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

UnrealI.WarlordCarcass


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
00072
00073
00074
00075
00076
00077
00078
00079
00080
00081
00082
00083
00084
00085
00086
00087
00088
00089
00090
00091
00092
00093
00094
00095
00096
00097
00098
00099
00100
00101
00102
00103
00104
00105
00106
00107
00108
00109
00110
00111
//=============================================================================
// WarlordCarcass.
//=============================================================================
class WarlordCarcass expands CreatureCarcass;

#exec MESH IMPORT MESH=WarlordArm ANIVFILE=MODELS\g_wara_a.3D DATAFILE=MODELS\g_wara_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordArm X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordArm SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordArm SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordArm X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordArm NUM=1 TEXTURE=Jgwar1

#exec MESH IMPORT MESH=WarlordFoot ANIVFILE=MODELS\g_warf_a.3D DATAFILE=MODELS\g_warf_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordFoot X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar2  FILE=MODELS\g_war2.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordFoot X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordFoot NUM=1 TEXTURE=Jgwar2

#exec MESH IMPORT MESH=WarlordGun ANIVFILE=MODELS\g_warg_a.3D DATAFILE=MODELS\g_warg_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordGun X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordGun SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordGun SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordGun X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordGun NUM=1 TEXTURE=Jgwar1

#exec MESH IMPORT MESH=WarlordHand ANIVFILE=MODELS\g_warh_a.3D DATAFILE=MODELS\g_warh_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordHand X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar2  FILE=MODELS\g_war2.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordHand X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordHand NUM=1 TEXTURE=Jgwar2

#exec MESH IMPORT MESH=WarlordHead ANIVFILE=MODELS\g_warz_a.3D DATAFILE=MODELS\g_warz_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar2  FILE=MODELS\g_war2.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordHead NUM=1 TEXTURE=Jgwar2

#exec MESH IMPORT MESH=WarlordLeg ANIVFILE=MODELS\g_warl_a.3D DATAFILE=MODELS\g_warl_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordLeg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordLeg X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordLeg NUM=1 TEXTURE=Jgwar1

#exec MESH IMPORT MESH=WarlordWing ANIVFILE=MODELS\g_warw_a.3D DATAFILE=MODELS\g_warw_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=WarlordWing X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=WarlordWing SEQ=All    STARTFRAME=0   NUMFRAMES=1
#exec MESH SEQUENCE MESH=WarlordWing SEQ=Still  STARTFRAME=0   NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jgwar1  FILE=MODELS\g_war1.PCX GROUP=Skins 
#exec MESHMAP SCALE MESHMAP=WarlordWing X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=WarlordWing NUM=1 TEXTURE=Jgwar1

function AnimEnd()
{
    if ( AnimSequence == 'Dead2A' )
    {
        if ( Physics == PHYS_None )
        {
            LieStill();
            PlayAnim('Dead2B', 0.7, 0.07);
        }
        else
            LoopAnim('Fall');
    } 
    else if ( Physics == PHYS_None )
        LieStill();
}

function Landed(vector HitNormal)
{
    if ( AnimSequence == 'Fall' )
    {
        LieStill();
        PlayAnim('Dead2B', 0.7, 0.07);
    }
    SetPhysics(PHYS_None);
}

state Dead 
{
    function BeginState()
    {
    }
}

defaultproperties
{
     bodyparts(0)=Mesh'UnrealI.WarlordWing'
     bodyparts(1)=Mesh'UnrealI.WarlordHead'
     bodyparts(2)=Mesh'UnrealI.WarlordLeg'
     bodyparts(3)=Mesh'UnrealI.WarlordArm'
     bodyparts(4)=Mesh'UnrealI.WarlordLeg'
     bodyparts(5)=Mesh'UnrealI.WarlordGun'
     bodyparts(6)=Mesh'UnrealI.WarlordFoot'
     bodyparts(7)=Mesh'UnrealI.WarlordHand'
     ZOffset(1)=0.500000
     ZOffset(2)=-0.500000
     ZOffset(4)=-0.500000
     ZOffset(6)=-0.700000
     LifeSpan=0.000000
}

Overview Package Class Source Class tree Glossary
previous class      next class frames      no frames
Class file time: Sun 21/2/2010 23:48:42.000 - Creation time: Sun 21/2/2010 23:49:54.379 - Created with UnCodeX