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class SkaarjMeshes extends Object abstract; #exec OBJ LOAD FILE=SkaarjPackSkins.utx #exec AUDIO IMPORT FILE="Sounds\say3a.WAV" NAME="RadarPulseSound" // BRUTE #exec MESH IMPORT MESH=Brute1 ANIVFILE=Models\Brute_a.3D DATAFILE=Models\Brute_d.3D #exec MESH ORIGIN MESH=Brute1 X=-20 Y=-160 Z=-215 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Brute1 SEQ=GutHit STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Brute1 SEQ=Idle_Rest STARTFRAME=1 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=Brute1 SEQ=RunF STARTFRAME=9 NUMFRAMES=10 RATE=20 #exec MESH SEQUENCE MESH=Brute1 SEQ=CockGun STARTFRAME=19 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=DeathF STARTFRAME=37 NUMFRAMES=13 RATE=18 #exec MESH SEQUENCE MESH=Brute1 SEQ=DeathL STARTFRAME=50 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=Brute1 SEQ=DeathR STARTFRAME=65 NUMFRAMES=11 RATE=18 #exec MESH SEQUENCE MESH=Brute1 SEQ=DeathB STARTFRAME=76 NUMFRAMES=23 RATE=18 #exec MESH SEQUENCE MESH=Brute1 SEQ=Gutshot STARTFRAME=100 NUMFRAMES=34 Group=Attack #exec MESH SEQUENCE MESH=Brute1 SEQ=HitF STARTFRAME=134 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Brute1 SEQ=HitB STARTFRAME=135 NUMFRAMES=5 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=HitL STARTFRAME=140 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Brute1 SEQ=StillLook STARTFRAME=141 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=Precharg STARTFRAME=164 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=PistolWhip STARTFRAME=179 NUMFRAMES=10 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Brute1 SEQ=Punch STARTFRAME=189 NUMFRAMES=13 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Brute1 SEQ=StillFire STARTFRAME=202 NUMFRAMES=20 Group=Attack #exec MESH SEQUENCE MESH=Brute1 SEQ=HitR STARTFRAME=222 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Brute1 SEQ=Sleep STARTFRAME=223 NUMFRAMES=6 RATE=6 #exec MESH SEQUENCE MESH=Brute1 SEQ=T8 STARTFRAME=229 NUMFRAMES=12 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=WalkF STARTFRAME=242 NUMFRAMES=23 RATE=25 #exec MESH SEQUENCE MESH=Brute1 SEQ=Turn STARTFRAME=242 NUMFRAMES=5 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=Jump STARTFRAME=242 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=Land STARTFRAME=242 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=Brute1 SEQ=WalkFire STARTFRAME=265 NUMFRAMES=44 RATE=50 Group=MovingAttack #exec MESHMAP SCALE MESHMAP=Brute1 X=0.125 Y=0.125 Z=0.25 #exec MESHMAP SETTEXTURE MESHMAP=Brute1 NUM=0 TEXTURE=jBrute1 #exec MESHMAP SETTEXTURE MESHMAP=Brute1 NUM=1 TEXTURE=RedShell #exec MESH NOTIFY MESH=Brute1 SEQ=WalkFire TIME=0.18 FUNCTION=SpawnRightShot #exec MESH NOTIFY MESH=Brute1 SEQ=WalkFire TIME=0.68 FUNCTION=SpawnLeftShot #exec MESH NOTIFY MESH=Brute1 SEQ=StillFire TIME=0.05 FUNCTION=SpawnRightShot #exec MESH NOTIFY MESH=Brute1 SEQ=StillFire TIME=0.55 FUNCTION=SpawnLeftShot #exec MESH NOTIFY MESH=Brute1 SEQ=PistolWhip TIME=0.5 FUNCTION=WhipDamageTarget #exec MESH NOTIFY MESH=Brute1 SEQ=Punch TIME=0.55 FUNCTION=WhipDamageTarget #exec MESH NOTIFY MESH=Brute1 SEQ=GutShot TIME=0.3 FUNCTION=GutShotTarget #exec MESH NOTIFY MESH=Brute1 SEQ=GutShot TIME=0.6 FUNCTION=GutShotTarget #exec MESH NOTIFY MESH=Brute1 SEQ=WalkF TIME=0.31 FUNCTION=Step #exec MESH NOTIFY MESH=Brute1 SEQ=WalkF TIME=0.8 FUNCTION=Step #exec MESH NOTIFY MESH=Brute1 SEQ=DeathF TIME=0.56 FUNCTION=LandThump #exec MESH NOTIFY MESH=Brute1 SEQ=DeathL TIME=0.5 FUNCTION=LandThump #exec MESH NOTIFY MESH=Brute1 SEQ=DeathR TIME=0.52 FUNCTION=LandThump #exec MESH NOTIFY MESH=Brute1 SEQ=DeathB TIME=0.71 FUNCTION=LandThump #exec MESH NOTIFY MESH=Brute1 SEQ=RunF TIME=0.25 FUNCTION=Step #exec MESH NOTIFY MESH=Brute1 SEQ=RunF TIME=0.75 FUNCTION=Step #exec AUDIO IMPORT FILE="Sounds\Brute\walk1a.WAV" NAME="walk1br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\pwhip1a.WAV" NAME="pwhip1br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\injur1a.WAV" NAME="injur1br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\injur2a.WAV" NAME="injur2br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\yell1a.WAV" NAME="yell1br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\yell2a.WAV" NAME="yell2br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\nearby2a.WAV" NAME="nearby2br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\death1a.WAV" NAME="death1br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\death2br.WAV" NAME="death2br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\walk1b.WAV" NAME="walk2br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\pstlhit1.WAV" NAME="pstlhit1br" GROUP="Brute" #exec AUDIO IMPORT FILE="Sounds\Brute\amb1br.WAV" NAME="amb1br" GROUP="Brute" // GASBAG #exec MESH IMPORT MESH=GasBagM ANIVFILE=MODELS\GAS_A.3D DATAFILE=MODELS\DATA28.