stinger_m/modeldef.umisc
Marisa Kirisame 2d64db512f Various Sentry fixups and whatnot, plus a fancy explosion.
Sentry no longer causes a freeze if it runs out of ammo while still having a target.
Sentry now has to be recalled by using the item.
Hijacking a sentry now immediately assigns it to your inventory.
You can hijack rogue sentries (not owned by anyone).
Better placement check for forcefield and sentry spawning, no more "no room" messages when it can definitely fit.
Increased flak slug explosion sprite size, as it felt too small.
Eightball loads faster (slightly faster than vanilla but can't do anything about that).
ASMD combo no longer spawns amped explosions when it shouldn't.
Added a new flag to UnrealInventory, bDRAWSPECIAL, so the HUD displays the special1 as an amount. This is useful for items like the Sentry that use this variable to count ammo.
Increased rotation range for the Sentry so it's harder for enemies to sneak behind it from the sides.
Added debris to the explosions of flares and voice boxes.
2019-09-06 14:08:53 +02:00

698 lines
12 KiB
Text

Model "UnrealBackpack"
{
Path "models"
Model 0 "Backpack2_d.3d" // cheaply edited out of SelectionMale1 (offsets weren't even readjusted, so I have to do it here)
Skin 0 "bpak.png"
Offset -15.795 13.1625 -16 // calculating the X and Y offsets was hard, but I'm glad I added the "estimated center" feature in umeshinfo now
Scale 0.36 0.3 0.3
AngleOffset 90
RollOffset -90
ROTATING
FrameIndex BPAK A 0 0
}
Model "UTranslator"
{
Path "models"
Model 0 "TranslatorMesh_d.3d"
Skin 0 "JTranslator1.png"
Scale 0.08 0.08 0.096
ZOffset 4
FrameIndex TRNS A 0 0
}
Model "UArmor"
{
Path "models"
Model 0 "ArmorM_d.3d"
Skin 0 "Jarmor1.png"
ZOffset 9
AngleOffset -90
Scale 0.07 -0.07 0.084
FrameIndex UARM A 0 0
}
Model "AsbestosSuit"
{
Path "models"
Model 0 "Suit_d.3d"
Skin 0 "Asuit1.png"
RollOffset 90
AngleOffset -90
ZOffset 17
Scale 0.096 -0.08 0.08
FrameIndex ASBS A 0 0
}
Model "ToxinSuit"
{
Path "models"
Model 0 "ToxSuit_d.3d"
Skin 0 "AToxSuit1.png"
RollOffset 90
AngleOffset -90
ZOffset 17
Scale 0.096 -0.08 0.08
FrameIndex TOXS A 0 0
}
Model "KevlarSuit"
{
Path "models"
Model 0 "KevSuit_d.3d"
Skin 0 "AkevSuit1.png"
AngleOffset -90
ZOffset 5
Scale 0.08 -0.08 0.096
FrameIndex KEVS A 0 0
}
Model "ShieldBelt"
{
Path "models"
Model 0 "ShieldBeltMesh_d.3d"
Skin 0 "Abelt1.png"
AngleOffset 90
ZOffset 2
Scale 0.05 -0.05 0.06
FrameIndex BELT A 0 0
}
Model "PowerShield"
{
Path "models"
Model 0 "ShieldBeltMesh_d.3d"
Skin 0 "Apbelt1.png"
AngleOffset 90
ZOffset 2
