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- AddActor = Arm
- PresetName = Dummy Template Arm FG A // PresetName, name of object, can be used to define this object later.
- AddToGroup = Dummy Parts // Where you will find it, if buyable.
- Mass = 6 //Weight, relative to Kg
- Sharpness = 1 // How sharp the object is, in guns, the higher this value, the more chance of piercing enemy Armour.
- HitsMOs = 0 // Determines whether an object can collide with GetsHitByMOs = 1
- GetsHitByMOs = 1 // Determines whether an object can collide with HitsMOs = 1
- SpriteFile = ContentFile
- FilePath = Dummy Template.rte/Images/ArmFGA.bmp // Sprite filepath
- FrameCount = 5 // Number of frames
- SpriteOffset = Vector // Offset of Center of sprite in PX [pixels].
- X = -6 // X-axis on a standard graph [Horizontal Axis]
- Y = -3 // Y-axis on a standard graph [Vertical Axis]
- AngularVel = 6 // Speed at which the object spins, Radians per second
- EntryWound = AEmitter // Class of effect/object
- CopyOf = Wound Bone Entry // Predefined wound
- ExitWound = AEmitter
- CopyOf = Wound Bone Exit
- AtomGroup = AtomGroup
- AutoGenerate = 1
- Material = Material
- CopyOf = Civilian Stuff // Material of which this arms is made of.
- Resolution = 4
- Depth = 0
- DeepCheck = 0 // Crafts have this = 1 to resist crushing, causes object to sink into ground if squished.
- ParentOffset = Vector // Where the object will appear
- X = -1
- Y = -4
- JointStrength = 85 // Self Explanatory, Strength of Joint, when connected to torso.
- JointStiffness = 0.5 // Self Explanatory, Stiffness of Joint, when connected to torso.
- BreakWound = AEmitter
- CopyOf = Wound Bone Break
- JointOffset = Vector
- X = -3.5
- Y = -1
- DrawAfterParent = 1
- HeldDevice = None
- Hand = ContentFile
- FilePath = FilePath = Dummy Template.rte/Images/HandFGA.bmp // Hand Sprite Filepath
- MaxLength = 12 // Maximum extension of arm in PX [pixels], hwo far the hand can reach.
- IdleOffset = Vector // Where the hand usually rests, if idle.
- X = 5
- Y = 6
- MoveSpeed = 0.2 // Speed of movement
- // AddGibs, if forgotten, read previous section
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Tiny A
- Offset = Vector
- X = -3
- Y = -2
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Tiny A
- Offset = Vector
- X = 3
- Y = -2
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Micro A
- Offset = Vector
- X = -2
- Y = -3
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Micro A
- Offset = Vector
- X = -1
- Y = -2
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Panel Orange Micro A
- Offset = Vector
- X = 5
- Y = -3
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Metal Dark Micro A
- Offset = Vector
- X = 6
- Y = -2
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Metal Dark Micro A
- Offset = Vector
- X = 0
- Y = -3
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- AddGib = Gib
- GibParticle = MOSParticle
- CopyOf = Gib Metal Grey Micro A
- Offset = Vector
- X = -4.5
- Y = -3
- Count = 1
- Spread = 0
- MinVelocity = 0
- MaxVelocity = 0
- GibImpulseLimit = 75
- GibWoundLimit = 3
- GibSound = Sound
- CopyOf = Bone Crack
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