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=GasBagM X=00 Y=150 Z=-100 YAW=64 #exec MESH SEQUENCE MESH=GasBagM SEQ=TwoPunch STARTFRAME=0 NUMFRAMES=13 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=GasBagM SEQ=Belch STARTFRAME=13 NUMFRAMES=15 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=GasBagM SEQ=Deflate STARTFRAME=28 NUMFRAMES=16 RATE=18 #exec MESH SEQUENCE MESH=GasBagM SEQ=TakeHit STARTFRAME=28 NUMFRAMES=1 #exec MESH SEQUENCE MESH=GasBagM SEQ=float STARTFRAME=44 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=GasBagM SEQ=idle_rest STARTFRAME=59 NUMFRAMES=6 RATE=6 #exec MESH SEQUENCE MESH=GasBagM SEQ=Grab STARTFRAME=65 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=GasBagM SEQ=Pound STARTFRAME=85 NUMFRAMES=13 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=GasBagM SEQ=T1 STARTFRAME=98 NUMFRAMES=5 #exec MESH SEQUENCE MESH=GasBagM SEQ=T2 STARTFRAME=103 NUMFRAMES=9 #exec MESH SEQUENCE MESH=GasBagM SEQ=T3 STARTFRAME=112 NUMFRAMES=4 #exec MESH SEQUENCE MESH=GasBagM SEQ=T4 STARTFRAME=116 NUMFRAMES=4 #exec MESH SEQUENCE MESH=GasBagM SEQ=Dead2 STARTFRAME=120 NUMFRAMES=13 RATE=18 #exec MESH SEQUENCE MESH=GasBagM SEQ=Hit2 STARTFRAME=120 NUMFRAMES=1 #exec MESHMAP SCALE MESHMAP=GasBagM X=0.1 Y=0.1 Z=0.2 #exec MESHMAP SETTEXTURE MESHMAP=GasBagM NUM=5 TEXTURE=GasBag1 #exec MESHMAP SETTEXTURE MESHMAP=GasBagM NUM=6 TEXTURE=GasBag2 #exec MESH NOTIFY MESH=GasBagM SEQ=Belch TIME=0.5 FUNCTION=SpawnBelch #exec MESH NOTIFY MESH=GasBagM SEQ=TwoPunch TIME=0.35 FUNCTION=PunchDamageTarget #exec MESH NOTIFY MESH=GasBagM SEQ=TwoPunch TIME=0.7 FUNCTION=PunchDamageTarget #exec MESH NOTIFY MESH=GasBagM SEQ=Pound TIME=0.33 FUNCTION=PoundDamageTarget #exec MESH NOTIFY MESH=GasBagM SEQ=Deflate TIME=0.80 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\Gassius\2punch1a.WAV" NAME="twopunch1g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\injur1a.WAV" NAME="injur1g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\injur2a.WAV" NAME="injur2g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\yell2a.WAV" NAME="yell2g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\yell3a.WAV" NAME="yell3g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\nearby1.WAV" NAME="nearby1g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\death1a.WAV" NAME="death1g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\hit1a.WAV" NAME="hit1g" GROUP="Gasbag" #exec AUDIO IMPORT FILE="Sounds\Gassius\amb2gb.WAV" NAME="amb2g" GROUP="Gasbag" // KRALL #exec MESH IMPORT MESH=KrallM ANIVFILE=MODELS\krall_a.3D DATAFILE=MODELS\krall_d.3D LODSTYLE=2 ZEROTEX=1 #exec MESH ORIGIN MESH=KrallM X=70 Y=-300 Z=-120 YAW=64 ROLL=-64 // used animations #exec MESH SEQUENCE MESH=krallM SEQ=Idle_Rest STARTFRAME=0 NUMFRAMES=6 RATE=6 #exec MESH SEQUENCE MESH=krallM SEQ=Crouch STARTFRAME=6 NUMFRAMES=1 GROUP=Ducking #exec MESH SEQUENCE MESH=krallM SEQ=DeathB STARTFRAME=7 NUMFRAMES=23 RATE=50 #exec MESH SEQUENCE MESH=krallM SEQ=DeathF STARTFRAME=30 NUMFRAMES=22 RATE=50 #exec MESH SEQUENCE MESH=krallM SEQ=DeathR STARTFRAME=52 NUMFRAMES=12 RATE=50 #exec MESH SEQUENCE MESH=krallM SEQ=DeathL STARTFRAME=64 NUMFRAMES=17 RATE=50 #exec MESH SEQUENCE MESH=krallM SEQ=HitF STARTFRAME=81 NUMFRAMES=7 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=HitL STARTFRAME=89 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=HitB STARTFRAME=90 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=HitR STARTFRAME=91 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=Jump STARTFRAME=92 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=Land STARTFRAME=93 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=RunF STARTFRAME=117 NUMFRAMES=10 RATE=20 #exec MESH SEQUENCE MESH=krallM SEQ=Shoot1 