Scale 0.05 -0.05 0.06
FrameIndex BELT A 0 0
}
Model "VoiceBox"
{
Path "models"
Model 0 "VoiceBoxMesh_d.3d"
Skin 0 "Ainv1_.png"
ZOffset 4
Scale 0.08 -0.08 0.096
FrameIndex VBOX A 0 0
}
Model "VoiceBoxActive"
{
Path "models"
Model 0 "VoiceBoxMesh_d.3d"
Skin 0 "Ainv1.png"
ZOffset 4
Scale 0.08 -0.08 0.096
FrameIndex VBOX A 0 0
FrameIndex VBOX B 0 1
FrameIndex VBOX C 0 2
FrameIndex VBOX D 0 3
FrameIndex VBOX E 0 4
FrameIndex VBOX F 0 5
FrameIndex VBOX G 0 6
FrameIndex VBOX H 0 7
FrameIndex VBOX I 0 8
FrameIndex VBOX J 0 9
}
Model "Dampener"
{
Path "models"
Model 0 "DampenerM_d.3d"
Skin 0 "Ainv1.png"
ZOffset 6
Scale 0.06 -0.06 0.072
FrameIndex DAMP A 0 0
FrameIndex DAMP B 0 1
FrameIndex DAMP C 0 2
FrameIndex DAMP D 0 3
FrameIndex DAMP E 0 4
FrameIndex DAMP F 0 5
FrameIndex DAMP G 0 6
FrameIndex DAMP H 0 7
FrameIndex DAMP I 0 8
FrameIndex DAMP J 0 9
}
Model "Forcefield"
{
Path "models"
Model 0 "ForceFieldPick_d.3d"
SurfaceSkin 0 1 "aforce1.png"
ZOffset 11
Scale 0.14 -0.14 0.168
FrameIndex FFPK A 0 0
}
Model "ForcefieldX"
{
Path "models"
Model 0 "ForceFieldPick_d.3d"
SurfaceSkin 0 0 "ForceF.png"
ZOffset 11
Scale 0.14 -0.14 0.168
DONTCULLBACKFACES
FrameIndex FFPK A 0 0
}
Model "ForcefieldEffect"
{
Path "models"
Model 0 "ForceFieldM_d.3d"
Skin 0 "ForceFieldFX.png"
ZOffset 22
Scale 0.16 -0.16 0.16
DONTCULLBACKFACES
FrameIndex FFLD A 0 0
FrameIndex FFLD B 0 1
FrameIndex FFLD C 0 2
FrameIndex FFLD D 0 3
FrameIndex FFLD E 0 4
FrameIndex FFLD F 0 5
FrameIndex FFLD G 0 6
FrameIndex FFLD H 0 7
FrameIndex FFLD I 0 8
FrameIndex FFLD J 0 9
}
Model "UInvisibility"
{
Path "models"
Model 0 "InvisibilityMesh_d.3d"
SurfaceSkin 0 1 "JInvisibility1.png"
ZOffset 8
Scale 0.1 -0.1 0.12
FrameIndex INVS A 0 0
}
Model "UInvisibilityX"
{
Path "models"
Model 0 "InvisibilityMesh_d.3d"
SurfaceSkin 0 0 "InvisFX.png"
ZOffset 8
Scale 0.1 -0.1 0.12
DONTCULLBACKFACES
FrameIndex INVS A 0 0
}
Model "Amplifier"
{
Path "models"
Model 0 "AmplifierM_d.3d"
Skin 0 "JAmplifier1.png"
ZOffset 3
AngleOffset 90
Scale 0.16 -0.16 0.192
FrameIndex AMPP A 0 0
}
Model "UHealth"
{
Path "models"
Model 0 "HealthM_d.3d"
Skin 0 "Jhealth1.png"
ZOffset 3
Scale 0.04 -0.04 0.048
FrameIndex HLTH A 0 0
}
Model "Bandages"
{
Path "models"
Model 0 "bandage_d.3d"
Skin 0 "Jband1.png"
ZOffset 2.2
Scale 0.06 -0.06 0.072
FrameIndex BAND A 0 0
}
Model "SuperHealth"
{
Path "models"
Model 0 "SuperHealthMesh_d.3d"
SurfaceSkin 0 1 "Jshealth1.png"
ZOffset 10
RollOffset 180
Scale 0.08 -0.08 0.096
FrameIndex SHTH A 0 0
}
Model "SuperHealthX"
{
Path "models"
Model 0 "SuperHealthMesh_d.3d"
