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//============================================================================= // PredatorPathUser. //============================================================================= class PredatorPathUser expands Predator; // // This Predator has a sufficiently tall collision cylinder to be able to use // path nodes. The mesh is offset so that its feet are touching the ground. // Use this class only when you need FindPathToward, such as for Alarms. // Collision problems will result, as the collision cylinder extends far // above the creature's head. // #exec MESH IMPORT MESH=PredatorPathUser ANIVFILE=MODELS\Predator\PackLizard_a.3d DATAFILE=MODELS\Predator\PackLizard_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=PredatorPathUser X=0 Y=0 Z=35 YAW=-64 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=All STARTFRAME=0 NUMFRAMES=229 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Death STARTFRAME=0 NUMFRAMES=25 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Bite STARTFRAME=25 NUMFRAMES=16 Group=Attack #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Backstep STARTFRAME=41 NUMFRAMES=24 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Idle STARTFRAME=65 NUMFRAMES=24 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Jump STARTFRAME=89 NUMFRAMES=15 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Look STARTFRAME=104 NUMFRAMES=40 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Run STARTFRAME=144 NUMFRAMES=10 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Threat STARTFRAME=154 NUMFRAMES=16 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Walk STARTFRAME=170 NUMFRAMES=14 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=Wound STARTFRAME=184 NUMFRAMES=20 #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=RunBite STARTFRAME=204 NUMFRAMES=10 Group=MovingAttack #exec MESH SEQUENCE MESH=PredatorPathUser SEQ=JumpBite STARTFRAME=214 NUMFRAMES=15 Group=MovingAttack #exec TEXTURE IMPORT NAME=JPredator1 FILE=MODELS\Predator\PackLizard1.PCX GROUP=Skins FLAGS=2 // tail11T2y #exec TEXTURE IMPORT NAME=JPredator2 FILE=MODELS\Predator\PackLizard2.PCX GROUP=Skins PALETTE=JPredator1 // head4T6y #exec MESH NOTIFY MESH=PredatorPathUser SEQ=Bite TIME=0.50 FUNCTION=BiteDamageTarget #exec MESH NOTIFY MESH=PredatorPathUser SEQ=RunBite TIME=0.50 FUNCTION=BiteDamageTarget #exec MESH NOTIFY MESH=PredatorPathUser SEQ=JumpBite TIME=0.50 FUNCTION=BiteDamageTarget #exec MESH NOTIFY MESH=PredatorPathUser SEQ=Run TIME=0.00 FUNCTION=RunStep #exec MESH NOTIFY MESH=PredatorPathUser SEQ=Run TIME=0.50 FUNCTION=RunStep #exec MESH NOTIFY MESH=PredatorPathUser SEQ=Walk TIME=0.43 FUNCTION=WalkStep #exec MESH NOTIFY MESH=PredatorPathUser SEQ=Walk TIME=0.93 FUNCTION=WalkStep #exec MESHMAP NEW MESHMAP=PredatorPathUser MESH=PredatorPathUser #exec MESHMAP SCALE MESHMAP=PredatorPathUser X=0.45 Y=0.45 Z=0.90 #exec MESHMAP SETTEXTURE MESHMAP=PredatorPathUser NUM=1 TEXTURE=JPredator1 #exec MESHMAP SETTEXTURE MESHMAP=PredatorPathUser NUM=2 TEXTURE=JPredator2 defaultproperties { } |
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