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//============================================================================= // NaliCarcass. //============================================================================= class NaliCarcass extends CreatureCarcass; #exec MESH IMPORT MESH=NaliFoot ANIVFILE=MODELS\g_nalf_a.3D DATAFILE=MODELS\g_nalf_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=NaliFoot X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=NaliFoot SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliFoot SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgnali2 FILE=MODELS\g_nali2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=NaliFoot X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliFoot NUM=1 TEXTURE=Jgnali2 #exec MESH IMPORT MESH=NaliHand1 ANIVFILE=MODELS\g_nalh_a.3D DATAFILE=MODELS\g_nalh_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=NaliHand1 X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=NaliHand1 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliHand1 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgnali1 FILE=MODELS\g_nali1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=NaliHand1 X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliHand1 NUM=1 TEXTURE=Jgnali1 #exec MESH IMPORT MESH=NaliHand2 ANIVFILE=MODELS\g_nal2_a.3D DATAFILE=MODELS\g_nal2_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=NaliHand2 X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=NaliHand2 SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliHand2 SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgnali1 FILE=MODELS\g_nali1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=NaliHand2 X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliHand2 NUM=1 TEXTURE=Jgnali1 #exec MESH IMPORT MESH=NaliHead ANIVFILE=MODELS\g_nalz_a.3D DATAFILE=MODELS\g_nalz_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=NaliHead X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=NaliHead SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliHead SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgnali2 FILE=MODELS\g_nali2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=NaliHead X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliHead NUM=1 TEXTURE=Jgnali2 #exec MESH IMPORT MESH=NaliLeg ANIVFILE=MODELS\g_nall_a.3D DATAFILE=MODELS\g_nall_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=NaliLeg X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=NaliLeg SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgnali1 FILE=MODELS\g_nali1.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=NaliLeg X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliLeg NUM=1 TEXTURE=Jgnali1 #exec MESH IMPORT MESH=NaliPart ANIVFILE=MODELS\g_nalb_a.3D DATAFILE=MODELS\g_nalb_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=NaliPart X=0 Y=0 Z=0 YAW=64 #exec MESH SEQUENCE MESH=NaliPart SEQ=All STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliPart SEQ=Still STARTFRAME=0 NUMFRAMES=1 #exec TEXTURE IMPORT NAME=Jgnali2 FILE=MODELS\g_nali2.PCX GROUP=Skins #exec MESHMAP SCALE MESHMAP=NaliPart X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliPart NUM=1 TEXTURE=Jgnali2 #exec AUDIO IMPORT FILE="Sounds\Nali\thump1.WAV" NAME="thumpn" GROUP="Nali" function ForceMeshToExist() { //never called Spawn(class 'Nali'); } static simulated function bool AllowChunk(int N, name A) { if ( (A == 'Dead3') && (N == 6) ) return false; return true; } function CreateReplacement() { local CreatureChunks carc; if (bHidden) return; carc = Spawn(class'NaliMasterChunk'); if (carc != None) { carc.bMasterChunk = true; carc.Initfor(self); carc.Bugs = Bugs; if ( Bugs != None ) Bugs.SetBase(carc); Bugs = None; } else if ( Bugs != None ) Bugs.Destroy(); } defaultproperties { bodyparts(0)=LodMesh'UnrealShare.NaliPart' bodyparts(1)=LodMesh'UnrealShare.NaliLeg' bodyparts(2)=LodMesh'UnrealShare.NaliPart' bodyparts(3)=LodMesh'UnrealShare.NaliFoot' bodyparts(4)=LodMesh'UnrealShare.NaliHand1' bodyparts(5)=LodMesh'UnrealShare.NaliHand2' bodyparts(6)=LodMesh'UnrealShare.NaliHead' ZOffset(0)=0.000000 ZOffset(3)=-0.500000 ZOffset(6)=0.500000 LandedSound=Sound'UnrealShare.Nali.thumpn' Mesh=LodMesh'UnrealShare.Nali1' CollisionRadius=24.000000 CollisionHeight=48.000000 Mass=100.000000 Buoyancy=96.000000 } |
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