg X=0 Y=0 Z=0 YAW=-64 #exec MESH SEQUENCE MESH=PredatorLeftLeg SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=PredatorLeftLeg SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=PredatorLeftLeg MESH=PredatorLeftLeg #exec MESHMAP SCALE MESHMAP=PredatorLeftLeg X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorLeftLeg NUM=1 TEXTURE=JGPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorLeftLeg NUM=2 TEXTURE=JGPredator2 #exec MESH IMPORT MESH=PredatorRightLeg ANIVFILE=MODELS\Predator\gib-leg-rt_a.3D DATAFILE=MODELS\Predator\gib-leg-rt_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorRightLeg X=0 Y=0 Z=2 YAW=-64 #exec MESH SEQUENCE MESH=PredatorRightLeg SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=PredatorRightLeg SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=PredatorRightLeg MESH=PredatorRightLeg #exec MESHMAP SCALE MESHMAP=PredatorRightLeg X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorRightLeg NUM=1 TEXTURE=JGPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorRightLeg NUM=2 TEXTURE=JGPredator2 #exec MESH IMPORT MESH=PredatorTail ANIVFILE=MODELS\Predator\gib-tail_a.3D DATAFILE=MODELS\Predator\gib-tail_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorTail X=0 Y=0 Z=-2 YAW=-64 #exec MESH SEQUENCE MESH=PredatorTail SEQ=All STARTFRAME=0 NUMFRAMES=2 #exec MESH SEQUENCE MESH=PredatorTail SEQ=Still STARTFRAME=0 NUMFRAMES=2 #exec MESHMAP NEW MESHMAP=PredatorTail MESH=PredatorTail #exec MESHMAP SCALE MESHMAP=PredatorTail X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorTail NUM=1 TEXTURE=JGPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorTail NUM=2 TEXTURE=JGPredator2 function ForceMeshToExist() { //never called Spawn( class 'Predator' ); } function InitFor( actor Other ) { Super.InitFor( Other ); if( AnimSequence == 'Death5' ) bodyparts[6]=None; } defaultproperties { bodyparts(0)=LodMesh'UPak.PredatorBody' bodyparts(1)=LodMesh'UPak.PredatorTail' bodyparts(2)=LodMesh'UPak.PredatorLeftLeg' bodyparts(3)=LodMesh'UPak.PredatorRightLeg' bodyparts(4)=LodMesh'UPak.PredatorFoot' bodyparts(5)=LodMesh'UnrealShare.CowBody1' bodyparts(6)=LodMesh'UPak.PredatorHead' ZOffset(1)=0.500000 ZOffset(2)=0.250000 ZOffset(3)=0.250000 ZOffset(5)=0.500000 ZOffset(6)=0.500000 AnimSequence=Death Mesh=LodMesh'UPak.Predator' CollisionRadius=16.000000 CollisionHeight=20.000000 Mass=50.000000 Buoyancy=50.000000 } |
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