New Weapon Suggestions

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Scavage
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New Weapon Suggestions

Post by Scavage » Sun Mar 22, 2015 12:23 am

Hey would you guys like to either add and or swap new weapons into the server?

Heres a few I got in mind:
https://forums.epicgames.com/threads/98 ... st31798869 (I actually mentioned this possibly as a replacement for the useless AVRiL in a previous thread.
https://forums.epicgames.com/threads/98 ... -3D-Update
https://forums.epicgames.com/threads/97 ... -V2-Update
https://forums.epicgames.com/threads/94 ... Painter-V2!!!
https://forums.epicgames.com/threads/98 ... st31771974

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BaronVonRotterdam
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Re: New Weapon Suggestions

Post by BaronVonRotterdam » Mon Mar 23, 2015 4:19 pm

If I have time this weekend I'll go through them. They'll probably end up on the dev server in the weapons crate first. I'll let you know.
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BaronVonRotterdam
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Re: New Weapon Suggestions

Post by BaronVonRotterdam » Sat Mar 28, 2015 6:53 pm

Alright I looked at the guns and they all seem really cool. The halo gun and sprite blastor are both sweet, but we have too many guns that are already using the default models. Our nuke gun shares the same model as the sprite blaster so that would be especially confusing. What I would like to do is instead turn their projectiles into powerups like the razor bomb, flare pu..etc. Would you be happy with that? Also if so, what weapons do you envision the powerups being used on?

Now as far as the blaster goes that has a unique mesh and I wish to add that to the weapons crate, though if you could please build all of those files into the .u file that would make implementation easier for me. Do that by using this code as an example:

#exec OBJ LOAD FILE="StaticMeshes\DevastatorStaticMeshes.usx" Package=Devastator
#exec OBJ LOAD FILE="Textures\DevastatorTextures.utx" Package=Devastator
#exec OBJ LOAD FILE="Sounds\DevastatorSounds.uax" Package=Devastator
#EXEC AUDIO IMPORT FILE="Sounds\DevastatoreFire.wav" Package=Devastator

The code goes below the class extends line.

And since our server is invasion I don't think the swiss arm knife would be a good fit, though it does seem like an awesome gun for ons!
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Scavage
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Re: New Weapon Suggestions

Post by Scavage » Sun Mar 29, 2015 12:57 am

BaronVonRotterdam wrote:Alright I looked at the guns and they all seem really cool. The halo gun and sprite blastor are both sweet, but we have too many guns that are already using the default models. Our nuke gun shares the same model as the sprite blaster so that would be especially confusing. What I would like to do is instead turn their projectiles into powerups like the razor bomb, flare pu..etc. Would you be happy with that? Also if so, what weapons do you envision the powerups being used on?

Now as far as the blaster goes that has a unique mesh and I wish to add that to the weapons crate, though if you could please build all of those files into the .u file that would make implementation easier for me. Do that by using this code as an example:

#exec OBJ LOAD FILE="StaticMeshes\DevastatorStaticMeshes.usx" Package=Devastator
#exec OBJ LOAD FILE="Textures\DevastatorTextures.utx" Package=Devastator
#exec OBJ LOAD FILE="Sounds\DevastatorSounds.uax" Package=Devastator
#EXEC AUDIO IMPORT FILE="Sounds\DevastatoreFire.wav" Package=Devastator

The code goes below the class extends line.

And since our server is invasion I don't think the swiss arm knife would be a good fit, though it does seem like an awesome gun for ons!
I'm fine with making the Sprite cannon and Fuel Rod new powerups. Maybe it will make the avril a bit more useful... ;)

About the Devastator: I opened the uc files and noticed that I already have the #exec commands within them.

Code: Select all

//-----------------------------------------------------------
//(c)3D Realms
//-----------------------------------------------------------
class Devastator extends Weapon
    config(user);

#exec OBJ LOAD FILE=..\Animations\DNDevastatorAnims.ukx
#EXEC OBJ LOAD FILE=DNDevTex.utx

var float DualPickupTime;
var DevastatorAttachment OffhandActor;
var bool bDualMode;
var bool bWasDualMode;
var bool bFireRight;
var int mode;

replication
{
    reliable if ( Role == ROLE_Authority )
        bDualMode;
}.......etc.
Did you mean you wanted me to make another file that was like the SkaarjMeshes.u?
As in:

Code: Select all

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=censored      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"

defaultproperties
{
}

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BaronVonRotterdam
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Re: New Weapon Suggestions

Post by BaronVonRotterdam » Sun Mar 29, 2015 1:00 am

Take all of the files you have that aren't in the system folder and load them into the .u

So if you had a gun called tom and it had the following:

Tom.U
TomTexture.utx
TomSounds.uax

Then in code do the:
"TomTexture.utx" package=Tom
"TomSounds.uax" package=Tom

That way instead of having to install Tom.U, TomTexture.utx, and TomSounds.uax all you have to do is install Tom.U and those files are already built inside.
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Re: New Weapon Suggestions

Post by Scavage » Sun Mar 29, 2015 1:48 pm

Now when I compile tit with the new #EXEC commands, where am I supposed to put the actual myTexture.utx file?

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BaronVonRotterdam
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Re: New Weapon Suggestions

Post by BaronVonRotterdam » Sun Mar 29, 2015 2:10 pm

In C:\UT2004\Devastator\Textures
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Re: New Weapon Suggestions

Post by Scavage » Sun Mar 29, 2015 7:03 pm

BaronVonRotterdam wrote:In C:\UT2004\Devastator\Textures
Now would I also have the texture file in the c:\ut2004\textures directory as well?

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Re: New Weapon Suggestions

Post by BaronVonRotterdam » Mon Mar 30, 2015 2:45 pm

No you shouldn't have to. Just make it point to the directory of your project.
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Re: New Weapon Suggestions

Post by Scavage » Mon Mar 30, 2015 11:57 pm

Hey Baron, I figure it all out, and everything is now in the .u file. 8-) Here's a link to the newer version.
http://www.mediafire.com/download/z3w32 ... orLite.zip

I also did an update with the Fuel Rod Gun as well. ;)
http://www.mediafire.com/download/fq5gz ... dGunV2.zip

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