SurfaceSkin 0 0 "SHealthFX.png"
ZOffset 10
RollOffset 180
Scale 0.08 -0.08 0.096
FrameIndex SHTH A 0 0
}
Model "NaliFruit"
{
Path "models"
Model 0 "NaliFruitMesh_d.3d"
Skin 0 "JNaliFruit1.png"
ZOffset 0
Scale 0.3 -0.3 0.36
// root
FrameIndex FRUT A 0 1
// grow
FrameIndex FRUT B 0 2
FrameIndex FRUT C 0 3
FrameIndex FRUT D 0 4
FrameIndex FRUT E 0 5
FrameIndex FRUT F 0 6
FrameIndex FRUT G 0 7
FrameIndex FRUT H 0 8
FrameIndex FRUT I 0 9
FrameIndex FRUT J 0 10
FrameIndex FRUT K 0 11
FrameIndex FRUT L 0 12
FrameIndex FRUT M 0 13
FrameIndex FRUT N 0 14
FrameIndex FRUT O 0 15
FrameIndex FRUT P 0 16
FrameIndex FRUT Q 0 17
FrameIndex FRUT R 0 18
FrameIndex FRUT S 0 19
FrameIndex FRUT T 0 20
FrameIndex FRUT U 0 21
FrameIndex FRUT V 0 22
FrameIndex FRUT W 0 23
FrameIndex FRUT X 0 24
FrameIndex FRUT Y 0 25
FrameIndex FRUT Z 0 26
// waver
FrameIndex FRUT [ 0 27
FrameIndex FRUT \ 0 28
}
Model "Seeds"
{
Path "models"
Model 0 "Seed_d.3d"
Skin 0 "Jseed1.png"
ZOffset 1
Scale 0.08 -0.08 0.096
FrameIndex SEED A 0 0
}
Model "SeedProj"
{
Path "models"
Model 0 "Seed_d.3d"
Skin 0 "Jseed1.png"
ZOffset 1
Scale 0.08 -0.08 0.096
USEACTORPITCH
FrameIndex SEED A 0 0
}
Model "Flare"
{
Path "models"
Model 0 "FlareM_d.3d"
SurfaceSkin 0 1 "Jmisc1_.png"
Offset 4 0 2
PitchOffset 90
AngleOffset 180
Scale 0.04 -0.048 0.04
FrameIndex FLAR A 0 0
}
Model "FlareThrown"
{
Path "models"
Model 0 "FlareM_d.3d"
SurfaceSkin 0 1 "Jmisc1.png"
Offset 4 0 2
PitchOffset 90
AngleOffset 180
Scale 0.04 -0.048 0.04
USEACTORPITCH
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex FLAR A 0 0
}
Model "FlareThrownX"
{
Path "models"
Model 0 "FlareM_d.3d"
SurfaceSkin 0 0 "FireEffect8.png"
Offset 3.5 0 2
PitchOffset 90
AngleOffset 180
Scale 0.08 -0.048 0.04
USEACTORPITCH
DONTCULLBACKFACES
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex FLAR A 0 1
}
Model "LightFlareThrown"
{
Path "models"
Model 0 "LightFlareM_d.3d"
SurfaceSkin 0 0 "Jflare.png"
AngleOffset -90
Offset 4 0 1
Scale 0.1 -0.1 0.12
USEACTORPITCH
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex FLAR A 0 0
}
Model "DarkFlareThrown"
{
Path "models"
Model 0 "LightFlareM_d.3d"
SurfaceSkin 0 0 "Jflare.png"
AngleOffset -90
Offset 4 0 1
Scale 0.1 -0.1 0.12
USEACTORPITCH
USEROTATIONCENTER
Rotation-Center 0 0 1
FrameIndex FLAR A 0 0
}
Model "UJumpBoots"
{
Path "models"
Model 0 "lboot_d.3d"
Skin 0 "Jlboot1.png"
Scale 0.06 0.06 0.072
AngleOffset 180
ZOffset 6
FrameIndex JBUT A 0 0
}
Model "UFlashlight"
{
Path "models"
Model 0 "Flashl_d.3d"
Skin 0 "JFlashl1.png"
Scale 0.04 0.04 0.048
AngleOffset 180
ZOffset 2