STARTFRAME=127 NUMFRAMES=8 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=krallM SEQ=Strike1 STARTFRAME=157 NUMFRAMES=11 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=krallM SEQ=Strike2 STARTFRAME=168 NUMFRAMES=12 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=krallM SEQ=Strike3 STARTFRAME=180 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=krallM SEQ=Swim STARTFRAME=195 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=Throw STARTFRAME=217 NUMFRAMES=25 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=krallM SEQ=WalkF STARTFRAME=277 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=Turn STARTFRAME=277 NUMFRAMES=3 RATE=5 #exec MESH SEQUENCE MESH=krallM SEQ=Drag STARTFRAME=416 NUMFRAMES=20 RATE=30 #exec MESH SEQUENCE MESH=krallM SEQ=LegLoss STARTFRAME=436 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=Shoot3 STARTFRAME=449 NUMFRAMES=9 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=SwimFire STARTFRAME=483 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=LeglessDeath STARTFRAME=448 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=Twirl STARTFRAME=242 NUMFRAMES=35 RATE=15 // unused animations #exec MESH SEQUENCE MESH=krallM SEQ=Shoot2 STARTFRAME=135 NUMFRAMES=22 RATE=15 GROUP=MovingAttack #exec MESH SEQUENCE MESH=krallM SEQ=HeadHit STARTFRAME=88 NUMFRAMES=1 #exec MESH SEQUENCE MESH=krallM SEQ=Look STARTFRAME=94 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=T3 STARTFRAME=210 NUMFRAMES=7 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=Breath2 STARTFRAME=292 NUMFRAMES=7 RATE=6 GROUP=Ducking #exec MESH SEQUENCE MESH=krallM SEQ=Grasp STARTFRAME=299 NUMFRAMES=18 RATE=15 GROUP=Ducking #exec MESH SEQUENCE MESH=krallM SEQ=HeadRub STARTFRAME=317 NUMFRAMES=18 RATE=15 GROUP=Ducking #exec MESH SEQUENCE MESH=krallM SEQ=Laugh STARTFRAME=335 NUMFRAMES=25 RATE=15 GROUP=Ducking #exec MESH SEQUENCE MESH=krallM SEQ=Toss STARTFRAME=360 NUMFRAMES=25 RATE=15 GROUP=Ducking #exec MESH SEQUENCE MESH=krallM SEQ=Dead5 STARTFRAME=385 NUMFRAMES=31 RATE=15 #exec MESH SEQUENCE MESH=krallM SEQ=Sleep1 STARTFRAME=459 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=krallM SEQ=Sleep2 STARTFRAME=467 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=krallM SEQ=Sleep3 STARTFRAME=475 NUMFRAMES=8 RATE=6 #exec MESHMAP SCALE MESHMAP=krallM X=0.11 Y=0.11 Z=0.22 #exec MESHMAP SETTEXTURE MESHMAP=krallM NUM=0 TEXTURE=jkrall #exec MESH NOTIFY MESH=krallM SEQ=Shoot1 TIME=0.25 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=krallM SEQ=Shoot2 TIME=0.48 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=krallM SEQ=Shoot2 TIME=0.8 FUNCTION=ShotMove #exec MESH NOTIFY MESH=krallM SEQ=Shoot3 TIME=0.35 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=krallM SEQ=SwimFire TIME=0.35 FUNCTION=SpawnShot #exec MESH NOTIFY MESH=krallM SEQ=Strike1 TIME=0.375 FUNCTION=StrikeDamageTarget #exec MESH NOTIFY MESH=krallM SEQ=Strike2 TIME=0.5 FUNCTION=StrikeDamageTarget #exec MESH NOTIFY MESH=krallM SEQ=Strike3 TIME=0.26 FUNCTION=StrikeDamageTarget #exec MESH NOTIFY MESH=krallM SEQ=Throw TIME=0.19 FUNCTION=ThrowDamageTarget #exec MESH NOTIFY MESH=krallM SEQ=Throw TIME=0.42 FUNCTION=ThrowTarget #exec MESH NOTIFY MESH=krallM SEQ=Grasp TIME=0.58 FUNCTION=GrabDice #exec MESH NOTIFY MESH=krallM SEQ=Toss TIME=0.63 FUNCTION=ThrowDice #exec MESH NOTIFY MESH=krallM SEQ=DeathB TIME=0.64 FUNCTION=LandThump #exec MESH NOTIFY MESH=krallM SEQ=DeathL TIME=0.81 FUNCTION=LandThump #exec MESH NOTIFY MESH=krallM SEQ=DeathR TIME=0.54 FUNCTION=LandThump #exec MESH NOTIFY MESH=krallM SEQ=DeathF TIME=0.75 FUNCTION=LandThump #exec MESH NOTIFY MESH=krallM SEQ=Dead5 TIME=0.83 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\Krall\throw1kr.WAV" NAME="throw1k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\death1a.WAV" NAME="death1k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\death2a.WAV" NAME="death2k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\injur1a.WAV" NAME="injur1k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\injur2a.WAV" NAME="injur2k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\strike1kr.WAV" NAME="strike1k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\hit2a.WAV" NAME="hit2k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\staflp4kr.WAV" NAME="staflp4k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\chlng1a.WAV" NAME="chlng1k" GROUP="Krall" #exec