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//============================================================================= // ArenaCam. //============================================================================= class ArenaCam expands Decoration; #exec MESH IMPORT MESH=ArenaCam ANIVFILE=MODELS\ArenaCam_a.3d DATAFILE=MODELS\ArenaCam_d.3d X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=ArenaCam X=0 Y=0 Z=0 #exec MESH SEQUENCE MESH=ArenaCam SEQ=All STARTFRAME=0 NUMFRAMES=300 #exec MESH SEQUENCE MESH=ArenaCam SEQ=down STARTFRAME=0 NUMFRAMES=99 #exec MESH SEQUENCE MESH=ArenaCam SEQ=loop STARTFRAME=100 NUMFRAMES=200 #exec MESH SEQUENCE MESH=ArenaCam SEQ=sit STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=ArenaCam SEQ=Close STARTFRAME=0 NUMFRAMES=300 #exec MESHMAP NEW MESHMAP=ArenaCam MESH=ArenaCam #exec MESHMAP SCALE MESHMAP=ArenaCam X=0.1 Y=0.1 Z=0.2 #exec TEXTURE IMPORT NAME=JArenaCam_01 FILE=Textures\Arenacam.PCX GROUP=Skins FLAGS=2 //Material #2 #exec MESHMAP SETTEXTURE MESHMAP=ArenaCam NUM=1 TEXTURE=JArenaCam_01 var() Sound ArmDown; var() Sound ArmLoop; Auto State Camarm { function Trigger( actor Other, pawn EventInstigator ) { if (AnimSequence=='sit') GotoState( 'Camarm','down'); else GotoState( 'Camarm','sit'); } Down: Disable('Trigger'); PlayAnim('down',1.2); PlaySound(ArmDown,SLOT_Misc,1.0); FinishAnim(); LoopAnim('loop',1.2); PlaySound(ArmLoop,SLOT_Misc,1.0); // Enable('Trigger'); Stop; Loop: Disable('Trigger'); LoopAnim('loop',1.2); PlaySound(ArmLoop,SLOT_Misc,1.0); Begin: PlayAnim('sit',1.2); } defaultproperties { bStatic=False DrawType=DT_Mesh Mesh=LodMesh'Botpack.ArenaCam' DrawScale=9.500000 } |
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