Core.Object | +--Engine.Actor | +--Engine.Decoration | +--Botpack.UT_Decoration | +--Botpack.GrBase
00001 //============================================================================= 00002 // GrBase. 00003 //============================================================================= 00004 class GrBase extends ut_Decoration; 00005 00006 #exec MESH IMPORT MESH=GrBaseM ANIVFILE=MODELS\GrBase_a.3D DATAFILE=MODELS\GrBase_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=GrBaseM X=0 Y=0 Z=0 PITCH=0 YAW=128 ROLL=-64 00008 #exec MESH SEQUENCE MESH=GrBaseM SEQ=All STARTFRAME=0 NUMFRAMES=20 00009 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Activate STARTFRAME=0 NUMFRAMES=20 00010 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire1 STARTFRAME=19 NUMFRAMES=1 00011 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire2 STARTFRAME=19 NUMFRAMES=1 00012 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire3 STARTFRAME=19 NUMFRAMES=1 00013 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire4 STARTFRAME=19 NUMFRAMES=1 00014 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire5 STARTFRAME=19 NUMFRAMES=1 00015 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire6 STARTFRAME=19 NUMFRAMES=1 00016 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire7 STARTFRAME=19 NUMFRAMES=1 00017 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire8 STARTFRAME=19 NUMFRAMES=1 00018 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire9 STARTFRAME=19 NUMFRAMES=1 00019 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire10 STARTFRAME=19 NUMFRAMES=1 00020 #exec TEXTURE IMPORT NAME=jGrBase FILE=MODELS\GrBase.pcx GROUP=Skins 00021 #exec MESHMAP SCALE MESHMAP=GrBaseM X=0.1 Y=0.1 Z=0.2 00022 #exec MESHMAP SETTEXTURE MESHMAP=GrBaseM NUM=1 TEXTURE=jGrBase 00023 00024 // Steve: The gun base and the grmock gun must both be played in unison at the same origin for the down animation. 00025 // once down, destroy the mock gun and replace it with the grfinal gun. It has an origin about it's pivot point 00026 // so that you can rotate it through scripting. 00027 00028 // The ceiling cannon (files CD*.uc) are comprised of the base and the gun. They are separate so you can 00029 // yaw the gun around though script, while the base remains stationary. 00030 00031 defaultproperties 00032 { 00033 bStatic=False 00034 RemoteRole=ROLE_None 00035 DrawType=DT_Mesh 00036 Mesh=LodMesh'Botpack.GrBaseM' 00037 }