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//============================================================================= // Boulder. //============================================================================= class Boulder extends Decoration; #exec MESH IMPORT MESH=BoulderM ANIVFILE=MODELS\rock_a.3D DATAFILE=MODELS\rock_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=BoulderM X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=BoulderM SEQ=All STARTFRAME=0 NUMFRAMES=4 #exec MESH SEQUENCE MESH=BoulderM SEQ=Pos1 STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BoulderM SEQ=Pos2 STARTFRAME=1 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BoulderM SEQ=Pos3 STARTFRAME=2 NUMFRAMES=1 #exec MESH SEQUENCE MESH=BoulderM SEQ=Pos4 STARTFRAME=3 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=JBoulder1 FILE=MODELS\rock.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=BoulderM X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=BoulderM NUM=1 TEXTURE=JBoulder1 function PostBeginPlay() { local float Decision; Super.PostBeginPlay(); Decision = FRand(); if (Decision<0.25) PlayAnim('Pos1'); if (Decision<0.5) PlayAnim('Pos2'); if (Decision<0.75) PlayAnim('Pos3'); else PlayAnim('Pos4'); } defaultproperties { DrawType=DT_Mesh Mesh=LodMesh'UnrealShare.BoulderM' CollisionRadius=26.000000 CollisionHeight=16.000000 bCollideActors=True bCollideWorld=True bBlockActors=True bBlockPlayers=True bProjTarget=True } |
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