New Weapon Suggestions
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New Weapon Suggestions
Hey would you guys like to either add and or swap new weapons into the server?
Heres a few I got in mind:
https://forums.epicgames.com/threads/98 ... st31798869 (I actually mentioned this possibly as a replacement for the useless AVRiL in a previous thread.
https://forums.epicgames.com/threads/98 ... -3D-Update
https://forums.epicgames.com/threads/97 ... -V2-Update
https://forums.epicgames.com/threads/94 ... Painter-V2!!!
https://forums.epicgames.com/threads/98 ... st31771974
Heres a few I got in mind:
https://forums.epicgames.com/threads/98 ... st31798869 (I actually mentioned this possibly as a replacement for the useless AVRiL in a previous thread.
https://forums.epicgames.com/threads/98 ... -3D-Update
https://forums.epicgames.com/threads/97 ... -V2-Update
https://forums.epicgames.com/threads/94 ... Painter-V2!!!
https://forums.epicgames.com/threads/98 ... st31771974
- BaronVonRotterdam
- UT2004 Server Admin
- Posts: 2603
- Joined: Thu Feb 16, 2006 9:42 pm
- Location: The Terrible State (New York)
- Contact:
Re: New Weapon Suggestions
If I have time this weekend I'll go through them. They'll probably end up on the dev server in the weapons crate first. I'll let you know.
| ASRock Fatal1ty X470 | AMD Ryzen 3700x @Stock | 32GB DDR4 3200 mHz | Zotac GeForce RTX 2060 Super | Dell S2417DG |
- BaronVonRotterdam
- UT2004 Server Admin
- Posts: 2603
- Joined: Thu Feb 16, 2006 9:42 pm
- Location: The Terrible State (New York)
- Contact:
Re: New Weapon Suggestions
Alright I looked at the guns and they all seem really cool. The halo gun and sprite blastor are both sweet, but we have too many guns that are already using the default models. Our nuke gun shares the same model as the sprite blaster so that would be especially confusing. What I would like to do is instead turn their projectiles into powerups like the razor bomb, flare pu..etc. Would you be happy with that? Also if so, what weapons do you envision the powerups being used on?
Now as far as the blaster goes that has a unique mesh and I wish to add that to the weapons crate, though if you could please build all of those files into the .u file that would make implementation easier for me. Do that by using this code as an example:
#exec OBJ LOAD FILE="StaticMeshes\DevastatorStaticMeshes.usx" Package=Devastator
#exec OBJ LOAD FILE="Textures\DevastatorTextures.utx" Package=Devastator
#exec OBJ LOAD FILE="Sounds\DevastatorSounds.uax" Package=Devastator
#EXEC AUDIO IMPORT FILE="Sounds\DevastatoreFire.wav" Package=Devastator
The code goes below the class extends line.
And since our server is invasion I don't think the swiss arm knife would be a good fit, though it does seem like an awesome gun for ons!
Now as far as the blaster goes that has a unique mesh and I wish to add that to the weapons crate, though if you could please build all of those files into the .u file that would make implementation easier for me. Do that by using this code as an example:
#exec OBJ LOAD FILE="StaticMeshes\DevastatorStaticMeshes.usx" Package=Devastator
#exec OBJ LOAD FILE="Textures\DevastatorTextures.utx" Package=Devastator
#exec OBJ LOAD FILE="Sounds\DevastatorSounds.uax" Package=Devastator
#EXEC AUDIO IMPORT FILE="Sounds\DevastatoreFire.wav" Package=Devastator
The code goes below the class extends line.
And since our server is invasion I don't think the swiss arm knife would be a good fit, though it does seem like an awesome gun for ons!
| ASRock Fatal1ty X470 | AMD Ryzen 3700x @Stock | 32GB DDR4 3200 mHz | Zotac GeForce RTX 2060 Super | Dell S2417DG |
Re: New Weapon Suggestions
I'm fine with making the Sprite cannon and Fuel Rod new powerups. Maybe it will make the avril a bit more useful...BaronVonRotterdam wrote:Alright I looked at the guns and they all seem really cool. The halo gun and sprite blastor are both sweet, but we have too many guns that are already using the default models. Our nuke gun shares the same model as the sprite blaster so that would be especially confusing. What I would like to do is instead turn their projectiles into powerups like the razor bomb, flare pu..etc. Would you be happy with that? Also if so, what weapons do you envision the powerups being used on?
