AddMaterial = Material Index = 152 InstanceName = GFlesh Bounce = -1 Friction = 1 StructuralIntegrity = 1000000000 DensityKGPerVolumeL = 10.0 GibImpulseLimitPerVolumeL = 14 GibWoundLimitPerVolumeL = 1 Priority = 1000000000 TransformsInto = 161 Color = Color R = 225 G = 170 B = 145 UseOwnColor = 1 AddActor = AtomGroup InstanceName = Test GFoot AutoGenerate = 0 AddAtom = Atom Offset = Vector X = -5 Y = -6 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -5 Y = -5 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -5 Y = -4 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -5 Y = -3 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -5 Y = -2 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -5 Y = -1 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -5 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -4 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -3 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -2 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = -1 Y = 0 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = 0 Y = 1 Material = Material CopyOf = Rubber TrailLength = 0 AddAtom = Atom Offset = Vector X = 0 Y = -1 Material = Material CopyOf = Rubber TrailLength = 0 JointOffset = Vector X = -7 Y = -1 AddEffect = AEmitter PresetName = Behemoth Jetpack Mass = 30 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/BJetpack.bmp FrameCount = 1 SpriteOffset = Vector X = -12 Y = -22 AngularVel = 6 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 7 Depth = 4 DeepCheck = 0 JointOffset = Vector X = 5 Y = 0 JointStrength = 10000 JointStiffness = 1.0 DrawAfterParent = 0 EntryWound = AEmitter CopyOf = Fire Leak ExitWound = AEmitter CopyOf = Fire Leak BreakWound = AEmitter CopyOf = Leaking Machinery AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jet Air Blast Spread = 0.25 MaxVelocity = 40 MinVelocity = 30 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Jet Air Blast Heavy Spread = 0.25 BurstSize = 0 MaxVelocity = 1 MinVelocity = .01 EmissionSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetLoop.wav LoopSetting = -1 // Means loop infinitely until stopped BurstSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetStart.wav EndSound = Sound AddSample = ContentFile FilePath = Base.rte/Actors/DropShips/JetEnd.wav EmissionEnabled = 0 EmissionsIgnoreThis = 1 EmissionOffset = Vector X = 0 Y = 12 ParticlesPerMinute = 2000 MinThrottleRange = 1.0 MaxThrottleRange = 0.5 BurstSize = 10 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionAngle = Matrix AngleDegrees = -90 EmissionDamage = 0 Flash = Attachable CopyOf = Jet Flame A FlashOnlyOnBurst = 0 GibImpulseLimit = 1000 GibWoundLimit = 10 GibSound = Sound CopyOf = Crash Woosh AddGib = Gib GibParticle = AEmitter CopyOf = Fuel Fire Trace Gray Count = 3 Spread = 2.25 MaxVelocity = 35 MinVelocity = 20 LifeVariation = 0.2 AddGib = Gib GibParticle = MOSRotating CopyOf = Dummy Dropship Engine Gib A Offset = Vector X = -1 Y = -14 AddGib = Gib GibParticle = MOSRotating CopyOf = Dummy Dropship Engine Gib B Offset = Vector X = -0.5 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Dummy Dropship Engine Gib C Offset = Vector X = 0.5 Y = 11 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 2.5 Y = -7 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = -5.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = 2.5 Y = 4 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Tiny A Offset = Vector X = -4.5 Y = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Tiny A Offset = Vector X = -5.5 Y = -3 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = 4.5 Y = -8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = 5.5 Y = -10 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Dark Micro A Offset = Vector X = 2.5 Y = 2 AddEffect = Attachable PresetName = Behemoth Helmet Mass = 19 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/BehemothHelmet.bmp FrameCount = 1 SpriteOffset = Vector X = -10 Y = -10 AngularVel = 6 EntryWound = AEmitter CopyOf = Wound Bone Entry ExitWound = AEmitter CopyOf = Wound Bone Exit AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 6 Depth = 2 DeepCheck = 1 JointStrength = 10 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery