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//============================================================================= // TMale1. //============================================================================= class TMale1 extends TournamentMale; #exec MESH IMPORT MESH=Commando ANIVFILE=MODELS\Cmmndo_a.3D DATAFILE=MODELS\Cmmndo_d.3D UNMIRROR=1 LODSTYLE=12 #exec MESH ORIGIN MESH=Commando X=-150 Y=40 Z=0 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Commando SEQ=All STARTFRAME=0 NUMFRAMES=700 #exec MESH SEQUENCE MESH=Commando SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=AimDnLg STARTFRAME=1 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=AimDnSm STARTFRAME=2 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=AimUpLg STARTFRAME=3 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=AimUpSm STARTFRAME=4 NUMFRAMES=1 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=Taunt1 STARTFRAME=5 NUMFRAMES=20 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Commando SEQ=Breath1 STARTFRAME=25 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=Breath2 STARTFRAME=32 NUMFRAMES=20 RATE=7 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=CockGun STARTFRAME=52 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=DuckWlkL STARTFRAME=60 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Commando SEQ=DuckWlkS STARTFRAME=75 NUMFRAMES=15 RATE=15 Group=Ducking #exec MESH SEQUENCE MESH=Commando SEQ=HeadHit STARTFRAME=90 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=JumpLgFr STARTFRAME=91 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=JumpSmFr STARTFRAME=92 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=LandLgFr STARTFRAME=93 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Commando SEQ=LandSmFr STARTFRAME=94 NUMFRAMES=1 Group=Landing #exec MESH SEQUENCE MESH=Commando SEQ=LeftHit STARTFRAME=95 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=Look STARTFRAME=96 NUMFRAMES=40 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=RightHit STARTFRAME=136 NUMFRAMES=1 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=RunLg STARTFRAME=137 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Commando SEQ=RunLgFr STARTFRAME=147 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=RunSm STARTFRAME=157 NUMFRAMES=10 RATE=17 #exec MESH SEQUENCE MESH=Commando SEQ=RunSmFr STARTFRAME=167 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=StillFrRp STARTFRAME=177 NUMFRAMES=10 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=StillLgFr STARTFRAME=187 NUMFRAMES=10 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=StillSmFr STARTFRAME=197 NUMFRAMES=8 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=SwimLg STARTFRAME=205 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Commando SEQ=SwimSm STARTFRAME=220 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Commando SEQ=TreadLg STARTFRAME=235 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=TreadSm STARTFRAME=250 NUMFRAMES=15 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=Victory1 STARTFRAME=265 NUMFRAMES=18 RATE=11 Group=Gesture #exec MESH SEQUENCE MESH=Commando SEQ=WalkLg STARTFRAME=283 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Commando SEQ=WalkLgFr STARTFRAME=298 NUMFRAMES=15 RATE=18 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=WalkSm STARTFRAME=313 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Commando SEQ=WalkSmFr STARTFRAME=328 NUMFRAMES=15 RATE=18 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=Wave STARTFRAME=343 NUMFRAMES=15 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Commando SEQ=Walk STARTFRAME=358 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Commando SEQ=TurnLg STARTFRAME=298 NUMFRAMES=2 RATE=15 // 2 frames of walklgfr #exec MESH SEQUENCE MESH=Commando SEQ=TurnSm STARTFRAME=328 NUMFRAMES=2 RATE=15 // 2 frames of walksmfr #exec MESH SEQUENCE MESH=Commando SEQ=Breath1L STARTFRAME=373 NUMFRAMES=7 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=Breath2L STARTFRAME=380 NUMFRAMES=20 RATE=7 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=CockGunL STARTFRAME=400 NUMFRAMES=8 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=LookL STARTFRAME=408 NUMFRAMES=40 RATE=15 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=WaveL STARTFRAME=448 NUMFRAMES=15 RATE=15 Group=Gesture #exec MESH SEQUENCE MESH=Commando SEQ=Chat1 STARTFRAME=463 NUMFRAMES=13 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=Chat2 STARTFRAME=476 NUMFRAMES=10 RATE=6 Group=Waiting #exec MESH SEQUENCE MESH=Commando SEQ=Thrust STARTFRAME=486 NUMFRAMES=15 RATE=20 Group=Gesture #exec MESH SEQUENCE MESH=Commando SEQ=DodgeB STARTFRAME=501 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=DodgeF STARTFRAME=502 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=DodgeR STARTFRAME=503 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=DodgeL STARTFRAME=504 NUMFRAMES=1 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=Fighter STARTFRAME=187 NUMFRAMES=1 // first frame of stilllgfr #exec MESH SEQUENCE MESH=Commando SEQ=Flip STARTFRAME=505 NUMFRAMES=20 Group=Jumping #exec MESH SEQUENCE MESH=Commando SEQ=Dead1 STARTFRAME=525 NUMFRAMES=13 RATE=10 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=Dead2 STARTFRAME=538 NUMFRAMES=16 RATE=10 #exec MESH SEQUENCE MESH=Commando SEQ=Dead3 STARTFRAME=554 NUMFRAMES=13 RATE=10 #exec MESH SEQUENCE MESH=Commando SEQ=Dead4 STARTFRAME=567 NUMFRAMES=16 RATE=10 #exec MESH SEQUENCE MESH=Commando SEQ=Dead7 STARTFRAME=583 NUMFRAMES=21 RATE=12 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=Dead8 STARTFRAME=604 NUMFRAMES=18 RATE=10 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=Dead9 STARTFRAME=622 NUMFRAMES=20 RATE=30 Group=TakeHit #exec MESH SEQUENCE MESH=Commando SEQ=Dead9B STARTFRAME=642 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Commando SEQ=Dead11 STARTFRAME=652 NUMFRAMES=18 RATE=10 #exec MESH SEQUENCE MESH=Commando SEQ=BackRun STARTFRAME=670 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=StrafeL STARTFRAME=680 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=StrafeR STARTFRAME=690 NUMFRAMES=10 RATE=17 Group=MovingFire #exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd STARTFRAME=537 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd2 STARTFRAME=553 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Commando SEQ=DeathEnd3 STARTFRAME=566 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=Commando X=0.0625 Y=0.0625 Z=0.125 #exec MESH NOTIFY MESH=Commando SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep #exec MESH NOTIFY MESH=Commando SEQ=Dead1 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead2 TIME=0.9 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead3 TIME=0.45 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead4 TIME=0.6 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead7 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead8 TIME=0.7 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead9B TIME=0.8 FUNCTION=LandThump #exec MESH NOTIFY MESH=Commando SEQ=Dead11 TIME=0.57 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\male\jump2.WAV" NAME="TMJump3" GROUP="Male" #exec AUDIO IMPORT FILE="..\UnrealShare\Sounds\male\land12.WAV" NAME="MLand3" GROUP="Male" defaultproperties { FaceSkin=1 TeamSkin1=2 TeamSkin2=3 DefaultSkinName="CommandoSkins.cmdo" DefaultPackage="CommandoSkins." LandGrunt=Sound'UnrealShare.Male.MLand3' JumpSound=Sound'Botpack.Male.TMJump3' SelectionMesh="Botpack.SelectionMale1" SpecialMesh="Botpack.TrophyMale1" MenuName="Male Commando" Mesh=LodMesh'Botpack.Commando' } |
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