FrameIndex SLIT A 0 0
}
Model "USearchlight"
{
Path "models"
Model 0 "BigFlash_d.3d"
Skin 0 "JBigFlash1.png"
Scale 0.07 0.07 0.084
AngleOffset -90
ZOffset 9
FrameIndex SLIT A 0 0
}
Model "SentryItem"
{
Path "models"
Model 0 "SentryPick_d.3d"
SurfaceSkin 0 0 "Minigun_.png"
SurfaceSkin 0 1 "minigun1_.png"
SurfaceSkin 0 2 "JRifle1_.png"
Scale 0.15 0.15 0.18
ZOffset 38
FrameIndex SENT A 0 0
}
Model "MinigunSentry"
{
Path "models"
Model 0 "SentryGun_d.3d"
SurfaceSkin 0 1 "Minigun.png"
SurfaceSkin 0 2 "minigun1.png"
Scale 0.15 0.15 0.18
USEACTORPITCH
USEACTORROLL
// down
FrameIndex SENT A 0 0
// raise
FrameIndex SENR A 0 0
FrameIndex SENR B 0 1
FrameIndex SENR C 0 2
FrameIndex SENR D 0 3
FrameIndex SENR E 0 4
FrameIndex SENR F 0 5
FrameIndex SENR G 0 6
FrameIndex SENR H 0 7
FrameIndex SENR I 0 8
FrameIndex SENR J 0 9
FrameIndex SENR K 0 10
FrameIndex SENR L 0 11
FrameIndex SENR M 0 12
FrameIndex SENR N 0 13
FrameIndex SENR O 0 14
// idle
FrameIndex SENI A 0 14
// windup
FrameIndex SENW A 0 14
FrameIndex SENW B 0 15
FrameIndex SENW C 0 16
FrameIndex SENW D 0 17
FrameIndex SENW E 0 18
FrameIndex SENW F 0 19
FrameIndex SENW G 0 20
FrameIndex SENW H 0 21
FrameIndex SENW I 0 22
FrameIndex SENW J 0 23
FrameIndex SENW K 0 24
FrameIndex SENW L 0 25
FrameIndex SENW M 0 26
FrameIndex SENW N 0 27
FrameIndex SENW O 0 28
FrameIndex SENW P 0 29
FrameIndex SENW Q 0 30
FrameIndex SENW R 0 31
// fire
FrameIndex SENF A 0 32 // shoot
FrameIndex SENF B 0 33
FrameIndex SENF C 0 34
FrameIndex SENF D 0 35 // shoot
FrameIndex SENF E 0 36
FrameIndex SENF F 0 37
FrameIndex SENF G 0 38 // shoot
FrameIndex SENF H 0 39
FrameIndex SENF I 0 40
FrameIndex SENF J 0 41 // shoot
FrameIndex SENF K 0 42
FrameIndex SENF L 0 43
FrameIndex SENF M 0 44 // shoot
FrameIndex SENF N 0 45
FrameIndex SENF O 0 46
FrameIndex SENF P 0 47 // shoot
FrameIndex SENF Q 0 48
FrameIndex SENF R 0 49
// unwind
FrameIndex SENU A 0 50
FrameIndex SENU B 0 51
FrameIndex SENU C 0 52
FrameIndex SENU D 0 53
FrameIndex SENU E 0 54
FrameIndex SENU F 0 55
FrameIndex SENU G 0 56
FrameIndex SENU H 0 57
FrameIndex SENU I 0 58
FrameIndex SENU J 0 59
FrameIndex SENU K 0 60
FrameIndex SENU L 0 61
FrameIndex SENU M 0 62
FrameIndex SENU N 0 63
FrameIndex SENU O 0 64
FrameIndex SENU P 0 65
FrameIndex SENU Q 0 66
FrameIndex SENU R 0 67
}
Model "MinigunSentryX"
{
Path "models"
Model 0 "SentryGun_d.3d"
SurfaceSkin 0 0 "JRifle1.png"
Scale 0.15 0.15 0.18
USEACTORPITCH
USEACTORROLL
FrameIndex SENF A 0 32 // shoot
FrameIndex SENF D 0 35 // shoot
FrameIndex SENF G 0 38 // shoot
