UnrealI
Class TrooperCarcass

source: e:\games\UnrealTournament\UnrealI\Classes\TrooperCarcass.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--Engine.Carcass
            |
            +--UnrealShare.CreatureCarcass
               |
               +--UnrealI.TrooperCarcass
Direct Known Subclasses:None

class TrooperCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // TrooperCarcass. //=============================================================================

Function Summary
 void CreateReplacement()
 void ForceMeshToExist()



Source Code


00001	//=============================================================================
00002	// TrooperCarcass.
00003	//=============================================================================
00004	class TrooperCarcass extends CreatureCarcass;
00005	
00006	#exec MESH IMPORT MESH=SkaarjBody ANIVFILE=MODELS\g_Skrb_a.3D DATAFILE=MODELS\g_skrb_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=SkaarjBody X=0 Y=0 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=SkaarjBody SEQ=All    STARTFRAME=0   NUMFRAMES=1
00009	#exec MESH SEQUENCE MESH=SkaarjBody SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00010	#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=..\UnrealShare\MODELS\skr1.PCX FAMILY=Skins 
00011	#exec MESHMAP SCALE MESHMAP=SkaarjBody X=0.09 Y=0.09 Z=0.18
00012	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjBody NUM=1 TEXTURE=JGSkaarj1
00013	
00014	#exec MESH IMPORT MESH=SkaarjHead ANIVFILE=MODELS\g_Skrz_a.3D DATAFILE=MODELS\g_skrz_d.3D X=0 Y=0 Z=0
00015	#exec MESH ORIGIN MESH=SkaarjHead X=0 Y=0 Z=0 YAW=64
00016	#exec MESH SEQUENCE MESH=SkaarjHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
00017	#exec MESH SEQUENCE MESH=SkaarjHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00018	#exec TEXTURE IMPORT NAME=JGSkaarj1  FILE=..\UnrealShare\MODELS\skr1.PCX FAMILY=Skins 
00019	#exec MESHMAP SCALE MESHMAP=SkaarjHead X=0.09 Y=0.09 Z=0.18
00020	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjHead NUM=1 TEXTURE=JGSkaarj1
00021	
00022	#exec MESH IMPORT MESH=SkaarjLeg ANIVFILE=MODELS\g_Skrl_a.3D DATAFILE=MODELS\g_skrl_d.3D X=0 Y=0 Z=0
00023	#exec MESH ORIGIN MESH=SkaarjLeg X=0 Y=0 Z=0 YAW=64
00024	#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=All    STARTFRAME=0   NUMFRAMES=1
00025	#exec MESH SEQUENCE MESH=SkaarjLeg SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00026	#exec TEXTURE IMPORT NAME=JGSkaarj2  FILE=..\UnrealShare\MODELS\skr2.PCX FAMILY=Skins 
00027	#exec MESHMAP SCALE MESHMAP=SkaarjLeg X=0.09 Y=0.09 Z=0.18
00028	#exec MESHMAP SETTEXTURE MESHMAP=SkaarjLeg NUM=1 TEXTURE=JGSkaarj2
00029	
00030	function ForceMeshToExist()
00031	{
00032		//never called
00033		Spawn(class 'SkaarjTrooper');
00034	}
00035	
00036	function CreateReplacement()
00037	{
00038		local CreatureChunks carc;
00039		
00040		if (bHidden)
00041			return;
00042		carc = Spawn(class'TrooperMasterChunk'); 
00043		if (carc != None)
00044		{
00045			carc.bMasterChunk = true;
00046			carc.Initfor(self);
00047			carc.Bugs = Bugs;
00048			if ( Bugs != None )
00049				Bugs.SetBase(carc);
00050			Bugs = None;
00051		}
00052		else if ( Bugs != None )
00053			Bugs.Destroy();
00054	}
00055	
00056	defaultproperties
00057	{
00058	     bodyparts(0)=LodMesh'UnrealShare.SkaarjBody'
00059	     bodyparts(1)=LodMesh'UnrealShare.SkaarjHead'
00060	     bodyparts(2)=LodMesh'UnrealShare.SkaarjBody'
00061	     bodyparts(3)=LodMesh'UnrealShare.SkaarjLeg'
00062	     bodyparts(4)=LodMesh'UnrealShare.SkaarjLeg'
00063	     bodyparts(5)=LodMesh'UnrealShare.CowBody1'
00064	     bodyparts(6)=LodMesh'UnrealShare.CowBody2'
00065	     AnimSequence=Death
00066	     Mesh=LodMesh'UnrealI.sktrooper'
00067	     CollisionRadius=32.000000
00068	     CollisionHeight=42.000000
00069	     Mass=130.000000
00070	}

End Source Code