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//============================================================================= // GrBase. //============================================================================= class GrBase extends ut_Decoration; #exec MESH IMPORT MESH=GrBaseM ANIVFILE=MODELS\GrBase_a.3D DATAFILE=MODELS\GrBase_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=GrBaseM X=0 Y=0 Z=0 PITCH=0 YAW=128 ROLL=-64 #exec MESH SEQUENCE MESH=GrBaseM SEQ=All STARTFRAME=0 NUMFRAMES=20 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Activate STARTFRAME=0 NUMFRAMES=20 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire1 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire2 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire3 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire4 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire5 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire6 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire7 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire8 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire9 STARTFRAME=19 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GrBaseM SEQ=Fire10 STARTFRAME=19 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=jGrBase FILE=MODELS\GrBase.pcx GROUP=Skins #exec MESHMAP SCALE MESHMAP=GrBaseM X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=GrBaseM NUM=1 TEXTURE=jGrBase // Steve: The gun base and the grmock gun must both be played in unison at the same origin for the down animation. // once down, destroy the mock gun and replace it with the grfinal gun. It has an origin about it's pivot point // so that you can rotate it through scripting. // The ceiling cannon (files CD*.uc) are comprised of the base and the gun. They are separate so you can // yaw the gun around though script, while the base remains stationary. defaultproperties { bStatic=False RemoteRole=ROLE_None DrawType=DT_Mesh Mesh=LodMesh'Botpack.GrBaseM' } |
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