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| class SFSkavCarcass extends SFCreatureCarcass;
#exec MESH IMPORT MESH=SkavHead ANIVFILE=MODELS\skavhead_a.3D DATAFILE=MODELS\skavhead_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkavHead X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkavHead SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkavHead SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec TEXTURE IMPORT NAME=JSkin1 FILE=TEXTURES\alienchunks.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=SkavHead X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkavHead NUM=1 TEXTURE=JSkin1
#exec MESH IMPORT MESH=SkavLeg ANIVFILE=MODELS\SkavLeg_a.3D DATAFILE=MODELS\SkavLeg_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkavLeg X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=SkavLeg SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkavLeg SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=SkavLeg X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkavLeg NUM=1 TEXTURE=JSkin1
#exec MESH IMPORT MESH=SkavArm ANIVFILE=MODELS\SkavArm_a.3D DATAFILE=MODELS\SkavArm_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SkavArm X=+250 Y=0 Z=0 YAW=64 PITCH=64
#exec MESH SEQUENCE MESH=SkavArm SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SkavArm SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=SkavArm X=0.09 Y=0.09 Z=0.18
#exec MESHMAP SETTEXTURE MESHMAP=SkavArm NUM=1 TEXTURE=JSkin1
static simulated function bool AllowChunk(int N, name A)
{
if ( (A == 'Dead2') && (N == 0) )
return false;
if ( (A == 'Dead4') && (N == 2) )
return false;
return true;
}
defaultproperties
{
bodyparts(0)=LodMesh'SFCharacter.SkavHead'
bodyparts(1)=LodMesh'SFCharacter.SkavLeg'
bodyparts(2)=LodMesh'SFCharacter.SkavArm'
bodyparts(3)=LodMesh'SFCharacter.SkavLeg'
bodyparts(4)=LodMesh'SFCharacter.SkavArm'
bodyparts(5)=None
ZOffset(0)=0.000000
ZOffset(1)=0.000000
LandedSound=Sound'UnrealI.Pupae.thumppp'
DrawScale=0.700000
CollisionRadius=26.000000
CollisionHeight=16.000000
Mass=80.000000
}
|