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//============================================================================= // MantaCarcass. //============================================================================= class MantaCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=MantaHead ANIVFILE=MODELS\g_mtah_a.3D DATAFILE=MODELS\g_mtah_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MantaHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MantaHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MantaHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmta1 FILE=MODELS\g_manta1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MantaHead X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MantaHead NUM=1 TEXTURE=Jmta1 #exec MESH IMPORT MESH=MantaPart ANIVFILE=MODELS\g_mtap_a.3D DATAFILE=MODELS\g_mtap_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MantaPart X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MantaPart SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MantaPart SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmta1 FILE=MODELS\g_manta1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MantaPart X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MantaPart NUM=1 TEXTURE=Jmta1 #exec MESH IMPORT MESH=MantaTail ANIVFILE=MODELS\g_mtat_a.3D DATAFILE=MODELS\g_mtat_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MantaTail X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MantaTail SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MantaTail SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmta2 FILE=MODELS\g_manta2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MantaTail X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MantaTail NUM=1 TEXTURE=Jmta2 #exec MESH IMPORT MESH=MantaWing1 ANIVFILE=MODELS\g_mtaw_a.3D DATAFILE=MODELS\g_mtaw_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MantaWing1 X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MantaWing1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MantaWing1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmta2 FILE=MODELS\g_manta2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MantaWing1 X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MantaWing1 NUM=1 TEXTURE=Jmta2 #exec MESH IMPORT MESH=MantaWing2 ANIVFILE=MODELS\g_mta2_a.3D DATAFILE=MODELS\g_mta2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=MantaWing2 X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=MantaWing2 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=MantaWing2 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jmta2 FILE=MODELS\g_manta2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=MantaWing2 X=0.09 Y=0.09 Z=0.18 #exec MESHMAP SETTEXTURE MESHMAP=MantaWing2 NUM=1 TEXTURE=Jmta2 #exec AUDIO IMPORT FILE="Sounds\Manta\dslap2.WAV" NAME="thumpmt" GROUP="Manta" function ForceMeshToExist() { //never called Spawn(class 'Manta'); } defaultproperties { bodyparts(0)=LodMesh'UnrealShare.MantaPart' bodyparts(1)=LodMesh'UnrealShare.MantaPart' bodyparts(2)=LodMesh'UnrealShare.MantaHead' bodyparts(3)=LodMesh'UnrealShare.MantaTail' bodyparts(4)=LodMesh'UnrealShare.MantaWing1' bodyparts(5)=LodMesh'UnrealShare.MantaWing2' ZOffset(0)=0.000000 ZOffset(1)=0.000000 LandedSound=Sound'UnrealShare.Manta.thumpmt' AnimSequence=Death AnimFrame=0.960000 Mesh=LodMesh'UnrealShare.Manta1' CollisionRadius=27.000000 CollisionHeight=12.000000 Mass=80.000000 } |
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