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| class SFMiteCarcass extends SFCreatureCarcass;
#exec MESH IMPORT MESH=MiteBody ANIVFILE=MODELS\mitechunk_a.3D DATAFILE=MODELS\mitechunk_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=MiteBody X=0 Y=0 Z=0 YAW=64
#exec MESH SEQUENCE MESH=MiteBody SEQ=All STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=MiteBody SEQ=Still STARTFRAME=0 NUMFRAMES=1
#exec TEXTURE IMPORT NAME=Jmite1 FILE=TEXTURES\JMite1.PCX GROUP=Skins
#exec MESHMAP SCALE MESHMAP=MiteBody X=0.03 Y=0.03 Z=0.06
#exec MESHMAP SETTEXTURE MESHMAP=MiteBody NUM=1 TEXTURE=Jmite1
#exec MESH IMPORT MESH=MiteLeg ANIVFILE=MODELS\MiteLeg_a.3d DATAFILE=MODELS\MiteLeg_d.3d X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=MiteLeg X=0 Y=0 Z=0
#exec MESH SEQUENCE MESH=MiteLeg SEQ=All STARTFRAME=0 NUMFRAMES=20
#exec MESHMAP NEW MESHMAP=MiteLeg MESH=MiteLeg
#exec MESHMAP SCALE MESHMAP=MiteLeg X=0.03 Y=0.03 Z=0.06
#exec TEXTURE IMPORT NAME=Jtex1 FILE=TEXTURES\alienchunks.pcx GROUP=Skins FLAGS=2
#exec TEXTURE IMPORT NAME=Jtex1 FILE=TEXTURES\alienchunks.pcx GROUP=Skins PALETTE=Jtex1
#exec MESHMAP SETTEXTURE MESHMAP=MiteLeg NUM=1 TEXTURE=Jtex1
static simulated function bool AllowChunk(int N, name A)
{
return true;
}
defaultproperties
{
bodyparts(0)=LodMesh'SFCharacter.MiteBody'
bodyparts(1)=LodMesh'SFCharacter.MiteLeg'
bodyparts(2)=LodMesh'SFCharacter.MiteLeg'
bodyparts(3)=LodMesh'SFCharacter.MiteLeg'
bodyparts(4)=LodMesh'SFCharacter.MiteLeg'
bodyparts(5)=None
ZOffset(0)=0.000000
ZOffset(1)=0.000000
LandedSound=Sound'UnrealI.Pupae.thumppp'
AnimSequence=Dead1
Mesh=LodMesh'SFCharacter.SFMite'
CollisionRadius=26.000000
CollisionHeight=16.000000
Mass=80.000000
}
|