AUDIO IMPORT FILE="Sounds\Krall\chlng2a.WAV" NAME="chlng2k" GROUP="Krall" // MANTA #exec MESH IMPORT MESH=Manta1 ANIVFILE=MODELS\manta_a.3D DATAFILE=MODELS\manta_d.3D X=0 Y=0 Z=0 ZEROTEX=1 LODSTYLE=2 #exec MESH ORIGIN MESH=Manta1 X=0 Y=-50 Z=100 ROLL=-64 YAW=64 #exec MESH SEQUENCE MESH=Manta1 SEQ=Death STARTFRAME=0 NUMFRAMES=26 #exec MESH SEQUENCE MESH=Manta1 SEQ=Fly STARTFRAME=26 NUMFRAMES=20 #exec MESH SEQUENCE MESH=Manta1 SEQ=Landing STARTFRAME=46 NUMFRAMES=26 #exec MESH SEQUENCE MESH=Manta1 SEQ=Sting STARTFRAME=72 NUMFRAMES=30 Group=Attack #exec MESH SEQUENCE MESH=Manta1 SEQ=TakeOff STARTFRAME=102 NUMFRAMES=20 #exec MESH SEQUENCE MESH=Manta1 SEQ=Whip STARTFRAME=122 NUMFRAMES=30 Group=Attack #exec MESH SEQUENCE MESH=Manta1 SEQ=TakeHit STARTFRAME=4 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Manta1 SEQ=Waiting STARTFRAME=66 NUMFRAMES=5 #exec MESHMAP SCALE MESHMAP=Manta1 X=0.07 Y=0.07 Z=0.14 #exec MESHMAP SETTEXTURE MESHMAP=Manta1 NUM=0 TEXTURE=JManta1 #exec MESH NOTIFY MESH=Manta1 SEQ=Death TIME=0.76 FUNCTION=LandThump #exec MESH NOTIFY MESH=Manta1 SEQ=Fly TIME=0.05 FUNCTION=WingBeat #exec AUDIO IMPORT FILE="Sounds\Manta\whip1a.WAV" NAME="whip1m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\injur1a.WAV" NAME="injur1m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\injur2a.WAV" NAME="injur2m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\call1a.WAV" NAME="call1m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\call2a.WAV" NAME="call2m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\fly1a.WAV" NAME="fly1m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\death2c.WAV" NAME="death2m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\sting1a.WAV" NAME="sting1m" GROUP="Manta" #exec AUDIO IMPORT FILE="Sounds\Manta\land1mt.WAV" NAME="land1mt" GROUP="Manta" // RAZORFLY #exec MESH IMPORT MESH=FlyM ANIVFILE=MODELS\fly_a.3D DATAFILE=MODELS\fly_d.3D LODSTYLE=2 #exec MESH ORIGIN MESH=FlyM X=0 Y=-30 Z=70 YAW=64 ROLL=-62 #exec MESH SEQUENCE MESH=FlyM SEQ=Dead STARTFRAME=0 NUMFRAMES=16 #exec MESH SEQUENCE MESH=FlyM SEQ=TakeHit STARTFRAME=0 NUMFRAMES=1 #exec MESH SEQUENCE MESH=FlyM SEQ=RunF STARTFRAME=16 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=FlyM SEQ=Fly STARTFRAME=16 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=FlyM SEQ=Land STARTFRAME=26 NUMFRAMES=11 RATE=15 #exec MESH SEQUENCE MESH=FlyM SEQ=Shoot1 STARTFRAME=37 NUMFRAMES=25 RATE=40 Group=Attack #exec MESH SEQUENCE MESH=FlyM SEQ=Shoot2 STARTFRAME=62 NUMFRAMES=10 Group=Attack #exec MESH SEQUENCE MESH=FlyM SEQ=Takeoff STARTFRAME=72 NUMFRAMES=15 #exec MESH SEQUENCE MESH=FlyM SEQ=Walking STARTFRAME=87 NUMFRAMES=10 RATE=15 #exec MESHMAP SCALE MESHMAP=flyM X=0.06 Y=0.06 Z=0.12 #exec MESHMAP SETTEXTURE MESHMAP=flyM NUM=1 TEXTURE=Jfly1 #exec AUDIO IMPORT FILE="Sounds\Razorfly\buzz3rf.WAV" NAME="buzz3rf" GROUP="Razorfly" #exec AUDIO IMPORT FILE="Sounds\Razorfly\injur1rf.WAV" NAME="injur1rf" GROUP="Razorfly" #exec AUDIO IMPORT FILE="Sounds\Razorfly\injur2rf.WAV" NAME="injur2rf" GROUP="Razorfly" #exec AUDIO IMPORT FILE="Sounds\Razorfly\death1rf.WAV" NAME="death1rf" GROUP="Razorfly" // SKAARJ #exec MESH IMPORT MESH=Skaarjw ANIVFILE=MODELS\Skaarj_a.3D DATAFILE=MODELS\Skaarj_d.3D X=0 Y=0 Z=0 ZEROTEX=1 LODSTYLE=2 #exec MESH LODPARAMS MESH=Skaarjw MINVERTS=130 #exec MESH ORIGIN MESH=Skaarjw X=0 Y=-100 Z=-20 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Claw STARTFRAME=0 NUMFRAMES=11 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skaarjw SEQ=HitF STARTFRAME=11 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=guncheck STARTFRAME=12 NUMFRAMES=7 RATE=6 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Breath STARTFRAME=19 NUMFRAMES=12 RATE=6 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Breath2 STARTFRAME=31 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton1 STARTFRAME=39 NUMFRAMES=33 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton2 STARTFRAME=49 NUMFRAMES=33 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton3 STARTFRAME=59 NUMFRAMES=36 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton4 STARTFRAME=72 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Button1 