Now as far as the blaster goes that has a unique mesh and I wish to add that to the weapons crate, though if you could please build all of those files into the .u file that would make implementation easier for me. Do that by using this code as an example:
#exec OBJ LOAD FILE="StaticMeshes\DevastatorStaticMeshes.usx" Package=Devastator
#exec OBJ LOAD FILE="Textures\DevastatorTextures.utx" Package=Devastator
#exec OBJ LOAD FILE="Sounds\DevastatorSounds.uax" Package=Devastator
#EXEC AUDIO IMPORT FILE="Sounds\DevastatoreFire.wav" Package=Devastator
The code goes below the class extends line.
And since our server is invasion I don't think the swiss arm knife would be a good fit, though it does seem like an awesome gun for ons!
About the Devastator: I opened the uc files and noticed that I already have the #exec commands within them.
Code: Select all
//-----------------------------------------------------------
//(c)3D Realms
//-----------------------------------------------------------
class Devastator extends Weapon
config(user);
#exec OBJ LOAD FILE=..\Animations\DNDevastatorAnims.ukx
#EXEC OBJ LOAD FILE=DNDevTex.utx
var float DualPickupTime;
var DevastatorAttachment OffhandActor;
var bool bDualMode;
var bool bWasDualMode;
var bool bFireRight;
var int mode;
replication
{
reliable if ( Role == ROLE_Authority )
bDualMode;
}.......etc.
As in:
Code: Select all
class SkaarjMeshes extends Object
abstract;
#exec OBJ LOAD FILE=SkaarjPackSkins.utx
#exec AUDIO IMPORT FILE="Sounds\say3a.WAV" NAME="RadarPulseSound"
// BRUTE
#exec MESH IMPORT MESH=Brute1 ANIVFILE=Models\Brute_a.3D DATAFILE=Models\Brute_d.3D
#exec MESH ORIGIN MESH=Brute1 X=-20 Y=-160 Z=-215 YAW=64 ROLL=-64
#exec MESH SEQUENCE MESH=Brute1 SEQ=GutHit STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Brute1 SEQ=Idle_Rest STARTFRAME=1 NUMFRAMES=8 RATE=6
#exec MESH SEQUENCE MESH=Brute1 SEQ=RunF STARTFRAME=9 NUMFRAMES=10 RATE=20
#exec MESH SEQUENCE MESH=Brute1 SEQ=censored STARTFRAME=19 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=DeathF STARTFRAME=37 NUMFRAMES=13 RATE=18
#exec MESH SEQUENCE MESH=Brute1 SEQ=DeathL STARTFRAME=50 NUMFRAMES=15 RATE=18
#exec MESH SEQUENCE MESH=Brute1 SEQ=DeathR STARTFRAME=65 NUMFRAMES=11 RATE=18
#exec MESH SEQUENCE MESH=Brute1 SEQ=DeathB STARTFRAME=76 NUMFRAMES=23 RATE=18
#exec MESH SEQUENCE MESH=Brute1 SEQ=Gutshot STARTFRAME=100 NUMFRAMES=34 Group=Attack
#exec MESH SEQUENCE MESH=Brute1 SEQ=HitF STARTFRAME=134 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Brute1 SEQ=HitB STARTFRAME=135 NUMFRAMES=5 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=HitL STARTFRAME=140 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Brute1 SEQ=StillLook STARTFRAME=141 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=Precharg STARTFRAME=164 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=PistolWhip STARTFRAME=179 NUMFRAMES=10 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=Brute1 SEQ=Punch STARTFRAME=189 NUMFRAMES=13 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=Brute1 SEQ=StillFire STARTFRAME=202 NUMFRAMES=20 Group=Attack