FrameIndex SENF J 0 41 // shoot
FrameIndex SENF M 0 44 // shoot
FrameIndex SENF P 0 47 // shoot
}
Model "SentryFragment"
{
Path "models"
Model 0 "sfrag_d.3d"
Skin 0 "Minigun.png"
Scale 0.1 0.1 0.12
USEACTORPITCH
USEACTORROLL
FrameIndex CHIP A 0 0
FrameIndex CHIP B 0 1
FrameIndex CHIP C 0 2
FrameIndex CHIP D 0 3
FrameIndex CHIP E 0 4
FrameIndex CHIP F 0 5
}
Model "MinigunSentryBase"
{
Path "models"
Model 0 "SentryBase_d.3d"
SurfaceSkin 0 0 "Minigun.png"
SurfaceSkin 0 1 "minigun1.png"
SurfaceSkin 0 2 "JRifle1.png"
Scale 0.15 0.15 0.18
ZOffset 38
USEACTORPITCH
USEACTORROLL
// down
FrameIndex SENT A 0 0
// raise
FrameIndex SENR A 0 0
FrameIndex SENR B 0 1
FrameIndex SENR C 0 2
FrameIndex SENR D 0 3
FrameIndex SENR E 0 4
FrameIndex SENR F 0 5
FrameIndex SENR G 0 6
FrameIndex SENR H 0 7
FrameIndex SENR I 0 8
FrameIndex SENR J 0 9
FrameIndex SENR K 0 10
FrameIndex SENR L 0 11
FrameIndex SENR M 0 12
FrameIndex SENR N 0 13
FrameIndex SENR O 0 14
// idle
FrameIndex SENI A 0 14
// windup
FrameIndex SENW A 0 14
FrameIndex SENW B 0 15
FrameIndex SENW C 0 16
FrameIndex SENW D 0 17
FrameIndex SENW E 0 18
FrameIndex SENW F 0 19
FrameIndex SENW G 0 20
FrameIndex SENW H 0 21
FrameIndex SENW I 0 22
FrameIndex SENW J 0 23
FrameIndex SENW K 0 24
FrameIndex SENW L 0 25
FrameIndex SENW M 0 26
FrameIndex SENW N 0 27
FrameIndex SENW O 0 28
FrameIndex SENW P 0 29
FrameIndex SENW Q 0 30
FrameIndex SENW R 0 31
// fire
FrameIndex SENF A 0 32
FrameIndex SENF B 0 33
FrameIndex SENF C 0 34
FrameIndex SENF D 0 35
FrameIndex SENF E 0 36
FrameIndex SENF F 0 37
FrameIndex SENF G 0 38
FrameIndex SENF H 0 39
FrameIndex SENF I 0 40
FrameIndex SENF J 0 41
FrameIndex SENF K 0 42
FrameIndex SENF L 0 43
FrameIndex SENF M 0 44
FrameIndex SENF N 0 45
FrameIndex SENF O 0 46
FrameIndex SENF P 0 47
FrameIndex SENF Q 0 48
FrameIndex SENF R 0 49
// unwind
FrameIndex SENU A 0 50
FrameIndex SENU B 0 51
FrameIndex SENU C 0 52
FrameIndex SENU D 0 53
FrameIndex SENU E 0 54
FrameIndex SENU F 0 55
FrameIndex SENU G 0 56
FrameIndex SENU H 0 57
FrameIndex SENU I 0 58
FrameIndex SENU J 0 59
FrameIndex SENU K 0 60
FrameIndex SENU L 0 61
FrameIndex SENU M 0 62
FrameIndex SENU N 0 63
FrameIndex SENU O 0 64
FrameIndex SENU P 0 65
FrameIndex SENU Q 0 66
FrameIndex SENU R 0 67
}
Model "MotionDetector"
{
Path "models"
Model 0 "DetectorMesh_d.3d"
Skin 0 "JDetector.png"
Scale 0.08 -0.08 0.096
PitchOffset 3
ZOffset 4
FrameIndex MDET A 0 0
}
Model "SCUBAGear"
{
Path "models"
Model 0 "Scuba_d.3d"
Skin 0 "ASC1.png"
Scale 0.08 0.08 0.096
AngleOffset -90
ZOffset 11
FrameIndex SCUB A 0 0
}