[br_wooldie]
WalkAnimName[0]=walk
RunAnimName[0]=run
WaitAnimName[0]=wait
AtkWaitAnimName[0]=atkwait
Atk01AnimName[0]=atk01
SpAtk01AnimName[0]=SpAtk01
DeathAnimName[0]=death
DeathWaitAnimName[0]=deathwait
CastShortAnimName[0]=atkwait
CastEndAnimName[0]=atkwait
CastMidAnimName[0]=atkwait
CastLongAnimName[0]=atkwait
MagicShotAnimName[0]=SpAtk02
MagicThrowAnimName[0]=SpAtk02
MagicNoTargetAnimName[0]=SpAtk03
NpcSocialAnimName[0]=social01
NpcSocialAnimName[1]=social02
NpcSocialAnimName[2]=spatk03
class wooldie extends LineagePawn;
defaultproperties
{
GroundMaxSpeed=60.00
GroundMinSpeed=60.00
bSpineRotation=True
ControllerClass=Class'LineageMonster.HerdMonster'
NameOffset=5.00
DrawScale=0.60
CollisionRadius=8.00
CollisionHeight=17.00
}
class wooldie extends LineagePawn;
defaultproperties
{
GroundMaxSpeed=60.00 // Макс. скорость движения по земле
GroundMinSpeed=60.00 // Мин. скорость движения по земле
bSpineRotation=True // Разворот при обращении к нпц
ControllerClass=Class'LineageMonster.HerdMonster' // Класс контролера нашего обьекта, нпц, моб и т.д
NameOffset=5.00 // Подъем имени нпц, для тех кто извращается через унреал, подъемом оси Z(Теперь этот изврат не нужен)
DrawScale=0.60 // Размер объекта
CollisionRadius=8.00 // Радиус объекта, не позволяет проходить сквозь объект (НПЦ, Монстр и т.д)
CollisionHeight=17.00 // Высота положения объекта (НПЦ, Монстр и т.д)
WalkAnimName[0]=walk
RunAnimName[0]=run
WaitAnimName[0]=wait
AtkWaitAnimName[0]=atkwait
Atk01AnimName[0]=atk01
SpAtk01AnimName[0]=SpAtk01
DeathAnimName[0]=death
DeathWaitAnimName[0]=deathwait
CastShortAnimName[0]=atkwait
CastEndAnimName[0]=atkwait
CastMidAnimName[0]=atkwait
CastLongAnimName[0]=atkwait
MagicShotAnimName[0]=SpAtk02
MagicThrowAnimName[0]=SpAtk02
MagicNoTargetAnimName[0]=SpAtk03
NpcSocialAnimName[0]=social01
NpcSocialAnimName[1]=social02
NpcSocialAnimName[2]=spatk03
}
// Добавление параметров анимации
var localized name TurnAnimName[8];
var localized name WalkAnimName[8];
var localized name RunAnimName[8];
var localized name FallAnimName[8];
var localized name DamageFlyAnimName[8];
var localized name JumpAnimName[8];
var localized name BJumpAnimName[8];
var localized name WaitAnimName[8];
var localized name AtkWaitAnimName[8];
var localized name SitAnimName[8];
var localized name SitWaitAnimName[8];
var localized name StandAnimName[8];
var localized name DeathStandAnimName[8];
var localized name ChairSitAnimName[8];
var localized name ChairWaitAnimName[8];
var localized name ChairStandAnimName[8];
var localized name StunAnimName[8];
var localized name Atk01AnimName[8];
var localized name Atk02AnimName[8];
var localized name Atk03AnimName[8];
var localized name AtkUpAnimName[8];
var localized name AtkDownAnimName[8];
var localized name SpAtk01AnimName[8];
var localized name SpAtk02AnimName[8];
var localized name SpAtk03AnimName[8];
var localized name SpAtk04AnimName[8];
var localized name SpAtk05AnimName[8];
var localized name SpAtk06AnimName[8];
var localized name SpAtk07AnimName[8];
var localized name SpAtk08AnimName[8];
var localized name SpAtk09AnimName[8];
var localized name SpAtk10AnimName[8];
var localized name SpAtk11AnimName[8];
var localized name SpAtk12AnimName[8];
var localized name SpAtk13AnimName[8];
var localized name SpAtk14AnimName[8];
var localized name SpAtk15AnimName[8];
var localized name SpAtk16AnimName[8];
var localized name SpAtk17AnimName[8];
var localized name SpAtk18AnimName[8];
var localized name SpAtk19AnimName[8];
var localized name SpAtk20AnimName[8];
var localized name SpAtk21AnimName[8];
var localized name SpAtk22AnimName[8];
var localized name SpAtk23AnimName[8];
var localized name SpAtk24AnimName[8];
var localized name SpAtk25AnimName[8];
var localized name SpAtk26AnimName[8];
var localized name SpAtk27AnimName[8];
var localized name SpAtk28AnimName[8];
var localized name ShieldAtkAnimName[8];
var localized name DefenceAnimName[8];
var localized name DodgeAnimName[8];
var localized name DeathAnimName[8];
var localized name DeathWaitAnimName[8];
var localized name SitDeathAnimName[8];
var localized name SitDeathWaitAnimName[8];
var localized name DamageAnimName[8];
var localized name CastShortAnimName[8];
var localized name CastMidAnimName[8];
var localized name CastLongAnimName[8];
var localized name CastEndAnimName[8];
var localized name MagicThrowAnimName[8];
var localized name MagicShotAnimName[8];
var localized name MagicNoTargetAnimName[8];
var localized name MagicFriendAnimName[8];
var localized name PicItemAnimName[8];
var localized name ThrowAnimName[8];
var localized name PcSocialAnimName[20];
var localized name NpcSocialAnimName[5];
var localized name RiderWaitAnimName[3];
var localized name RiderAtkAnimName[3];
var localized name RiderRunAnimName[3];
var localized name RiderDeathWaitAnimName[3];
var localized name RiderDeathAnimName[3];
var localized name SwimDeathAnimName[8];
var localized name SwimAnimName[8];
var localized name SwimWaitAnimName[8];
var localized name SwimDeathWaitAnimName[8];
var localized name SwimAttackWaitAnimName[8];
var localized name FishStartAnimName;
var localized name FishWaitAnimName;
var localized name FishControlAnimName;
var localized name FishPullAnimName;
var localized name FishEndAnimName;
var localized float WalkAnimRate[8];
var localized float RunAnimRate[8];
var localized float Atk01AnimRate[8];
var localized float Atk02AnimRate[8];
var localized float Atk03AnimRate[8];
var localized float AtkUpAnimRate[8];
var localized float AtkDownAnimRate[8];
var localized float SpAtk01AnimRate[8];
var localized float SpAtk02AnimRate[8];
var localized float SpAtk03AnimRate[8];
var localized float SpAtk04AnimRate[8];
var localized float ShieldAtkAnimRate[8];
var localized float CastShortAnimRate[8];
var localized float CastMidAnimRate[8];
var localized float CastLongAnimRate[8];
var localized float CastShortEndAnimRate[8];
var localized float MagicThrowAnimRate[8];
var localized float MagicShotAnimRate[8];
var localized float MagicNoTargetAnimRate[8];
var localized float MagicFriendAnimRate[8];
var localized float ThrowAnimRate[8];
Что то не понял, удобно же править все и так. Ну да ладно для ужимки к-ва файлов сойдёт.многим не удобно использовать их да за частую они просто забываются
ucc batchexport engine.u class .uc ..\engine\classes
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