#exec MESH SEQUENCE MESH=Brute1 SEQ=HitR STARTFRAME=222 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Brute1 SEQ=Sleep STARTFRAME=223 NUMFRAMES=6 RATE=6
#exec MESH SEQUENCE MESH=Brute1 SEQ=T8 STARTFRAME=229 NUMFRAMES=12 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=WalkF STARTFRAME=242 NUMFRAMES=23 RATE=25
#exec MESH SEQUENCE MESH=Brute1 SEQ=Turn STARTFRAME=242 NUMFRAMES=5 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=Jump STARTFRAME=242 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=Land STARTFRAME=242 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=Brute1 SEQ=WalkFire STARTFRAME=265 NUMFRAMES=44 RATE=50 Group=MovingAttack
#exec MESHMAP SCALE MESHMAP=Brute1 X=0.125 Y=0.125 Z=0.25
#exec MESHMAP SETTEXTURE MESHMAP=Brute1 NUM=0 TEXTURE=jBrute1
#exec MESHMAP SETTEXTURE MESHMAP=Brute1 NUM=1 TEXTURE=RedShell
#exec MESH NOTIFY MESH=Brute1 SEQ=WalkFire TIME=0.18 FUNCTION=SpawnRightShot
#exec MESH NOTIFY MESH=Brute1 SEQ=WalkFire TIME=0.68 FUNCTION=SpawnLeftShot
#exec MESH NOTIFY MESH=Brute1 SEQ=StillFire TIME=0.05 FUNCTION=SpawnRightShot
#exec MESH NOTIFY MESH=Brute1 SEQ=StillFire TIME=0.55 FUNCTION=SpawnLeftShot
#exec MESH NOTIFY MESH=Brute1 SEQ=PistolWhip TIME=0.5 FUNCTION=WhipDamageTarget
#exec MESH NOTIFY MESH=Brute1 SEQ=Punch TIME=0.55 FUNCTION=WhipDamageTarget
#exec MESH NOTIFY MESH=Brute1 SEQ=GutShot TIME=0.3 FUNCTION=GutShotTarget
#exec MESH NOTIFY MESH=Brute1 SEQ=GutShot TIME=0.6 FUNCTION=GutShotTarget
#exec MESH NOTIFY MESH=Brute1 SEQ=WalkF TIME=0.31 FUNCTION=Step
#exec MESH NOTIFY MESH=Brute1 SEQ=WalkF TIME=0.8 FUNCTION=Step
#exec MESH NOTIFY MESH=Brute1 SEQ=DeathF TIME=0.56 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Brute1 SEQ=DeathL TIME=0.5 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Brute1 SEQ=DeathR TIME=0.52 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Brute1 SEQ=DeathB TIME=0.71 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Brute1 SEQ=RunF TIME=0.25 FUNCTION=Step
#exec MESH NOTIFY MESH=Brute1 SEQ=RunF TIME=0.75 FUNCTION=Step
#exec AUDIO IMPORT FILE="Sounds\Brute\walk1a.WAV" NAME="walk1br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\pwhip1a.WAV" NAME="pwhip1br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\injur1a.WAV" NAME="injur1br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\injur2a.WAV" NAME="injur2br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\yell1a.WAV" NAME="yell1br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\yell2a.WAV" NAME="yell2br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\nearby2a.WAV" NAME="nearby2br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\death1a.WAV" NAME="death1br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\death2br.WAV" NAME="death2br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\walk1b.WAV" NAME="walk2br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\pstlhit1.WAV" NAME="pstlhit1br" GROUP="Brute"
