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| class SFFlaske extends SFDecoration;
#exec MESH IMPORT MESH=SFFlaske ANIVFILE=MODELS\SFFlaske_a.3d DATAFILE=MODELS\SFFlaske_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=SFFlaske X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=SFFlaske SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=SFFlaske SEQ=SFFlaske STARTFRAME=0 NUMFRAMES=1
#exec MESHMAP NEW MESHMAP=SFFlaske MESH=SFFlaske
#exec MESHMAP SCALE MESHMAP=SFFlaske X=0.1 Y=0.1 Z=0.2
defaultproperties
{
bDestroyable=True
Health=5
EffectWhenDestroyed=Class'UnrealShare.splash'
EffectWhenDamaged=Class'UnrealShare.ParticleBurst2'
ChunkType=Class'UnrealShare.Fragment1'
ChunksNumber=10
ChunkScale=0.500000
bCustomChunkSkin=True
ChunkSkin=Texture'SFDecos.Skins.JSFFlaskf1'
bStatic=False
DrawType=DT_Mesh
Mesh=LodMesh'SFDecos.SFFlaske'
MultiSkins(1)=Texture'SFDecos.Skins.JSFFlaskf1'
}
|