Light JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 AddEffect = Attachable PresetName = Behemoth Chestplate Mass = 35 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/BChestPlate.bmp FrameCount = 1 SpriteOffset = Vector X = -14 Y = -15 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 6 Depth = 2 DeepCheck = 1 JointStrength = 10 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 AddEffect = Attachable PresetName = Behemoth Rib Cage Mass = 25 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/BRibCage.bmp FrameCount = 6 SpriteAnimMode = 2 SpriteAnimDuration = 300 SpriteOffset = Vector X = -12 Y = -12 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 6 Depth = 2 DeepCheck = 1 JointStrength = 10 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 AddAttachable = Attachable CopyOf = Behemoth Chestplate ParentOffset = Vector X = 0 Y = 0 AddEffect = Attachable PresetName = Behemoth Head Mass = 36 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/ControllerA.bmp FrameCount = 5 SpriteAnimMode = 2 SpriteAnimDuration = 250 SpriteOffset = Vector X = -7 Y = -8 AngularVel = 6 EntryWound = AEmitter CopyOf = Leaking Brain Pod ExitWound = AEmitter CopyOf = Leaking Brain Pod AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 6 Depth = 2 DeepCheck = 1 JointStrength = 145 JointStiffness = 0.1 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = 0 Y = 8 DrawAfterParent = 1 AddAttachable = Attachable CopyOf = Behemoth Helmet ParentOffset = Vector X = 0 Y = -4 AddGib = Gib GibParticle = MOSRotating CopyOf = Dummy Head Gib A Offset = Vector X = 0 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Micro A Offset = Vector X = -6 Y = 0 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Dummy Head Gib B Offset = Vector X = -2 Y = 3 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Panel Orange Tiny A Offset = Vector X = 0.5 Y = 2.5 Count = 1 Spread = 0 MinVelocity = 0 MaxVelocity = 0 GibImpulseLimit = 160 GibWoundLimit = 4 GibSound = Sound CopyOf = Bone Crack AddActor = Arm InstanceName = Behemoth FG Arm Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/ArmFGA.bmp FrameCount = 5 SpriteOffset = Vector X = -28 Y = -19 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = GFlesh Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = GFlesh Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 1000000000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -16 Y = -7 DrawAfterParent = 1 HeldDevice = None Hand = ContentFile FilePath = FilePath = Dummy.rte/Actors/Dummy/HandFGA.bmp MaxLength = 12 IdleOffset = Vector X = 12 Y = 6 MoveSpeed = 0.4 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 25 Spread = 3.14 MaxVelocity = 10 MinVelocity = 1 GibImpulseLimit = -500 GibWoundLimit = -500 AddActor = Arm CopyOf = Behemoth FG Arm PresetName = Behemoth BG Arm SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/ArmFGA.bmp AddActor = Attachable InstanceName = Behemoth Foot Mass = 2 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/FootFG.bmp FrameCount = 4 SpriteOffset = Vector X = -10 Y = -10 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Rubber Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Rubber Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 30 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -4 Y = -2 DrawAfterParent = 1 AddActor = Leg InstanceName = Behemoth Leg Mass = 32 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/BLegFG.bmp FrameCount = 5 SpriteOffset = Vector X = -27 Y = -18 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = GFlesh Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = GFlesh Resolution = 4 Depth = 2 DeepCheck = 1 JointStrength = 1000000000 JointStiffness = 0.5 BreakWound = AEmitter CopyOf = Leaking Machinery JointOffset = Vector X = -18 Y = 0 DrawAfterParent = 0 Foot = Attachable CopyOf = Behemoth Foot ParentOffset = Vector X = 0 Y = 0 MaxLength = 22 IdleOffset = Vector X = 1 Y = 3 MoveSpeed = 0.6 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 35 Spread = 3.14 MaxVelocity = 10 MinVelocity = 1 GibImpulseLimit = -150 GibWoundLimit = -12 AddActor = AHuman InstanceName = Behemoth AddToGroup = Actors Description = A heavy armor Dummy that protects the