UnrealShare
Class BruteCarcass

source: e:\games\UnrealTournament\UnrealShare\Classes\BruteCarcass.uc
Core.Object
   |
   +--Engine.Actor
      |
      +--Engine.Decoration
         |
         +--Engine.Carcass
            |
            +--UnrealShare.CreatureCarcass
               |
               +--UnrealShare.BruteCarcass
Direct Known Subclasses:LesserBruteCarcass

class BruteCarcass
extends UnrealShare.CreatureCarcass

//============================================================================= // BruteCarcass. //=============================================================================

Function Summary
 void ForceMeshToExist()



Source Code


00001	//=============================================================================
00002	// BruteCarcass.
00003	//=============================================================================
00004	class BruteCarcass extends CreatureCarcass;
00005	
00006	#exec MESH IMPORT MESH=BigChunk1 ANIVFILE=MODELS\g_cow2_a.3D DATAFILE=MODELS\g_cow2_d.3D X=0 Y=0 Z=0
00007	#exec MESH ORIGIN MESH=bigchunk1 X=0 Y=-30 Z=0 YAW=64
00008	#exec MESH SEQUENCE MESH=bigchunk1 SEQ=All    STARTFRAME=0   NUMFRAMES=1
00009	#exec MESH SEQUENCE MESH=bigchunk1 SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00010	#exec TEXTURE IMPORT NAME=JGCow1  FILE=MODELS\Nc_1.PCX GROUP=Skins 
00011	#exec MESHMAP SCALE MESHMAP=bigchunk1 X=0.12 Y=0.12 Z=0.24
00012	#exec MESHMAP SETTEXTURE MESHMAP=bigchunk1 NUM=1 TEXTURE=JGCow1
00013	
00014	#exec MESH IMPORT MESH=bigchunk2 ANIVFILE=MODELS\g_cowb_a.3D DATAFILE=MODELS\g_cowb_d.3D X=0 Y=0 Z=0
00015	#exec MESH ORIGIN MESH=bigchunk2 X=0 Y=-30 Z=0 YAW=64
00016	#exec MESH SEQUENCE MESH=bigchunk2 SEQ=All    STARTFRAME=0   NUMFRAMES=1
00017	#exec MESH SEQUENCE MESH=bigchunk2 SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00018	#exec TEXTURE IMPORT NAME=JGCow1  FILE=MODELS\Nc_1.PCX GROUP=Skins 
00019	#exec MESHMAP SCALE MESHMAP=bigchunk2 X=0.1 Y=0.1 Z=0.2
00020	#exec MESHMAP SETTEXTURE MESHMAP=bigchunk2 NUM=1 TEXTURE=JGCow1
00021	
00022	#exec MESH IMPORT MESH=BruteHead ANIVFILE=MODELS\g_brth_a.3D DATAFILE=MODELS\g_brth_d.3D X=0 Y=0 Z=0
00023	#exec MESH ORIGIN MESH=BruteHead X=0 Y=0 Z=0 YAW=64
00024	#exec MESH SEQUENCE MESH=BruteHead SEQ=All    STARTFRAME=0   NUMFRAMES=1
00025	#exec MESH SEQUENCE MESH=BruteHead SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00026	#exec TEXTURE IMPORT NAME=Jgbrt  FILE=MODELS\g_brute.PCX GROUP=Skins 
00027	#exec MESHMAP SCALE MESHMAP=BruteHead X=0.09 Y=0.09 Z=0.18
00028	#exec MESHMAP SETTEXTURE MESHMAP=BruteHead NUM=1 TEXTURE=Jgbrt
00029	
