10-10-2010, 10:45 AM
lo script è questo l'ho trovato proprio su uno di questi post e l'ho modificato per far comparire il robot
class Enemyspawn extends UTPawn;
// members for the custom mesh
var SkeletalMesh defaultMesh;
var MaterialInterface defaultMaterial0;
var AnimTree defaultAnimTree;
var array<AnimSet> defaultAnimSet;
var AnimNodeSequence defaultAnimSeq;
var PhysicsAsset defaultPhysicsAsset;
simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
{
Mesh.SetSkeletalMesh(defaultMesh);
Mesh.SetMaterial(0,defaultMaterial0);
Mesh.SetPhysicsAsset(defaultPhysicsAsset);
Mesh.AnimSets=defaultAnimSet;
Mesh.SetAnimTreeTemplate(defaultAnimTree);
}
defaultproperties
{
defaultMesh=SkeletalMesh'UTExampleCrowd.Mesh.SK_Crowd_Robot'
//SkeletalMesh'UTExampleCrowd.Mesh.SK_Crowd_Robot'
defaultAnimTree=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
defaultAnimSet(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
defaultPhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
Begin Object Name=WPawnSkeletalMeshComponent
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
End Object
}
class Enemyspawn extends UTPawn;
// members for the custom mesh
var SkeletalMesh defaultMesh;
var MaterialInterface defaultMaterial0;
var AnimTree defaultAnimTree;
var array<AnimSet> defaultAnimSet;
var AnimNodeSequence defaultAnimSeq;
var PhysicsAsset defaultPhysicsAsset;
simulated function SetCharacterClassFromInfo(class<UTFamilyInfo> Info)
{
Mesh.SetSkeletalMesh(defaultMesh);
Mesh.SetMaterial(0,defaultMaterial0);
Mesh.SetPhysicsAsset(defaultPhysicsAsset);
Mesh.AnimSets=defaultAnimSet;
Mesh.SetAnimTreeTemplate(defaultAnimTree);
}
defaultproperties
{
defaultMesh=SkeletalMesh'UTExampleCrowd.Mesh.SK_Crowd_Robot'
//SkeletalMesh'UTExampleCrowd.Mesh.SK_Crowd_Robot'
defaultAnimTree=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
defaultAnimSet(0)=AnimSet'CH_AnimHuman.Anims.K_AnimHuman_BaseMale'
defaultPhysicsAsset=PhysicsAsset'CH_AnimCorrupt.Mesh.SK_CH_Corrupt_Male_Physics'
Begin Object Name=WPawnSkeletalMeshComponent
AnimTreeTemplate=AnimTree'CH_AnimHuman_Tree.AT_CH_Human'
End Object
}