Dummy Controller and makes it a fearsome opponent on the battlefield. Mass = 70 Position = Vector X = 650 Y = 450 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = DummyBehemoth.rte/Actors/Behemoth/BehemothTorso.bmp FrameCount = 5 SpriteAnimMode = 2 SpriteAnimDuration = 300 EntryWound = AEmitter CopyOf = Leaking Machinery Light ExitWound = AEmitter CopyOf = Leaking Machinery GoldCost = 1000 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = GFlesh Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = GFlesh Resolution = 4 Depth = 6 DeepCheck = 1 BodyHitSound = Sound CopyOf = Flesh Body Blunt Hit PainSound = Sound CopyOf = Human Pain DeathSound = Sound CopyOf = Human Death DeviceSwitchSound = Sound CopyOf = Device Switch Status = 0 Health = 200 ImpulseDamageThreshold = 1000000000 Team = 0 AimAngle = 0 AimDistance = 30 CharHeight = 105 HolsterOffset = Vector X = -12 Y = -8 AddAttachable = Attachable CopyOf = Behemoth Rib Cage ParentOffset = Vector X = -5 Y = -4 Head = Attachable CopyOf = Behemoth Head ParentOffset = Vector X = -5 Y = -19 Jetpack = AEmitter CopyOf = Behemoth Jetpack ParentOffset = Vector X = -11 Y = 1 JumpTime = 4 // Secs FGArm = Arm CopyOf = Behemoth FG Arm ParentOffset = Vector X = -6 Y = -10 BGArm = Arm CopyOf = Behemoth BG Arm ParentOffset = Vector X = 6 //4 Y = -10 FGLeg = Leg CopyOf = Behemoth Leg ParentOffset = Vector X = -5 Y = 18 BGLeg = Leg CopyOf = Behemoth Leg ParentOffset = Vector X = 6 Y = 18 HandGroup = AtomGroup CopyOf = HandGroup FGFootGroup = AtomGroup CopyOf = GFoot BGFootGroup = AtomGroup CopyOf = GFoot StandLimbPath = LimbPath InstanceName = GClone Idle Path StartOffset = Vector X = 8 Y = 24 //19 StartSegCount = 0 SlowTravelSpeed = 0.2 NormalTravelSpeed = 1 FastTravelSpeed = 3 PushForce = 70000 WalkLimbPath = LimbPath InstanceName = GClone Walk Path StartOffset = Vector X = 26 Y = -16 //-21 StartSegCount = 3 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 4 AddSegment = Vector X = 0 Y = 10 AddSegment = Vector X = 0 Y = 10 AddSegment = Vector X = -12 Y = 8 AddSegment = Vector X = -8 Y = 0 AddSegment = Vector X = -8 Y = 0 AddSegment = Vector X = -8 Y = 2 AddSegment = Vector X = -6 Y = 2 AddSegment = Vector X = 0 Y = -4 SlowTravelSpeed = 3 NormalTravelSpeed = 6 FastTravelSpeed = 10 PushForce = 240000 CrouchLimbPath = LimbPath InstanceName = GClone Crouch Path StartOffset = Vector X = 10 Y = 1 StartSegCount = 0 AddSegment = Vector X = -8 Y = 16 SlowTravelSpeed = 3 NormalTravelSpeed = 5 FastTravelSpeed = 9 PushForce = 100000 CrawlLimbPath = LimbPath InstanceName = GClone Crawl Path StartOffset = Vector X = 10 Y = 5 StartSegCount = 0 SlowTravelSpeed = 3 NormalTravelSpeed = 3 FastTravelSpeed = 3 PushForce = 100000 ClimbLimbPath = LimbPath InstanceName = Clone Climb Path StartOffset = Vector X = -4 Y = -27 StartSegCount = 15 AddSegment = Vector X = 6 Y = 4 AddSegment = Vector X = 6 Y = 4 AddSegment = Vector X = 2 Y = 4 AddSegment = Vector X = 2 Y = 4 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 2 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 2 AddSegment = Vector X = 0 Y = 6 AddSegment = Vector X = -4 Y = 10 AddSegment = Vector X = -8 Y = 10 AddSegment = Vector X = -12 Y = 10 SlowTravelSpeed = 3 NormalTravelSpeed = 3 FastTravelSpeed = 3 PushForce = 120000 JumpLimbPath = LimbPath InstanceName = GClone Jump Path StartOffset = Vector X = 0 Y = 3 StartSegCount = 3 AddSegment = Vector X = 0 Y = -20 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = 0 Y = 8 AddSegment = Vector X = -16 Y = 28 SlowTravelSpeed = 6 NormalTravelSpeed = 12 FastTravelSpeed = 14 PushForce = 120000 DislodgeLimbPath = LimbPath InstanceName = GClone Dislodge Path StartOffset = Vector X = 4 Y = -25 StartSegCount = 0 AddSegment = Vector X = 0 Y = 12 SlowTravelSpeed = 3 NormalTravelSpeed = 5 FastTravelSpeed = 9 PushForce = 120000 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Blood Count = 100 Spread = 3.14 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small A Count = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small B Count = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Flesh Small C Count = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 1 GibImpulseLimit = -4000 GibWoundLimit = -32