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//============================================================================= // MercCarcass. //============================================================================= class MercCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=MercArm ANIVFILE=MODELS\g_merca_a.3D DATAFILE=MODELS\g_merca_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MercArm X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MercArm SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MercArm SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmerce1 FILE=MODELS\g_merc1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MercArm X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MercArm NUM=1 TEXTURE=Jmerce1 #exec MESH IMPORT MESH=MercFoot ANIVFILE=MODELS\g_mercf_a.3D DATAFILE=MODELS\g_mercf_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MercFoot X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MercFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MercFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmerce1 FILE=MODELS\g_merc1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MercFoot X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MercFoot NUM=1 TEXTURE=Jmerce1 #exec MESH IMPORT MESH=MercGun ANIVFILE=MODELS\g_mercg_a.3D DATAFILE=MODELS\g_mercg_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MercGun X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MercGun SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MercGun SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmerce1 FILE=MODELS\g_merc1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MercGun X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MercGun NUM=1 TEXTURE=Jmerce1 #exec MESH IMPORT MESH=MercHead ANIVFILE=MODELS\g_merch_a.3D DATAFILE=MODELS\g_merch_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MercHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MercHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MercHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmerce2 FILE=MODELS\g_merc2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MercHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MercHead NUM=1 TEXTURE=Jmerce2 #exec MESH IMPORT MESH=MercLeg ANIVFILE=MODELS\g_mercl_a.3D DATAFILE=MODELS\g_mercl_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MercLeg X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MercLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MercLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmerce2 FILE=MODELS\g_merc2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MercLeg X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MercLeg NUM=1 TEXTURE=Jmerce2 #exec MESH IMPORT MESH=MercPart ANIVFILE=MODELS\g_mercp_a.3D DATAFILE=MODELS\g_mercp_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MercPart X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MercPart SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MercPart SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmerce2 FILE=MODELS\g_merc2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MercPart X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MercPart NUM=1 TEXTURE=Jmerce2 #exec AUDIO IMPORT FILE="Sounds\Mercenary\thump1a.WAV" NAME="thumpmr" GROUP="Mercenary" function ForceMeshToExist() { //never called Spawn(class 'Mercenary'); } static simulated function bool AllowChunk(int N, name A) { if ( (A == 'Dead5') && (N == 5) ) return false; return true; } defaultproperties { bodyparts(0)=LodMesh'UnrealI.MercLeg' bodyparts(1)=LodMesh'UnrealI.MercPart' bodyparts(2)=LodMesh'UnrealI.MercGun' bodyparts(3)=LodMesh'UnrealI.MercPart' bodyparts(4)=LodMesh'UnrealI.MercLeg' bodyparts(5)=LodMesh'UnrealI.MercHead' ZOffset(1)=0.000000 ZOffset(4)=-0.500000 ZOffset(5)=-0.500000 bGreenBlood=True LandedSound=Sound'UnrealI.Mercenary.thumpmr' AnimSequence=Death Mesh=LodMesh'UnrealI.Merc' CollisionRadius=35.000000 CollisionHeight=48.000000 Mass=150.000000 Buoyancy=140.000000 } |
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