STARTFRAME=39 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Button2 STARTFRAME=49 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Button3 STARTFRAME=59 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Button4 STARTFRAME=72 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Button5 STARTFRAME=82 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=HitB STARTFRAME=95 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Death STARTFRAME=95 NUMFRAMES=23 RATE=18 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Death2 STARTFRAME=118 NUMFRAMES=13 RATE=18 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Death3 STARTFRAME=131 NUMFRAMES=21 RATE=18 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Death4 STARTFRAME=152 NUMFRAMES=11 RATE=18 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Duck STARTFRAME=163 NUMFRAMES=1 Group=Ducking #exec MESH SEQUENCE MESH=Skaarjw SEQ=Fighter STARTFRAME=164 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Firing STARTFRAME=179 NUMFRAMES=11 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skaarjw SEQ=Getup STARTFRAME=190 NUMFRAMES=11 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=HairFlip STARTFRAME=201 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=HeadHit STARTFRAME=221 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Headup STARTFRAME=222 NUMFRAMES=11 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Jog2Fight STARTFRAME=233 NUMFRAMES=11 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=RunF STARTFRAME=244 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=FullJump STARTFRAME=254 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Jump STARTFRAME=254 NUMFRAMES=5 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=InAir STARTFRAME=259 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Landed STARTFRAME=266 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Jump2 STARTFRAME=269 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Land STARTFRAME=270 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=DodgeL STARTFRAME=271 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=HitL STARTFRAME=284 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=StrafeLeftFr STARTFRAME=285 NUMFRAMES=14 RATE=25 Group=MovingAttack #exec MESH SEQUENCE MESH=Skaarjw SEQ=Looking STARTFRAME=299 NUMFRAMES=23 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=RunL STARTFRAME=322 NUMFRAMES=14 RATE=25 #exec MESH SEQUENCE MESH=Skaarjw SEQ=DodgeF STARTFRAME=336 NUMFRAMES=13 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=Skaarjw SEQ=StrafeRightFr STARTFRAME=349 NUMFRAMES=14 RATE=25 Group=MovingAttack #exec MESH SEQUENCE MESH=Skaarjw SEQ=HitR STARTFRAME=363 NUMFRAMES=1 #exec MESH SEQUENCE MESH=Skaarjw SEQ=RunR STARTFRAME=364 NUMFRAMES=14 RATE=25 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Spin STARTFRAME=378 NUMFRAMES=20 Group=Attack #exec MESH SEQUENCE MESH=Skaarjw SEQ=gunfix STARTFRAME=398 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Swim STARTFRAME=406 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=WalkF STARTFRAME=421 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=Turn STARTFRAME=421 NUMFRAMES=3 RATE=5 #exec MESH SEQUENCE MESH=Skaarjw SEQ=WalkFire STARTFRAME=436 NUMFRAMES=15 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=Skaarjw SEQ=DodgeR STARTFRAME=451 NUMFRAMES=13 RATE=15 #exec MESH SEQUENCE MESH=Skaarjw SEQ=JogFire STARTFRAME=464 NUMFRAMES=10 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=Skaarjw SEQ=Death5 STARTFRAME=474 NUMFRAMES=28 RATE=18 Group=MovingAttack #exec MESH SEQUENCE MESH=Skaarjw SEQ=Stretch STARTFRAME=502 NUMFRAMES=25 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=Skaarjw SEQ=SwimFire STARTFRAME=527 NUMFRAMES=15 RATE=15 Group=MovingAttack #exec MESHMAP SCALE MESHMAP=Skaarjw X=0.099 Y=0.099 Z=0.198 #exec MESHMAP SETTEXTURE MESHMAP=Skaarjw NUM=0 TEXTURE=Skaarjw1 #exec MESH NOTIFY MESH=Skaarjw SEQ=WalkFire TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=Skaarjw SEQ=JogFire TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=Skaarjw SEQ=SwimFire TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeLeftFr TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeRightFr TIME=0.5 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=Skaarjw