#exec AUDIO IMPORT FILE="Sounds\Brute\amb1br.WAV" NAME="amb1br" GROUP="Brute"
// GASBAG
#exec MESH IMPORT MESH=GasBagM ANIVFILE=MODELS\GAS_A.3D DATAFILE=MODELS\DATA28.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=GasBagM X=00 Y=150 Z=-100 YAW=64
#exec MESH SEQUENCE MESH=GasBagM SEQ=TwoPunch STARTFRAME=0 NUMFRAMES=13 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=GasBagM SEQ=Belch STARTFRAME=13 NUMFRAMES=15 RATE=15 Group=MovingAttack
#exec MESH SEQUENCE MESH=GasBagM SEQ=Deflate STARTFRAME=28 NUMFRAMES=16 RATE=18
#exec MESH SEQUENCE MESH=GasBagM SEQ=TakeHit STARTFRAME=28 NUMFRAMES=1
#exec MESH SEQUENCE MESH=GasBagM SEQ=float STARTFRAME=44 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=GasBagM SEQ=idle_rest STARTFRAME=59 NUMFRAMES=6 RATE=6
#exec MESH SEQUENCE MESH=GasBagM SEQ=Grab STARTFRAME=65 NUMFRAMES=20 RATE=15
#exec MESH SEQUENCE MESH=GasBagM SEQ=Pound STARTFRAME=85 NUMFRAMES=13 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=GasBagM SEQ=T1 STARTFRAME=98 NUMFRAMES=5
#exec MESH SEQUENCE MESH=GasBagM SEQ=T2 STARTFRAME=103 NUMFRAMES=9
#exec MESH SEQUENCE MESH=GasBagM SEQ=T3 STARTFRAME=112 NUMFRAMES=4
#exec MESH SEQUENCE MESH=GasBagM SEQ=T4 STARTFRAME=116 NUMFRAMES=4
#exec MESH SEQUENCE MESH=GasBagM SEQ=Dead2 STARTFRAME=120 NUMFRAMES=13 RATE=18
#exec MESH SEQUENCE MESH=GasBagM SEQ=Hit2 STARTFRAME=120 NUMFRAMES=1
#exec MESHMAP SCALE MESHMAP=GasBagM X=0.1 Y=0.1 Z=0.2
#exec MESHMAP SETTEXTURE MESHMAP=GasBagM NUM=5 TEXTURE=GasBag1
#exec MESHMAP SETTEXTURE MESHMAP=GasBagM NUM=6 TEXTURE=GasBag2
#exec MESH NOTIFY MESH=GasBagM SEQ=Belch TIME=0.5 FUNCTION=SpawnBelch
#exec MESH NOTIFY MESH=GasBagM SEQ=TwoPunch TIME=0.35 FUNCTION=PunchDamageTarget
#exec MESH NOTIFY MESH=GasBagM SEQ=TwoPunch TIME=0.7 FUNCTION=PunchDamageTarget
#exec MESH NOTIFY MESH=GasBagM SEQ=Pound TIME=0.33 FUNCTION=PoundDamageTarget
#exec MESH NOTIFY MESH=GasBagM SEQ=Deflate TIME=0.80 FUNCTION=LandThump
#exec AUDIO IMPORT FILE="Sounds\Gassius\2punch1a.WAV" NAME="twopunch1g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\injur1a.WAV" NAME="injur1g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\injur2a.WAV" NAME="injur2g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\yell2a.WAV" NAME="yell2g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\yell3a.WAV" NAME="yell3g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\nearby1.WAV" NAME="nearby1g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\death1a.WAV" NAME="death1g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\hit1a.WAV" NAME="hit1g" GROUP="Gasbag"
#exec AUDIO IMPORT FILE="Sounds\Gassius\amb2gb.WAV" NAME="amb2g" GROUP="Gasbag"
// KRALL
#exec MESH IMPORT MESH=KrallM ANIVFILE=MODELS\krall_a.3D DATAFILE=MODELS\krall_d.3D LODSTYLE=2 ZEROTEX=1
#exec MESH ORIGIN MESH=KrallM X=70 Y=-300 Z=-120 YAW=64 ROLL=-64
// used animations
#exec MESH SEQUENCE MESH=krallM SEQ=Idle_Rest STARTFRAME=0 NUMFRAMES=6 RATE=6
#exec MESH SEQUENCE MESH=krallM SEQ=Crouch STARTFRAME=6 NUMFRAMES=1 GROUP=Ducking
