Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames

UnrealI.TrooperCarcass


00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038
00039
00040
00041
00042
00043
00044
00045
00046
00047
00048
00049
00050
00051
00052
00053
00054
00055
00056
00057
00058
00059
00060
00061
00062
00063
00064
00065
00066
00067
00068
00069
00070
00071
//=============================================================================
// TrooperCarcass.
//=============================================================================
class TrooperCarcass expands CreatureCarcass;

#exec MESH IMPORT MESH=SkaarjBody ANIVFILE=MODELS\g_Skrb_a.3D DATAFILE=MODELS\g_skrb_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkaarjBody X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkaarjBody SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkaarjBody SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=..\UnrealShare\MODELS\skr1.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=SkaarjBody X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkaarjBody NUM=1 TEXTURE=JGSkaarj1

#exec MESH IMPORT MESH=SkaarjHead ANIVFILE=MODELS\g_Skrz_a.3D DATAFILE=MODELS\g_skrz_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkaarjHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkaarjHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkaarjHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=..\UnrealShare\MODELS\skr1.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=SkaarjHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkaarjHead NUM=1 TEXTURE=JGSkaarj1

#exec MESH IMPORT MESH=SkaarjLeg ANIVFILE=MODELS\g_Skrl_a.3D DATAFILE=MODELS\g_skrl_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkaarjLeg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JGSkaarj2  FILE=..\UnrealShare\MODELS\skr2.PCX FAMILY=Skins 
#exec MESHMAP SCALE MESHMAP=SkaarjLeg X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkaarjLeg NUM=1 TEXTURE=JGSkaarj2

function ForceMeshToExist()
{
    //never called
    Spawn(class 'SkaarjTrooper');
}

function CreateReplacement()
{
    local CreatureChunks carc;
    
    if (bHidden)
        return;
    carc = Spawn(class'TrooperMasterChunk',,, Location + ZOffset[0] * CollisionHeight * vect(0,0,1)); 
    if (carc != None)
    {
        carc.bMasterChunk = true;
        carc.Initfor(self);
        carc.Bugs = Bugs;
        if ( Bugs != None )
            Bugs.SetBase(carc);
        Bugs = None;
    }
    else if ( Bugs != None )
        Bugs.Destroy();
}

defaultproperties
{
     bodyparts(0)=Mesh'UnrealShare.SkaarjBody'
     bodyparts(1)=Mesh'UnrealShare.SkaarjHead'
     bodyparts(2)=Mesh'UnrealShare.SkaarjBody'
     bodyparts(3)=Mesh'UnrealShare.SkaarjLeg'
     bodyparts(4)=Mesh'UnrealShare.SkaarjLeg'
     bodyparts(5)=Mesh'UnrealShare.CowBody1'
     bodyparts(6)=Mesh'UnrealShare.CowBody2'
     AnimSequence=Death
     Mesh=Mesh'UnrealI.sktrooper'
     CollisionRadius=32.000000
     CollisionHeight=42.000000
     Mass=130.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Sun 21/2/2010 23:48:40.000 - Creation time: Sun 21/2/2010 23:49:54.083 - Created with UnCodeX