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//============================================================================= // WarBoss. //============================================================================= class WarBoss extends SkeletalPlayer; #exec ANIM IMPORT ANIM=SoldierAnim ANIMFILE=models\ut_ps2_male.PSA COMPRESS=0.28 IMPORTSEQS=1 // *** XAN *** #exec MESH MODELIMPORT MESH=NewXan MODELFILE=models\xan_lowpoly.PSK LODSTYLE=12 #exec MESH ORIGIN MESH=NewXan X=0 Y=0 Z=135 YAW=192 #exec MESH WEAPONATTACH MESH=NewXan BONE="Bip01 R Hand" #exec MESH WEAPONPOSITION MESH=NewXan YAW=0 PITCH=0 ROLL=128 X=0.0 Y=0.0 Z=0.0 #exec MESHMAP SCALE MESHMAP=NewXan X=0.3125 Y=0.3125 Z=0.3125 #exec MESH DEFAULTANIM MESH=NewXan ANIM=SoldierAnim //*** WAR MACHINE BOSS *** #exec MESH MODELIMPORT MESH=WarMachineBoss MODELFILE=models\warboss_lowpoly.PSK LODSTYLE=12 #exec MESH ORIGIN MESH=WarMachineBoss X=0 Y=0 Z=135 YAW=192 #exec MESH WEAPONATTACH MESH=WarMachineBoss BONE="Bip01 R Hand" #exec MESH WEAPONPOSITION MESH=WarMachineBoss YAW=0 PITCH=0 ROLL=128 X=0.0 Y=0.0 Z=0.0 #exec MESHMAP SCALE MESHMAP=WarMachineBoss X=0.3125 Y=0.3125 Z=0.3125 #exec MESH DEFAULTANIM MESH=WarMachineBoss ANIM=SoldierAnim // *** ANIMATION NOTIFIES *** #exec ANIM DIGEST ANIM=SoldierAnim VERBOSE #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunLG TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunLG TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunLGFR TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunLGFR TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunSM TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunSM TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunSMFR TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=RunSMFR TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=StrafeL TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=StrafeL TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=StrafeR TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=StrafeR TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=BackRun TIME=0.25 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=BackRun TIME=0.75 FUNCTION=PlayFootStep #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead1 TIME=0.7 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead2 TIME=0.9 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead3 TIME=0.45 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead4 TIME=0.6 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead7 TIME=0.7 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead8 TIME=0.7 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead9B TIME=0.8 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Dead11 TIME=0.57 FUNCTION=LandThump #exec ANIM NOTIFY ANIM=SoldierAnim SEQ=Challenge TIME=0.35 FUNCTION=PlayLoudStep #exec TEXTURE IMPORT NAME=WarBlue FILE=MODELS\war_blue.pcx GROUP="Skins" LODSET=0 #exec TEXTURE IMPORT NAME=WarBlueFace FILE=MODELS\war_blue_chat.pcx GROUP="Skins" MIPS=OFF #exec TEXTURE IMPORT NAME=WarRed FILE=MODELS\war_Red.pcx GROUP="Skins" LODSET=0 #exec TEXTURE IMPORT NAME=WarRedFace FILE=MODELS\war_Red_chat.pcx GROUP="Skins" MIPS=OFF #exec TEXTURE IMPORT NAME=WarGreen FILE=MODELS\war_Green.pcx GROUP="Skins" LODSET=0 #exec TEXTURE IMPORT NAME=WarGreenFace FILE=MODELS\war_Green_chat.pcx GROUP="Skins" MIPS=OFF #exec TEXTURE IMPORT NAME=WarGold FILE=MODELS\war_Gold.pcx GROUP="Skins" LODSET=0 #exec TEXTURE IMPORT NAME=WarGoldFace FILE=MODELS\war_Gold_chat.pcx GROUP="Skins" MIPS=OFF static function SetMultiSkin(Actor SkinActor, string SkinName, string FaceName, byte TeamNum) { local texture Face; if ( TeamNum == 0 ) { SkinActor.Skin = texture(DynamicLoadObject("SkeletalChars.WarRed",class'Texture')); Face = texture(DynamicLoadObject("SkeletalChars.WarRedFace",class'Texture')); } else if ( TeamNum == 3 ) { SkinActor.Skin = texture(DynamicLoadObject("SkeletalChars.WarGold",class'Texture')); Face = texture(DynamicLoadObject("SkeletalChars.WarGoldFace",class'Texture')); } else if ( TeamNum == 2 ) { SkinActor.Skin = texture(DynamicLoadObject("SkeletalChars.WarGreen",class'Texture')); Face = texture(DynamicLoadObject("SkeletalChars.WarGreenFace",class'Texture')); } else { SkinActor.Skin = texture(DynamicLoadObject("SkeletalChars.WarBlue",class'Texture')); Face = texture(DynamicLoadObject("SkeletalChars.WarBlueFace",class'Texture')); } if( Pawn(SkinActor) != None ) Pawn(SkinActor).PlayerReplicationInfo.TalkTexture =Face; } 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' 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="SkeletalChars.WarMachineBoss" SpecialMesh="Botpack.TrophyMale1" HitSound1=Sound'Botpack.Boss.BInjur1' HitSound2=Sound'Botpack.Boss.BInjur2' Die=Sound'Botpack.Boss.BDeath1' MenuName="War Boss" VoiceType="BotPack.VoiceBoss" Mesh=SkeletalMesh'SkeletalChars.WarMachineBoss' } |
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