00030	#exec MESH IMPORT MESH=BruteHand ANIVFILE=MODELS\g_brtz_a.3D DATAFILE=MODELS\g_brtz_d.3D X=0 Y=0 Z=0
00031	#exec MESH ORIGIN MESH=BruteHand X=0 Y=0 Z=0 YAW=64
00032	#exec MESH SEQUENCE MESH=BruteHand SEQ=All    STARTFRAME=0   NUMFRAMES=1
00033	#exec MESH SEQUENCE MESH=BruteHand SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00034	#exec TEXTURE IMPORT NAME=Jgbrt  FILE=MODELS\g_brute.PCX GROUP=Skins 
00035	#exec MESHMAP SCALE MESHMAP=BruteHand X=0.09 Y=0.09 Z=0.18
00036	#exec MESHMAP SETTEXTURE MESHMAP=BruteHand NUM=1 TEXTURE=Jgbrt
00037	
00038	#exec MESH IMPORT MESH=BrutePiece ANIVFILE=MODELS\g_brtp_a.3D DATAFILE=MODELS\g_brtp_d.3D X=0 Y=0 Z=0
00039	#exec MESH ORIGIN MESH=BrutePiece X=0 Y=0 Z=0 YAW=64
00040	#exec MESH SEQUENCE MESH=BrutePiece SEQ=All    STARTFRAME=0   NUMFRAMES=1
00041	#exec MESH SEQUENCE MESH=BrutePiece SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00042	#exec TEXTURE IMPORT NAME=Jgbrt  FILE=MODELS\g_brute.PCX GROUP=Skins 
00043	#exec MESHMAP SCALE MESHMAP=BrutePiece X=0.09 Y=0.09 Z=0.18
00044	#exec MESHMAP SETTEXTURE MESHMAP=BrutePiece NUM=1 TEXTURE=Jgbrt
00045	
00046	#exec MESH IMPORT MESH=BruteFoot ANIVFILE=MODELS\g_brtf_a.3D DATAFILE=MODELS\g_brtf_d.3D X=0 Y=0 Z=0
00047	#exec MESH ORIGIN MESH=BruteFoot X=0 Y=0 Z=0 YAW=64
00048	#exec MESH SEQUENCE MESH=BruteFoot SEQ=All    STARTFRAME=0   NUMFRAMES=1
00049	#exec MESH SEQUENCE MESH=BruteFoot SEQ=Still  STARTFRAME=0   NUMFRAMES=1
00050	#exec TEXTURE IMPORT NAME=Jgbrt  FILE=MODELS\g_brute.PCX GROUP=Skins 
00051	#exec MESHMAP SCALE MESHMAP=BruteFoot X=0.09 Y=0.09 Z=0.18
00052	#exec MESHMAP SETTEXTURE MESHMAP=BruteFoot NUM=1 TEXTURE=Jgbrt
00053	
00054	
00055	
00056	function ForceMeshToExist()
00057	{
00058		//never called
00059		Spawn(class 'Brute');
00060	}
00061	
00062	defaultproperties
00063	{
00064	     bodyparts(0)=LodMesh'UnrealShare.BruteHead'
00065	     bodyparts(1)=LodMesh'UnrealShare.BruteFoot'
00066	     bodyparts(2)=LodMesh'UnrealShare.BruteHand'
00067	     bodyparts(3)=LodMesh'UnrealShare.BigChunk1'
00068	     bodyparts(4)=LodMesh'UnrealShare.BrutePiece'
00069	     bodyparts(5)=LodMesh'UnrealShare.BrutePiece'
00070	     bodyparts(6)=LodMesh'UnrealShare.BruteHand'
00071	     bodyparts(7)=LodMesh'UnrealShare.bigchunk2'
00072	     ZOffset(0)=0.600000
00073	     ZOffset(1)=0.500000
00074	     ZOffset(3)=0.200000
00075	     ZOffset(4)=-0.200000
00076	     ZOffset(5)=-0.500000
00077	     AnimSequence=Dead1
00078	     Mesh=LodMesh'UnrealShare.Brute1'
00079	     CollisionRadius=52.000000
00080	     CollisionHeight=52.000000
00081	     Mass=400.000000
00082	     Buoyancy=390.000000
00083	}

End Source Code