#exec MESH SEQUENCE MESH=krallM SEQ=DeathB STARTFRAME=7 NUMFRAMES=23 RATE=50
#exec MESH SEQUENCE MESH=krallM SEQ=DeathF STARTFRAME=30 NUMFRAMES=22 RATE=50
#exec MESH SEQUENCE MESH=krallM SEQ=DeathR STARTFRAME=52 NUMFRAMES=12 RATE=50
#exec MESH SEQUENCE MESH=krallM SEQ=DeathL STARTFRAME=64 NUMFRAMES=17 RATE=50
#exec MESH SEQUENCE MESH=krallM SEQ=HitF STARTFRAME=81 NUMFRAMES=7 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=HitL STARTFRAME=89 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=HitB STARTFRAME=90 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=HitR STARTFRAME=91 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=Jump STARTFRAME=92 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=Land STARTFRAME=93 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=RunF STARTFRAME=117 NUMFRAMES=10 RATE=20
#exec MESH SEQUENCE MESH=krallM SEQ=Shoot1 STARTFRAME=127 NUMFRAMES=8 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=krallM SEQ=Strike1 STARTFRAME=157 NUMFRAMES=11 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=krallM SEQ=Strike2 STARTFRAME=168 NUMFRAMES=12 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=krallM SEQ=Strike3 STARTFRAME=180 NUMFRAMES=15 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=krallM SEQ=Swim STARTFRAME=195 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=Throw STARTFRAME=217 NUMFRAMES=25 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=krallM SEQ=WalkF STARTFRAME=277 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=Turn STARTFRAME=277 NUMFRAMES=3 RATE=5
#exec MESH SEQUENCE MESH=krallM SEQ=Drag STARTFRAME=416 NUMFRAMES=20 RATE=30
#exec MESH SEQUENCE MESH=krallM SEQ=LegLoss STARTFRAME=436 NUMFRAMES=13 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=Shoot3 STARTFRAME=449 NUMFRAMES=9 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=SwimFire STARTFRAME=483 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=LeglessDeath STARTFRAME=448 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=Twirl STARTFRAME=242 NUMFRAMES=35 RATE=15
// unused animations
#exec MESH SEQUENCE MESH=krallM SEQ=Shoot2 STARTFRAME=135 NUMFRAMES=22 RATE=15 GROUP=MovingAttack
#exec MESH SEQUENCE MESH=krallM SEQ=HeadHit STARTFRAME=88 NUMFRAMES=1
#exec MESH SEQUENCE MESH=krallM SEQ=Look STARTFRAME=94 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=T3 STARTFRAME=210 NUMFRAMES=7 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=Breath2 STARTFRAME=292 NUMFRAMES=7 RATE=6 GROUP=Ducking
#exec MESH SEQUENCE MESH=krallM SEQ=Grasp STARTFRAME=299 NUMFRAMES=18 RATE=15 GROUP=Ducking
#exec MESH SEQUENCE MESH=krallM SEQ=HeadRub STARTFRAME=317 NUMFRAMES=18 RATE=15 GROUP=Ducking
#exec MESH SEQUENCE MESH=krallM SEQ=Laugh STARTFRAME=335 NUMFRAMES=25 RATE=15 GROUP=Ducking
#exec MESH SEQUENCE MESH=krallM SEQ=Toss STARTFRAME=360 NUMFRAMES=25 RATE=15 GROUP=Ducking
#exec MESH SEQUENCE MESH=krallM SEQ=Dead5 STARTFRAME=385 NUMFRAMES=31 RATE=15