SEQ=Firing TIME=0.25 FUNCTION=SpawnTwoShots #exec MESH NOTIFY MESH=Skaarjw SEQ=Spin TIME=0.48 FUNCTION=SpinDamageTarget #exec MESH NOTIFY MESH=Skaarjw SEQ=Spin TIME=0.67 FUNCTION=SpinDamageTarget #exec MESH NOTIFY MESH=Skaarjw SEQ=Claw TIME=0.24 FUNCTION=ClawDamageTarget #exec MESH NOTIFY MESH=Skaarjw SEQ=Claw TIME=0.76 FUNCTION=ClawDamageTarget #exec MESH NOTIFY MESH=Skaarjw SEQ=Death TIME=0.41 FUNCTION=LandThump #exec MESH NOTIFY MESH=Skaarjw SEQ=Death2 TIME=0.61 FUNCTION=LandThump #exec MESH NOTIFY MESH=Skaarjw SEQ=Death3 TIME=0.73 FUNCTION=LandThump #exec MESH NOTIFY MESH=Skaarjw SEQ=Death4 TIME=0.62 FUNCTION=LandThump #exec MESH NOTIFY MESH=Skaarjw SEQ=Death5 TIME=0.82 FUNCTION=LandThump #exec MESH NOTIFY MESH=Skaarjw SEQ=WalkF TIME=0.3 FUNCTION=WalkStep #exec MESH NOTIFY MESH=Skaarjw SEQ=WalkF TIME=0.8 FUNCTION=WalkStep #exec MESH NOTIFY MESH=Skaarjw SEQ=WalkFire TIME=0.3 FUNCTION=WalkStep #exec MESH NOTIFY MESH=Skaarjw SEQ=WalkFire TIME=0.8 FUNCTION=WalkStep #exec MESH NOTIFY MESH=Skaarjw SEQ=RunF TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=RunF TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=JogFire TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=JogFire TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=RunL TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=RunL TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeLeftFr TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeLeftFr TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=RunR TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=RunR TIME=0.75 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeRightFr TIME=0.25 FUNCTION=RunStep #exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeRightFr TIME=0.75 FUNCTION=RunStep #exec AUDIO IMPORT FILE="Sounds\Skaarj\blade1a.WAV" NAME="blade1s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\spin1a.WAV" NAME="spin1s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\claw2a.WAV" NAME="claw2s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\clawhit1a.WAV" NAME="clawhit1s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\injur5.WAV" NAME="injur1sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\injur6.WAV" NAME="injur2sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\injur7.WAV" NAME="injur3sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\chalnge1a.WAV" NAME="chalnge1s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\chalnge3a.WAV" NAME="chalnge3s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\death1a.WAV" NAME="death1sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\death2a.WAV" NAME="death2sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\roam11.WAV" NAME="roam11s" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\lunge1sk.WAV" NAME="lunge1sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\squat1a.WAV" NAME="squat1sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Skaarj\hairflp2a.WAV" NAME="hairflp2sk" GROUP="Skaarj" #exec AUDIO IMPORT FILE="Sounds\Cow\walknc.WAV" NAME="walkC" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Gibs\bthump1.WAV" NAME="Thump" GROUP="Gibs" // WARLORD #exec MESH IMPORT MESH=WarlordM ANIVFILE=MODELS\warlor_a.3D DATAFILE=MODELS\warlor_d.3D LODSTYLE=2 #exec MESH ORIGIN MESH=WarlordM X=0 Y=-300 Z=0 YAW=64 Roll=-64 #exec MESH SEQUENCE MESH=warlordM SEQ=Idle_Rest STARTFRAME=0 NUMFRAMES=8 RATE=6 #exec MESH SEQUENCE MESH=warlordM SEQ=Dead1 STARTFRAME=8 NUMFRAMES=26 RATE=18 #exec MESH SEQUENCE MESH=warlordM SEQ=TakeHit STARTFRAME=8 NUMFRAMES=1 #exec MESH SEQUENCE MESH=warlordM SEQ=Fire STARTFRAME=34 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=warlordM SEQ=Fly STARTFRAME=49 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Jump STARTFRAME=49 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=FlyFire STARTFRAME=64 NUMFRAMES=15 RATE=15 Group=MovingAttack #exec MESH SEQUENCE MESH=warlordM SEQ=Land STARTFRAME=79 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=RunF STARTFRAME=94 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Strike STARTFRAME=104 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=warlordM SEQ=TakeOff STARTFRAME=119 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Twirl STARTFRAME=129 NUMFRAMES=40 #exec MESH SEQUENCE