Core.Object | +--Engine.Actor | +--Engine.Decoration | +--Engine.Carcass | +--UnrealShare.CreatureCarcass | +--UnrealShare.SlithCarcass
void
ForceMeshToExist()
00001 //============================================================================= 00002 // SlithCarcass. 00003 //============================================================================= 00004 class SlithCarcass extends CreatureCarcass; 00005 00006 #exec MESH IMPORT MESH=SlithArm ANIVFILE=MODELS\g_slia_a.3D DATAFILE=MODELS\g_slia_d.3D X=0 Y=0 Z=0 00007 #exec MESH ORIGIN MESH=SlithArm X=0 Y=0 Z=0 YAW=64 00008 #exec MESH SEQUENCE MESH=SlithArm SEQ=All STARTFRAME=0 NUMFRAMES=1 00009 #exec MESH SEQUENCE MESH=SlithArm SEQ=Still STARTFRAME=0 NUMFRAMES=1 00010 #exec TEXTURE IMPORT NAME=Jgslith1 FILE=MODELS\g_slith1.PCX GROUP=Skins 00011 #exec MESHMAP SCALE MESHMAP=SlithArm X=0.09 Y=0.09 Z=0.18 00012 #exec MESHMAP SETTEXTURE MESHMAP=SlithArm NUM=1 TEXTURE=Jgslith1 00013 00014 #exec MESH IMPORT MESH=SlithHand ANIVFILE=MODELS\g_slih_a.3D DATAFILE=MODELS\g_slih_d.3D X=0 Y=0 Z=0 00015 #exec MESH ORIGIN MESH=SlithHand X=0 Y=0 Z=0 YAW=64 00016 #exec MESH SEQUENCE MESH=SlithHand SEQ=All STARTFRAME=0 NUMFRAMES=1 00017 #exec MESH SEQUENCE MESH=SlithHand SEQ=Still STARTFRAME=0 NUMFRAMES=1 00018 #exec TEXTURE IMPORT NAME=Jgslith1 FILE=MODELS\g_slith1.PCX GROUP=Skins 00019 #exec MESHMAP SCALE MESHMAP=SlithHand X=0.09 Y=0.09 Z=0.18 00020 #exec MESHMAP SETTEXTURE MESHMAP=SlithHand NUM=1 TEXTURE=Jgslith1 00021 00022 #exec MESH IMPORT MESH=SlithHead ANIVFILE=MODELS\g_sliz_a.3D DATAFILE=MODELS\g_sliz_d.3D X=0 Y=0 Z=0 00023 #exec MESH ORIGIN MESH=SlithHead X=0 Y=0 Z=0 YAW=64 00024 #exec MESH SEQUENCE MESH=SlithHead SEQ=All STARTFRAME=0 NUMFRAMES=1 00025 #exec MESH SEQUENCE MESH=SlithHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 00026 #exec TEXTURE IMPORT NAME=Jgslith2 FILE=MODELS\g_slith2.PCX GROUP=Skins 00027 #exec MESHMAP SCALE MESHMAP=SlithHead X=0.09 Y=0.09 Z=0.18 00028 #exec MESHMAP SETTEXTURE MESHMAP=SlithHead NUM=1 TEXTURE=Jgslith2 00029 00030 #exec MESH IMPORT MESH=SlithPart ANIVFILE=MODELS\g_slib_a.3D DATAFILE=MODELS\g_slib_d.3D X=0 Y=0 Z=0 00031 #exec MESH ORIGIN MESH=SlithPart X=0 Y=0 Z=0 YAW=64 00032 #exec MESH SEQUENCE MESH=SlithPart SEQ=All STARTFRAME=0 NUMFRAMES=1 00033 #exec MESH SEQUENCE MESH=SlithPart SEQ=Still STARTFRAME=0 NUMFRAMES=1 00034 #exec TEXTURE IMPORT NAME=Jgslith2 FILE=MODELS\g_slith2.PCX GROUP=Skins 00035 #exec MESHMAP SCALE MESHMAP=SlithPart X=0.09 Y=0.09 Z=0.18 00036 #exec MESHMAP SETTEXTURE MESHMAP=SlithPart NUM=1 TEXTURE=Jgslith2 00037 00038 #exec MESH IMPORT MESH=SlithTail ANIVFILE=MODELS\g_slit_a.3D DATAFILE=MODELS\g_slit_d.3D X=0 Y=0 Z=0 00039 #exec MESH ORIGIN MESH=SlithTail X=0 Y=0 Z=0 YAW=64 00040 #exec MESH SEQUENCE MESH=SlithTail SEQ=All STARTFRAME=0 NUMFRAMES=1 00041 #exec MESH SEQUENCE MESH=SlithTail SEQ=Still STARTFRAME=0 NUMFRAMES=1 00042 #exec TEXTURE IMPORT NAME=Jgslith1 FILE=MODELS\g_slith1.PCX GROUP=Skins 00043 #exec MESHMAP SCALE MESHMAP=SlithTail X=0.09 Y=0.09 Z=0.18 00044 #exec MESHMAP SETTEXTURE MESHMAP=SlithTail NUM=1 TEXTURE=Jgslith1 00045 00046 function ForceMeshToExist() 00047 { 00048 //never called 00049 Spawn(class 'Slith'); 00050 } 00051 00052 defaultproperties 00053 { 00054 bodyparts(0)=LodMesh'UnrealShare.SlithPart' 00055 bodyparts(1)=LodMesh'UnrealShare.SlithPart' 00056 bodyparts(2)=LodMesh'UnrealShare.SlithHand' 00057 bodyparts(3)=LodMesh'UnrealShare.SlithHead' 00058 bodyparts(4)=LodMesh'UnrealShare.SlithArm' 00059 bodyparts(5)=LodMesh'UnrealShare.SlithArm' 00060 bodyparts(6)=LodMesh'UnrealShare.CowBody1' 00061 bodyparts(7)=LodMesh'UnrealShare.SlithTail' 00062 ZOffset(0)=0.000000 00063 ZOffset(1)=0.000000 00064 AnimSequence=Dead1 00065 Mesh=LodMesh'UnrealShare.Slith1' 00066 CollisionRadius=48.000000 00067 CollisionHeight=44.000000 00068 Mass=200.000000 00069 Buoyancy=190.000000 00070 }