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Apr 12th, 2010
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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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