Core.Object | +--Engine.Actor | +--Engine.Decoration | +--Engine.Carcass | +--UnrealShare.CreatureCarcass | +--UnrealShare.BruteCarcass
void
ForceMeshToExist()
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 }