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//============================================================================= // TBoss. //============================================================================= class TBoss extends TournamentMale; #exec MESH IMPORT MESH=Boss ANIVFILE=MODELS\Boss_a.3D DATAFILE=MODELS\Boss_d.3D UNMIRROR=1 LODSTYLE=12 #exec MESH ORIGIN MESH=Boss X=-150 Y=40 Z=0 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Boss SEQ=All STARTFRAME=0 NUMFRAMES=700 #exec MESH SEQUENCE MESH=Boss SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Boss SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Boss SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Boss SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Boss SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Boss SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Boss SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Boss SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Boss SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Boss SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=6 Group=Gesture #exec MESH SEQUENCE MESH=Boss SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Boss SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Boss SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Boss SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Boss SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr #exec MESH SEQUENCE MESH=Boss SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr #exec MESH SEQUENCE MESH=Boss SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Boss SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Boss SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture #exec MESH SEQUENCE MESH=Boss SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr #exec MESH SEQUENCE MESH=Boss SEQ=Flip STARTFRAME=505 NUMFRAMES=20 Group=Jumping #exec MESH SEQUENCE MESH=Boss SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=12 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=12 #exec MESH SEQUENCE MESH=Boss SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=12 #exec MESH SEQUENCE MESH=Boss SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=12 #exec MESH SEQUENCE MESH=Boss SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=15 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit #exec MESH SEQUENCE MESH=Boss SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Boss SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=Boss SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Boss SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=Boss X=0.0585 Y=0.0585 Z=0.117 #exec MESH NOTIFY MESH=Boss SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Boss SEQ=Dead1 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead2 TIME=0.9 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead3 TIME=0.45 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead4 TIME=0.6 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead7 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead8 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead9B TIME=0.8 FUNCTION=LandThump #exec MESH NOTIFY MESH=Boss SEQ=Dead11 TIME=0.57 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bfootsteps.WAV" NAME="BFootstep" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bdeathc1.WAV" NAME="BDeath1" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bdeathc3.WAV" NAME="BDeath3" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bdeathc4.WAV" NAME="BDeath4" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\BinjurL2.WAV" NAME="BInjur1" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\BinjurL04.WAV" NAME="BInjur2" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\BinjurM04.WAV" NAME="BInjur3" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\BinjurH5.WAV" NAME="BInjur4" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bjump2.WAV" NAME="BJump1" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bland02.WAV" NAME="Bland01" GROUP="Boss" #exec AUDIO IMPORT FILE="Sounds\BossSounds\Bgib01.WAV" NAME="BNewGib" GROUP="Boss" #exec TEXTURE IMPORT NAME=BossDoll FILE=TEXTURES\HUD\IBoss2.PCX GROUP="Icons" MIPS=OFF #exec TEXTURE IMPORT NAME=BossBelt FILE=TEXTURES\HUD\IBossSBelt.PCX GROUP="Icons" MIPS=OFF static function SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum) { local string MeshName, SkinItem, SkinPackage; MeshName = SkinActor.GetItemName(string(SkinActor.Mesh)); SkinItem = SkinActor.GetItemName(SkinName); SkinPackage = Left(SkinName, Len(SkinName) - Len(SkinItem)); if(SkinPackage == "") { SkinPackage="BossSkins."; SkinName=SkinPackage$SkinName; } if( TeamNum != 255 ) { if(!SetSkinElement(SkinActor, 0, SkinName$"1T_"$String(TeamNum), default.DefaultSkinName$"1T_"$String(TeamNum))) { if(!SetSkinElement(SkinActor, 0, SkinName$"1", default.DefaultSkinName$"1")) { SetSkinElement(SkinActor, 0, default.DefaultSkinName$"1T_"$String(TeamNum), default.DefaultSkinName$"1T_"$String(TeamNum)); SkinName=default.DefaultSkinName; } } SetSkinElement(SkinActor, 1, SkinName$"2T_"$String(TeamNum), SkinName$"2T_"$String(TeamNum)); SetSkinElement(SkinActor, 2, SkinName$"3T_"$String(TeamNum), SkinName$"3T_"$String(TeamNum)); SetSkinElement(SkinActor, 3, SkinName$"4T_"$String(TeamNum), SkinName$"4T_"$String(TeamNum)); } else { if(!SetSkinElement(SkinActor, 0, SkinName$"1", default.DefaultSkinName)) SkinName=default.DefaultSkinName; SetSkinElement(SkinActor, 1, SkinName$"2", SkinName$"2"); SetSkinElement(SkinActor, 2, SkinName$"3", SkinName$"3"); SetSkinElement(SkinActor, 3, SkinName$"4", SkinName$"4"); } if( Pawn(SkinActor) != None ) Pawn(SkinActor).PlayerReplicationInfo.TalkTexture = Texture(DynamicLoadObject(SkinName$"5Xan", class'Texture')); } defaultproperties { Deaths(0)=Sound'Botpack.Boss.BDeath1' Deaths(1)=Sound'Botpack.Boss.BDeath1' Deaths(2)=Sound'Botpack.Boss.BDeath3' Deaths(3)=Sound'Botpack.Boss.BDeath4' Deaths(4)=Sound'Botpack.Boss.BDeath3' Deaths(5)=Sound'Botpack.Boss.BDeath4' FaceSkin=1 DefaultSkinName="BossSkins.Boss" HitSound3=Sound'Botpack.Boss.BInjur3' HitSound4=Sound'Botpack.Boss.BInjur4' LandGrunt=Sound'Botpack.Boss.Bland01' StatusDoll=Texture'Botpack.Icons.BossDoll' StatusBelt=Texture'Botpack.Icons.BossBelt' VoicePackMetaClass="BotPack.VoiceBoss" CarcassType=Class'Botpack.TBossCarcass' JumpSound=Sound'Botpack.Boss.BJump1' SelectionMesh="Botpack.SelectionBoss" SpecialMesh="Botpack.TrophyBoss" HitSound1=Sound'Botpack.Boss.BInjur1' HitSound2=Sound'Botpack.Boss.BInjur2' Die=Sound'Botpack.Boss.BDeath1' MenuName="Boss" VoiceType="BotPack.VoiceBoss" Mesh=LodMesh'Botpack.Boss' } |
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