MESH=warlordM SEQ=WalkF STARTFRAME=169 NUMFRAMES=15 RATE=18 #exec MESH SEQUENCE MESH=warlordM SEQ=WalkFire STARTFRAME=184 NUMFRAMES=15 RATE=18 Group=MovingAttack #exec MESH SEQUENCE MESH=warlordM SEQ=Appear STARTFRAME=199 NUMFRAMES=11 #exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeUp STARTFRAME=210 NUMFRAMES=18 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeL STARTFRAME=228 NUMFRAMES=15 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeR STARTFRAME=243 NUMFRAMES=15 RATE=15 Group=Dodge #exec MESH SEQUENCE MESH=warlordM SEQ=GKick1 STARTFRAME=258 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=GKick2 STARTFRAME=273 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=GPunch1 STARTFRAME=288 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=GPunch2 STARTFRAME=303 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Grab STARTFRAME=318 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Laugh STARTFRAME=336 NUMFRAMES=33 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Munch STARTFRAME=369 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Point STARTFRAME=389 NUMFRAMES=28 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Teleport STARTFRAME=417 NUMFRAMES=21 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Dead2A STARTFRAME=438 NUMFRAMES=10 RATE=18 #exec MESH SEQUENCE MESH=warlordM SEQ=Fall STARTFRAME=448 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=warlordM SEQ=Dead2B STARTFRAME=458 NUMFRAMES=34 RATE=18 #exec MESHMAP SCALE MESHMAP=WarlordM X=0.17 Y=0.17 Z=0.34 #exec MESHMAP SETTEXTURE MESHMAP=warlordM NUM=1 TEXTURE=Jwarlord1 #exec MESH NOTIFY MESH=WarlordM SEQ=Dead1 TIME=0.78 FUNCTION=LandThump #exec MESH NOTIFY MESH=WarlordM SEQ=Fly TIME=0.1 FUNCTION=Flap #exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.1 FUNCTION=Flap #exec MESH NOTIFY MESH=WarlordM SEQ=TakeOff TIME=0.1 FUNCTION=Flap #exec MESH NOTIFY MESH=WarlordM SEQ=RunF TIME=0.25 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=RunF TIME=0.75 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkF TIME=0.33 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkF TIME=0.83 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.33 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.83 FUNCTION=Step #exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.1 FUNCTION=FireProjectile #exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.5 FUNCTION=FireProjectile #exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.25 FUNCTION=FireProjectile #exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.5 FUNCTION=FireProjectile #exec MESH NOTIFY MESH=WarlordM SEQ=Fire TIME=0.4 FUNCTION=FireProjectile #exec AUDIO IMPORT FILE="Sounds\WarLord\injur1W.WAV" NAME="injur1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\injur2W.WAV" NAME="injur2WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\aquire1W.WAV" NAME="acquire1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\DCry1W.WAV" NAME="DeathCry1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\fly1W.WAV" NAME="fly1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\roam1W.WAV" NAME="roam1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\threat1W.WAV" NAME="threat1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\WarLord\breath1.WAV" NAME="breath1WL" GROUP="WarLord" #exec AUDIO IMPORT FILE="Sounds\Warlord\step1a.WAV" NAME="step1t" GROUP="Titan" #exec AUDIO IMPORT FILE="Sounds\WarLord\laugh3b.WAV" NAME="laugh1WL" GROUP="WarLord" // SKAARJPUPAE #exec MESH IMPORT MESH=Pupae1 ANIVFILE=MODELS\pupae_a.3D DATAFILE=MODELS\pupae_d.3D X=0 Y=0 Z=0 #exec MESH ORIGIN MESH=Pupae1 X=0 Y=-60 Z=-90 YAW=64 PITCH=0 ROLL=-64 #exec MESH SEQUENCE MESH=pupae1 SEQ=Bite STARTFRAME=0 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=pupae1 SEQ=Crawl STARTFRAME=15 NUMFRAMES=20 RATE=70 #exec MESH SEQUENCE MESH=pupae1 SEQ=Land STARTFRAME=15 NUMFRAMES=2 RATE=20 #exec MESH SEQUENCE MESH=pupae1 SEQ=Dead STARTFRAME=35 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=pupae1 SEQ=TakeHit STARTFRAME=36 NUMFRAMES=1 #exec MESH SEQUENCE MESH=pupae1 SEQ=Lunge STARTFRAME=59 NUMFRAMES=15 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=pupae1 SEQ=Idle_Rest STARTFRAME=74 NUMFRAMES=8 RATE=15 #exec MESH SEQUENCE MESH=pupae1 SEQ=Pick STARTFRAME=82 NUMFRAMES=10 