defaultproperties
{
OreEventThreshold=100.000000
MiningBotClass=Class'UTGameContent.UTOnslaughtMiningRobot_Content'
Begin Object Class=SkeletalMeshComponent Name=ProcComp ObjName=ProcComp Archetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
SkeletalMesh=SkeletalMesh'GP_Conquest.Mesh.SK_GP_Con_Processing_Plant'
Begin Object Class=AnimNodeSequence Name=SeqNode ObjName=SeqNode Archetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
AnimSeqName="PP_Loop"
Rate=0.000000
bPlaying=True
bLooping=True
Name="SeqNode"
ObjectArchetype=AnimNodeSequence'Engine.Default__AnimNodeSequence'
End Object
Animations=AnimNodeSequence'UTGameContent.Default__UTOnslaughtTarydiumProcessor_Content:SeqNode'
PhysicsAsset=PhysicsAsset'GP_Conquest.Mesh.SK_GP_Con_Processing_Plant_Physics'
AnimSets(0)=AnimSet'GP_Conquest.Anims.K_GP_Con_Processing_Plant'
bHasPhysicsAssetInstance=True
LightEnvironment=DynamicLightEnvironmentComponent'UTGameContent.Default__UTOnslaughtTarydiumProcessor_Content:ProcLightEnvironment'
CollideActors=True
BlockActors=True
BlockZeroExtent=True
BlockNonZeroExtent=True
BlockRigidBody=True
Translation=(X=0.000000,Y=0.000000,Z=-190.000000)
Name="ProcComp"
ObjectArchetype=SkeletalMeshComponent'Engine.Default__SkeletalMeshComponent'
End Object
Mesh=ProcComp
Begin Object Class=StaticMeshComponent Name=SMComp ObjName=SMComp Archetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
StaticMesh=StaticMesh'GP_Conquest.Mesh.SM_Processing_Plant'
LightEnvironment=DynamicLightEnvironmentComponent'UTGameContent.Default__UTOnslaughtTarydiumProcessor_Content:ProcLightEnvironment'
Translation=(X=46.900002,Y=-18.639999,Z=-178.000000)
Name="SMComp"
ObjectArchetype=StaticMeshComponent'Engine.Default__StaticMeshComponent'
End Object
StaticMesh=SMComp
ProcColor=(X=0.000000,Y=1.000000,Z=1.000000)
bDestinationOnly=True
bMustTouchToReach=False
Begin Object Class=CylinderComponent Name=CollisionCylinder ObjName=CollisionCylinder Archetype=CylinderComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:CollisionCylinder'
CollisionRadius=300.000000
ObjectArchetype=CylinderComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:CollisionCylinder'
End Object
CylinderComponent=CollisionCylinder
Begin Object Class=SpriteComponent Name=Sprite ObjName=Sprite Archetype=SpriteComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:Sprite'
ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:Sprite'
End Object
GoodSprite=Sprite
Begin Object Class=SpriteComponent Name=Sprite2 ObjName=Sprite2 Archetype=SpriteComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:Sprite2'
ObjectArchetype=SpriteComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:Sprite2'
End Object
BadSprite=Sprite2
Components(0)=Sprite
Components(1)=Sprite2
Begin Object Class=ArrowComponent Name=Arrow ObjName=Arrow Archetype=ArrowComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:Arrow'
ObjectArchetype=ArrowComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:Arrow'
End Object
Components(2)=Arrow
Components(3)=CollisionCylinder
Begin Object Class=PathRenderingComponent Name=PathRenderer ObjName=PathRenderer Archetype=PathRenderingComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:PathRenderer'
ObjectArchetype=PathRenderingComponent'UTGame.Default__UTOnslaughtTarydiumProcessor:PathRenderer'
End Object
Components(4)=PathRenderer
Begin Object Class=DynamicLightEnvironmentComponent Name=ProcLightEnvironment ObjName=ProcLightEnvironment Archetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
bCastShadows=False
bDynamic=False
Name="ProcLightEnvironment"
ObjectArchetype=DynamicLightEnvironmentComponent'Engine.Default__DynamicLightEnvironmentComponent'
End Object
Components(5)=ProcLightEnvironment
Components(6)=ProcComp
Components(7)=SMComp
bPushedByEncroachers=False
bMovable=True
bProjTarget=True
bPathColliding=True
CollisionComponent=ProcComp
SupportedEvents(4)=Class'UTGame.UTSeqEvent_MinedOre'
Name="Default__UTOnslaughtTarydiumProcessor_Content"
ObjectArchetype=UTOnslaughtTarydiumProcessor'UTGame.Default__UTOnslaughtTarydiumProcessor'
}
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