Switched Impaler fire sound to something more appropriate (proto Skaarj fire). Add slot priorities to all weapons, final weapons come first. Adjust hud behavior to properly draw ammo bars by the order of their weapons.
251 lines
4.9 KiB
Text
251 lines
4.9 KiB
Text
Model "ImpalerAmmo"
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{
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Path "models"
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Model 0 "ImpalerAmmo_d.3d"
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Skin 0 "JImpale1_.png"
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Scale 0.25 0.25 0.3
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AngleOffset 90
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ZOffset 4
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FrameIndex IAMO A 0 0
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}
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Model "ImpalerAmmo2"
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{
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Path "models"
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Model 0 "ImpalerProj_d.3d"
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Skin 0 "JImpale1_.png"
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Scale 0.25 0.25 0.3
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AngleOffset 90
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ZOffset 2
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FrameIndex IAMO A 0 0
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}
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Model "Impaler"
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{
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Path "models"
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Model 1 "ImpalerPickup_d.3d"
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Skin 1 "JImpale1_.png"
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Offset 6 0 4.5
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PitchOffset -5
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RollOffset 45
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AngleOffset 180
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Scale 0.15 -0.18 0.18
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FrameIndex IMPP B 1 0
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PitchOffset 0
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RollOffset 0
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Scale 0.2 -0.2 0.24
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Offset 6 0 9
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ROTATING
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FrameIndex IMPP A 1 0
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}
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Model "Impaler"
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{
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Path "models"
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Model 2 "Impaler_d.3d"
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SurfaceSkin 2 1 "JImpale1.png"
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Scale 0.2 -0.2 0.2
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AngleOffset 180
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Offset 8 -15 -12
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DONTCULLBACKFACES
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// GemUp
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FrameIndex IMGS A 2 42
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FrameIndex IMGS B 2 43
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FrameIndex IMGS C 2 44
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FrameIndex IMGS D 2 45
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FrameIndex IMGS E 2 46
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// GemIdle
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FrameIndex IMGI A 2 47
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FrameIndex IMGI B 2 48
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FrameIndex IMGI C 2 49
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FrameIndex IMGI D 2 50
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FrameIndex IMGI E 2 51
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FrameIndex IMGI F 2 52
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FrameIndex IMGI G 2 53
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FrameIndex IMGI H 2 54
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// GemDown
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FrameIndex IMGD A 2 0
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FrameIndex IMGD B 2 1
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FrameIndex IMGD C 2 2
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FrameIndex IMGD D 2 3
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FrameIndex IMGD E 2 4
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// GemAltFire
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FrameIndex IMGA A 2 55
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FrameIndex IMGA B 2 56
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FrameIndex IMGA C 2 57
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FrameIndex IMGA D 2 58
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FrameIndex IMGA E 2 59
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FrameIndex IMGA F 2 60
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FrameIndex IMGA G 2 61
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FrameIndex IMGA H 2 62
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// GemAltHold
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FrameIndex IMGA I 2 63
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FrameIndex IMGA J 2 64
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FrameIndex IMGA K 2 65
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FrameIndex IMGA L 2 66
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FrameIndex IMGA M 2 67
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FrameIndex IMGA N 2 68
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FrameIndex IMGA O 2 69
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FrameIndex IMGA P 2 70
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// GemAltRelease
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FrameIndex IMGA Q 2 71
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FrameIndex IMGA R 2 72
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FrameIndex IMGA S 2 73
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FrameIndex IMGA T 2 74
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FrameIndex IMGA U 2 75
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FrameIndex IMGA V 2 76
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FrameIndex IMGA W 2 77
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FrameIndex IMGA X 2 78
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}
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Model "Impaler"
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{
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Path "models"
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Model 3 "Impaler_d.3d"
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SurfaceSkin 3 2 "ElecFX.png"
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Scale 0.2 -0.2 0.2
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AngleOffset 180
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Offset 8 -15 -12
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DONTCULLBACKFACES
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// GemUp
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FrameIndex IMZS A 3 42
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FrameIndex IMZS B 3 43
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FrameIndex IMZS C 3 44
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FrameIndex IMZS D 3 45
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FrameIndex IMZS E 3 46
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// GemIdle
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FrameIndex IMZI A 3 47
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FrameIndex IMZI B 3 48
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FrameIndex IMZI C 3 49
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FrameIndex IMZI D 3 50
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FrameIndex IMZI E 3 51
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FrameIndex IMZI F 3 52
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FrameIndex IMZI G 3 53
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FrameIndex IMZI H 3 54
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// GemDown