RATE=15 #exec MESH SEQUENCE MESH=pupae1 SEQ=Stab STARTFRAME=92 NUMFRAMES=10 RATE=15 Group=Attack #exec MESH SEQUENCE MESH=pupae1 SEQ=Tear STARTFRAME=102 NUMFRAMES=28 RATE=15 #exec MESH SEQUENCE MESH=pupae1 SEQ=Dead2 STARTFRAME=130 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=pupae1 SEQ=Dead3 STARTFRAME=148 NUMFRAMES=23 RATE=15 #exec MESHMAP SCALE MESHMAP=pupae1 X=0.05 Y=0.05 Z=0.1 #exec MESHMAP SETTEXTURE MESHMAP=pupae1 NUM=1 TEXTURE=Jpupae1 #exec MESH NOTIFY MESH=Pupae1 SEQ=Dead TIME=0.52 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\Pupae\scuttle1.WAV" NAME="scuttle1pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\injur1.WAV" NAME="injur1pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\injur2.WAV" NAME="injur2pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\roam1.WAV" NAME="roam1pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\hiss1.WAV" NAME="hiss1pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\hiss2.WAV" NAME="hiss2pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\hiss3.WAV" NAME="hiss3pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\bite1pp.WAV" NAME="bite1pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\tear1b.WAV" NAME="tear1pp" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\munch1pp.WAV" NAME="munch1p" GROUP="Pupae" #exec AUDIO IMPORT FILE="Sounds\Pupae\death1b.WAV" NAME="death1pp" GROUP="Pupae" // NALI COW (NOT USED) #exec MESH IMPORT MESH=NaliCow ANIVFILE=MODELS\Cow_a.3D DATAFILE=MODELS\Cow_d.3D X=0 Y=0 Z=0 ZEROTEX=1 #exec MESH ORIGIN MESH=NaliCow X=0 Y=-240 Z=30 YAW=64 ROLL=-64 #exec MESH SEQUENCE MESH=NaliCow SEQ=Breath STARTFRAME=0 NUMFRAMES=6 RATE=6 #exec MESH SEQUENCE MESH=NaliCow SEQ=Chew STARTFRAME=6 NUMFRAMES=7 RATE=6 #exec MESH SEQUENCE MESH=NaliCow SEQ=TakeHit STARTFRAME=16 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliCow SEQ=Dead STARTFRAME=13 NUMFRAMES=23 RATE=18 #exec MESH SEQUENCE MESH=NaliCow SEQ=Shake STARTFRAME=36 NUMFRAMES=18 RATE=15 #exec MESH SEQUENCE MESH=NaliCow SEQ=Swish STARTFRAME=54 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=NaliCow SEQ=Walk STARTFRAME=74 NUMFRAMES=15 RATE=15 #exec MESH SEQUENCE MESH=NaliCow SEQ=TakeHit2 STARTFRAME=89 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliCow SEQ=Dead2 STARTFRAME=89 NUMFRAMES=13 RATE=18 #exec MESH SEQUENCE MESH=NaliCow SEQ=BigHit STARTFRAME=102 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliCow SEQ=Dead3 STARTFRAME=102 NUMFRAMES=23 RATE=18 #exec MESH SEQUENCE MESH=NaliCow SEQ=Poop STARTFRAME=125 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=NaliCow SEQ=Root STARTFRAME=145 NUMFRAMES=20 RATE=15 #exec MESH SEQUENCE MESH=NaliCow SEQ=Landed STARTFRAME=169 NUMFRAMES=1 #exec MESH SEQUENCE MESH=NaliCow SEQ=Run STARTFRAME=165 NUMFRAMES=10 RATE=15 #exec TEXTURE IMPORT NAME=JCow1 FILE=MODELS\Cow.PCX GROUP=Skins DXT=5 #exec MESHMAP SCALE MESHMAP=NaliCow X=0.08 Y=0.08 Z=0.16 #exec MESHMAP SETTEXTURE MESHMAP=NaliCow NUM=0 TEXTURE=JCow1 #exec MESH NOTIFY MESH=NaliCow SEQ=Run TIME=0.25 FUNCTION=Step #exec MESH NOTIFY MESH=NaliCow SEQ=Run TIME=0.75 FUNCTION=Step #exec MESH NOTIFY MESH=NaliCow SEQ=Walk TIME=0.31 FUNCTION=Step #exec MESH NOTIFY MESH=NaliCow SEQ=Walk TIME=0.83 FUNCTION=Step #exec MESH NOTIFY MESH=NaliCow SEQ=Dead TIME=0.76 FUNCTION=LandThump #exec MESH NOTIFY MESH=NaliCow SEQ=Dead2 TIME=0.57 FUNCTION=LandThump #exec MESH NOTIFY MESH=NaliCow SEQ=Dead3 TIME=0.71 FUNCTION=LandThump #exec AUDIO IMPORT FILE="Sounds\Cow\injurC1a.WAV" NAME="injurC1c" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\injurC2.WAV" NAME="injurC2c" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\cMoo1a.WAV" NAME="cMoo1c" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\cMoo2a.WAV" NAME="cMoo2c" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\DeathC1a.WAV" NAME="DeathC1c" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\DeathC2a.WAV" NAME="DeathC2c" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\ambCa.WAV" NAME="ambCow" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\shakenc.WAV" NAME="shakeC" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\swishnc.WAV" NAME="swishC" GROUP="Cow" #exec AUDIO IMPORT FILE="Sounds\Cow\walknc.WAV" NAME="walkC" GROUP="Cow" |
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