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class RelicDeathInventory expands RelicInventory; #exec MESH IMPORT MESH=RelicSkull ANIVFILE=MODELS\RelicSkull_a.3d DATAFILE=MODELS\RelicSkull_d.3d X=0 Y=0 Z=0 MLOD=0.5 #exec MESH ORIGIN MESH=RelicSkull X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=RelicSkull SEQ=All STARTFRAME=0 NUMFRAMES=30 #exec MESH SEQUENCE MESH=RelicSkull SEQ=bob STARTFRAME=0 NUMFRAMES=30 #exec MESHMAP NEW MESHMAP=RelicSkull MESH=RelicSkull #exec MESHMAP SCALE MESHMAP=RelicSkull X=0.1 Y=0.1 Z=0.2 #exec TEXTURE IMPORT NAME=JRelicSkull_01 FILE=Textures\RelicSkull.PCX GROUP=Skins FLAGS=2 //Material #1 #exec MESHMAP SETTEXTURE MESHMAP=RelicSkull NUM=1 TEXTURE=JRelicSkull_01 function PostBeginPlay() { Super.PostBeginPlay(); LoopAnim('Bob', 0.5); } function DropInventory() { if ( Pawn(Owner).Health > 0 ) Super.DropInventory(); else Destroy(); } function Destroyed() { local Pawn Victim; local DeathWave DW; Victim = Pawn(Owner); if ( (Victim != None) && (Victim.Health <= 0) ) { DW = Spawn(class'DeathWave', , , Victim.Location + vect(0,0,50), Victim.Rotation); DW.Instigator = Victim; } Super.Destroyed(); } auto state Pickup { function Landed(Vector HitNormal) { Super.Landed(HitNormal); LoopAnim('Bob', 0.5); } } defaultproperties { PickupMessage="You picked up the Relic of Vengeance!" PickupViewMesh=Mesh'Relics.RelicSkull' PickupViewScale=0.500000 Icon=Texture'Relics.Icons.RelicIconVengeance' Physics=PHYS_Rotating Texture=Texture'Botpack.Skins.JDomN0' Mesh=Mesh'Relics.RelicSkull' CollisionHeight=55.000000 RotationRate=(Yaw=5000,Roll=0) DesiredRotation=(Roll=0) } |
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