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FrameIndex IMZD A 3 0
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FrameIndex IMZD B 3 1
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FrameIndex IMZD C 3 2
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FrameIndex IMZD D 3 3
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FrameIndex IMZD E 3 4
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// GemAltFire
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FrameIndex IMZA A 3 55
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FrameIndex IMZA B 3 56
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FrameIndex IMZA C 3 57
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FrameIndex IMZA D 3 58
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FrameIndex IMZA E 3 59
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FrameIndex IMZA F 3 60
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FrameIndex IMZA G 3 61
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FrameIndex IMZA H 3 62
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// GemAltHold
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FrameIndex IMZA I 3 63
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FrameIndex IMZA J 3 64
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FrameIndex IMZA K 3 65
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FrameIndex IMZA L 3 66
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FrameIndex IMZA M 3 67
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FrameIndex IMZA N 3 68
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FrameIndex IMZA O 3 69
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FrameIndex IMZA P 3 70
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// GemAltRelease
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FrameIndex IMZA Q 3 71
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FrameIndex IMZA R 3 72
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FrameIndex IMZA S 3 73
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FrameIndex IMZA T 3 74
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FrameIndex IMZA U 3 75
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FrameIndex IMZA V 3 76
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FrameIndex IMZA W 3 77
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FrameIndex IMZA X 3 78
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}
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Model "Impaler"
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{
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Path "models"
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Model 0 "Impaler_d.3d"
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SurfaceSkin 0 0 "JImpale1.png"
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Scale 0.2 -0.2 0.2
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AngleOffset 180
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Offset 8 -15 -12
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// GemToggle
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FrameIndex IMPG A 0 0
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FrameIndex IMPG B 0 1
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FrameIndex IMPG C 0 2
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FrameIndex IMPG D 0 3
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FrameIndex IMPG E 0 4
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// Down
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FrameIndex IMPD A 0 5
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FrameIndex IMPD B 0 6
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FrameIndex IMPD C 0 7
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FrameIndex IMPD D 0 8
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FrameIndex IMPD E 0 9
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FrameIndex IMPD F 0 10
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// Select
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FrameIndex IMPS A 0 10
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FrameIndex IMPS B 0 11
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FrameIndex IMPS C 0 12
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FrameIndex IMPS D 0 13
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FrameIndex IMPS E 0 14
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FrameIndex IMPS F 0 15
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// Idle
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FrameIndex IMPI A 0 15
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FrameIndex IMPI B 0 16
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FrameIndex IMPI C 0 17
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FrameIndex IMPI D 0 18
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FrameIndex IMPI E 0 19
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FrameIndex IMPI F 0 20
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FrameIndex IMPI G 0 21
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FrameIndex IMPI H 0 22
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// Fire
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FrameIndex IMPF A 0 23
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FrameIndex IMPF B 0 24
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FrameIndex IMPF C 0 25
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FrameIndex IMPF D 0 26
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FrameIndex IMPF E 0 27
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FrameIndex IMPF F 0 28
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FrameIndex IMPF G 0 29
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FrameIndex IMPF H 0 30
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FrameIndex IMPF I 0 31
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// Stab
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FrameIndex IMPM A 0 32
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FrameIndex IMPM B 0 33
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FrameIndex IMPM C 0 34
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FrameIndex IMPM D 0 35
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FrameIndex IMPM E 0 36
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FrameIndex IMPM F 0 37
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FrameIndex IMPM G 0 38
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FrameIndex IMPM H 0 39
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FrameIndex IMPM I 0 40
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FrameIndex IMPM J 0 41
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// AltFire
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FrameIndex IMPA A 0 55
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FrameIndex IMPA B 0 56
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FrameIndex IMPA C 0 57
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FrameIndex IMPA D 0 58
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FrameIndex IMPA E 0 59
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FrameIndex IMPA F 0 60
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FrameIndex IMPA G 0 61
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FrameIndex IMPA H 0 62
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// AltHold
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FrameIndex IMPA I 0 63
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FrameIndex IMPA J 0 64
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FrameIndex IMPA K 0 65
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FrameIndex IMPA L 0 66
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FrameIndex IMPA M 0 67
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FrameIndex IMPA N 0 68
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FrameIndex IMPA O 0 69
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FrameIndex IMPA P 0 70
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// AltRelease
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FrameIndex IMPA Q 0 71
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FrameIndex IMPA R 0 72
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FrameIndex IMPA S 0 73
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FrameIndex IMPA T 0 74
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FrameIndex IMPA U 0 75
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FrameIndex IMPA V 0 76
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FrameIndex IMPA W 0 77
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FrameIndex IMPA X 0 78
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}
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