Model "WarheadAmmo" { Path "models" Model 0 "missile_d.3d" Skin 0 "jmissile_01_.png" Scale 0.2 0.2 0.2 ZOffset 17.5 FrameIndex WMIS A 0 0 } Model "WarheadAmmo220" { Path "models/220" Model 0 "wars_d.3d" SurfaceSkin 0 1 "wars_.png" Scale 0.2 0.2 0.2 ZOffset 2 FrameIndex WMIS A 0 0 } Model "WarheadAmmo222" { Path "models/222" Model 0 "WarShellm_d.3d" SurfaceSkin 0 1 "jwars1_.png" Scale 0.2 0.2 0.2 ZOffset 2 FrameIndex WMIS A 0 0 } Model "ShockWave" { Path "models" Model 0 "shockwavem_d.3d" Skin 0 "shockt1.png" Scale 1.0 1.0 1.0 FrameIndex RWAV A 0 0 FrameIndex RWAV B 0 1 } Model "WarShell" { Path "models" Model 0 "missile_d.3d" Skin 0 "jmissile_01.png" Scale 0.2 0.2 0.2 Offset -11 0 0 PitchOffset -90 USEACTORPITCH USEACTORROLL FrameIndex WMIS A 0 0 } Model "GuidedWarShell" { Path "models" Model 0 "missile_d.3d" Skin 0 "jmissile_01.png" Scale 0.2 0.2 0.2 Offset -11 0 0 PitchOffset -90 USEACTORPITCH USEACTORROLL FrameIndex WMIS A 0 0 } Model "WarShell220" { Path "models/220" Model 0 "wars_d.3d" SurfaceSkin 0 1 "wars.png" Scale 0.2 0.2 0.2 Offset -30 0 0 PitchOffset -90 USEACTORPITCH USEACTORROLL FrameIndex WMIS A 0 0 } Model "WarShell222" { Path "models/222" Model 0 "WarShellm_d.3d" SurfaceSkin 0 1 "jwars1.png" Scale 0.2 0.2 0.2 Offset -30 0 0 PitchOffset -90 USEACTORPITCH USEACTORROLL FrameIndex WMIS A 0 0 } Model "WarheadLauncher" { Path "models" Model 1 "whpick_d.3d" Skin 1 "jwhpick1.png" Scale 0.2 0.2 0.2 RollOffset -90 ZOffset 9 FrameIndex RDMP B 1 0 ZOffset 10 ROTATING FrameIndex RDMP A 1 0 } Model "WarheadLauncher" { Path "models" Model 0 "warhead_d.3d" SurfaceSkin 0 0 "jwarhead1.png" SurfaceSkin 0 1 "jwarhead2.png" SurfaceSkin 0 2 "jwarhead3.png" SurfaceSkin 0 3 "jwarhead4.png" Scale 0.2 -0.18 0.2 AngleOffset 89 PitchOffset 30 RollOffset -82 Offset 4.4 -18.1 -4.8 // Offsets and rotations are still not like in UT because really, I can't get over that damn hole in the right tube // I should patch that up someday when I write the .3d editor // select FrameIndex WARS A 0 0 FrameIndex WARS B 0 1 FrameIndex WARS C 0 2 FrameIndex WARS D 0 3 FrameIndex WARS E 0 4 FrameIndex WARS F 0 5 FrameIndex WARS G 0 6 FrameIndex WARS H 0 7 FrameIndex WARS I 0 8 FrameIndex WARS J 0 9 FrameIndex WARS K 0 10 FrameIndex WARS L 0 11 FrameIndex WARS M 0 12 FrameIndex WARS N 0 13 FrameIndex WARS O 0 14 // idle FrameIndex WARI A 0 15 FrameIndex WARI B 0 16 FrameIndex WARI C 0 17 FrameIndex WARI D 0 18 FrameIndex WARI E 0 19 // deselect FrameIndex WARD A 0 20 FrameIndex WARD B 0 21 FrameIndex WARD C 0 22 FrameIndex WARD D 0 23 FrameIndex WARD E 0 24 FrameIndex WARD F 0 25 FrameIndex WARD G 0 26 // fire FrameIndex WARF A 0 28 FrameIndex WARF B 0 29 FrameIndex WARF C 0 30 FrameIndex WARF D 0 31 FrameIndex WARF E 0 32 FrameIndex WARF F 0 33 FrameIndex WARF G 0 34 }