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a guest Apr 12th, 2010 309 Never
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  1. AddActor = Arm
  2.         PresetName = Dummy Template Arm FG A // PresetName, name of object, can be used to define this object later.
  3.         AddToGroup = Dummy Parts // Where you will find it, if buyable.
  4.         Mass = 6 //Weight, relative to Kg
  5.         Sharpness = 1 // How sharp the object is, in guns, the higher this value, the more chance of piercing enemy Armour.
  6.         HitsMOs = 0 // Determines whether an object can collide with GetsHitByMOs = 1
  7.         GetsHitByMOs = 1 // Determines whether an object can collide with HitsMOs = 1
  8.         SpriteFile = ContentFile
  9.                 FilePath = Dummy Template.rte/Images/ArmFGA.bmp // Sprite filepath
  10.         FrameCount = 5 // Number of frames
  11.         SpriteOffset = Vector // Offset of Center of sprite in PX [pixels].
  12.                 X = -6 // X-axis on a standard graph [Horizontal Axis]
  13.                 Y = -3 // Y-axis on a standard graph [Vertical Axis]
  14.         AngularVel = 6 // Speed at which the object spins, Radians per second
  15.         EntryWound = AEmitter // Class of effect/object
  16.                 CopyOf = Wound Bone Entry // Predefined wound
  17.         ExitWound = AEmitter
  18.                 CopyOf = Wound Bone Exit
  19.         AtomGroup = AtomGroup
  20.                 AutoGenerate = 1
  21.                 Material = Material
  22.                         CopyOf = Civilian Stuff // Material of which this arms is made of.
  23.                 Resolution = 4
  24.                 Depth = 0
  25.         DeepCheck = 0 // Crafts have this = 1 to resist crushing, causes object to sink into ground if squished.
  26.         ParentOffset = Vector // Where the object will appear
  27.                 X = -1
  28.                 Y = -4
  29.         JointStrength = 85 // Self Explanatory, Strength of Joint, when connected to torso.
  30.         JointStiffness = 0.5 // Self Explanatory, Stiffness of Joint, when connected to torso.
  31.         BreakWound = AEmitter
  32.                 CopyOf = Wound Bone Break
  33.         JointOffset = Vector
  34.                 X = -3.5
  35.                 Y = -1
  36.         DrawAfterParent = 1
  37.         HeldDevice = None
  38.         Hand = ContentFile
  39.                 FilePath = FilePath = Dummy Template.rte/Images/HandFGA.bmp // Hand Sprite Filepath
  40.         MaxLength = 12 // Maximum extension of arm in PX [pixels], hwo far the hand can reach.
  41.         IdleOffset = Vector // Where the hand usually rests, if idle.
  42.                 X = 5
  43.                 Y = 6
  44.         MoveSpeed = 0.2 // Speed of movement
  45.  
  46. // AddGibs, if forgotten, read previous section
  47.  
  48.         AddGib = Gib
  49.                 GibParticle = MOSParticle
  50.                         CopyOf = Gib Panel Orange Tiny A
  51.                 Offset = Vector
  52.                         X = -3
  53.                         Y = -2
  54.                 Count = 1
  55.                 Spread = 0
  56.                 MinVelocity = 0
  57.                 MaxVelocity = 0
  58.         AddGib = Gib
  59.                 GibParticle = MOSParticle
  60.                         CopyOf = Gib Panel Orange Tiny A
  61.                 Offset = Vector
  62.                         X = 3
  63.                         Y = -2
  64.                 Count = 1
  65.                 Spread = 0
  66.                 MinVelocity = 0
  67.                 MaxVelocity = 0
  68.         AddGib = Gib
  69.                 GibParticle = MOSParticle
  70.                         CopyOf = Gib Panel Orange Micro A
  71.                 Offset = Vector
  72.                         X = -2
  73.                         Y = -3
  74.                 Count = 1
  75.                 Spread = 0
  76.                 MinVelocity = 0
  77.                 MaxVelocity = 0
  78.         AddGib = Gib
  79.                 GibParticle = MOSParticle
  80.                         CopyOf = Gib Panel Orange Micro A
  81.                 Offset = Vector
  82.                         X = -1
  83.                         Y = -2
  84.                 Count = 1
  85.                 Spread = 0
  86.                 MinVelocity = 0
  87.                 MaxVelocity = 0
  88.         AddGib = Gib
  89.                 GibParticle = MOSParticle
  90.                         CopyOf = Gib Panel Orange Micro A
  91.                 Offset = Vector
  92.                         X = 5
  93.                         Y = -3
  94.                 Count = 1
  95.                 Spread = 0
  96.                 MinVelocity = 0
  97.                 MaxVelocity = 0
  98.         AddGib = Gib
  99.                 GibParticle = MOSParticle
  100.                         CopyOf = Gib Metal Dark Micro A
  101.                 Offset = Vector
  102.                         X = 6
  103.                         Y = -2
  104.                 Count = 1
  105.                 Spread = 0
  106.                 MinVelocity = 0
  107.                 MaxVelocity = 0
  108.         AddGib = Gib
  109.                 GibParticle = MOSParticle
  110.                         CopyOf = Gib Metal Dark Micro A
  111.                 Offset = Vector
  112.                         X = 0
  113.                         Y = -3
  114.                 Count = 1
  115.                 Spread = 0
  116.                 MinVelocity = 0
  117.                 MaxVelocity = 0
  118.         AddGib = Gib
  119.                 GibParticle = MOSParticle
  120.                         CopyOf = Gib Metal Grey Micro A
  121.                 Offset = Vector
  122.                         X = -4.5
  123.                         Y = -3
  124.                 Count = 1
  125.                 Spread = 0
  126.                 MinVelocity = 0
  127.                 MaxVelocity = 0
  128.         GibImpulseLimit = 75
  129.         GibWoundLimit = 3
  130.         GibSound = Sound
  131.                 CopyOf = Bone Crack
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