#exec MESH SEQUENCE MESH=krallM SEQ=Sleep1 STARTFRAME=459 NUMFRAMES=8 RATE=6
#exec MESH SEQUENCE MESH=krallM SEQ=Sleep2 STARTFRAME=467 NUMFRAMES=8 RATE=6
#exec MESH SEQUENCE MESH=krallM SEQ=Sleep3 STARTFRAME=475 NUMFRAMES=8 RATE=6
#exec MESHMAP SCALE MESHMAP=krallM X=0.11 Y=0.11 Z=0.22
#exec MESHMAP SETTEXTURE MESHMAP=krallM NUM=0 TEXTURE=jkrall
#exec MESH NOTIFY MESH=krallM SEQ=Shoot1 TIME=0.25 FUNCTION=SpawnShot
#exec MESH NOTIFY MESH=krallM SEQ=Shoot2 TIME=0.48 FUNCTION=SpawnShot
#exec MESH NOTIFY MESH=krallM SEQ=Shoot2 TIME=0.8 FUNCTION=ShotMove
#exec MESH NOTIFY MESH=krallM SEQ=Shoot3 TIME=0.35 FUNCTION=SpawnShot
#exec MESH NOTIFY MESH=krallM SEQ=SwimFire TIME=0.35 FUNCTION=SpawnShot
#exec MESH NOTIFY MESH=krallM SEQ=Strike1 TIME=0.375 FUNCTION=StrikeDamageTarget
#exec MESH NOTIFY MESH=krallM SEQ=Strike2 TIME=0.5 FUNCTION=StrikeDamageTarget
#exec MESH NOTIFY MESH=krallM SEQ=Strike3 TIME=0.26 FUNCTION=StrikeDamageTarget
#exec MESH NOTIFY MESH=krallM SEQ=Throw TIME=0.19 FUNCTION=ThrowDamageTarget
#exec MESH NOTIFY MESH=krallM SEQ=Throw TIME=0.42 FUNCTION=ThrowTarget
#exec MESH NOTIFY MESH=krallM SEQ=Grasp TIME=0.58 FUNCTION=GrabDice
#exec MESH NOTIFY MESH=krallM SEQ=Toss TIME=0.63 FUNCTION=ThrowDice
#exec MESH NOTIFY MESH=krallM SEQ=DeathB TIME=0.64 FUNCTION=LandThump
#exec MESH NOTIFY MESH=krallM SEQ=DeathL TIME=0.81 FUNCTION=LandThump
#exec MESH NOTIFY MESH=krallM SEQ=DeathR TIME=0.54 FUNCTION=LandThump
#exec MESH NOTIFY MESH=krallM SEQ=DeathF TIME=0.75 FUNCTION=LandThump
#exec MESH NOTIFY MESH=krallM SEQ=Dead5 TIME=0.83 FUNCTION=LandThump
#exec AUDIO IMPORT FILE="Sounds\Krall\throw1kr.WAV" NAME="throw1k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\death1a.WAV" NAME="death1k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\death2a.WAV" NAME="death2k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\injur1a.WAV" NAME="injur1k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\injur2a.WAV" NAME="injur2k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\strike1kr.WAV" NAME="strike1k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\hit2a.WAV" NAME="hit2k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\staflp4kr.WAV" NAME="staflp4k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\chlng1a.WAV" NAME="chlng1k" GROUP="Krall"
#exec AUDIO IMPORT FILE="Sounds\Krall\chlng2a.WAV" NAME="chlng2k" GROUP="Krall"
// MANTA
#exec MESH IMPORT MESH=Manta1 ANIVFILE=MODELS\manta_a.3D DATAFILE=MODELS\manta_d.3D X=0 Y=0 Z=0 ZEROTEX=1 LODSTYLE=2
#exec MESH ORIGIN MESH=Manta1 X=0 Y=-50 Z=100 ROLL=-64 YAW=64
#exec MESH SEQUENCE MESH=Manta1 SEQ=Death STARTFRAME=0 NUMFRAMES=26
#exec MESH SEQUENCE MESH=Manta1 SEQ=Fly STARTFRAME=26 NUMFRAMES=20
#exec MESH SEQUENCE MESH=Manta1 SEQ=Landing STARTFRAME=46 NUMFRAMES=26
#exec MESH SEQUENCE MESH=Manta1 SEQ=Sting STARTFRAME=72 NUMFRAMES=30 Group=Attack
#exec MESH SEQUENCE MESH=Manta1 SEQ=TakeOff STARTFRAME=102 NUMFRAMES=20
#exec MESH SEQUENCE MESH=Manta1 SEQ=Whip STARTFRAME=122 NUMFRAMES=30 Group=Attack
#exec MESH SEQUENCE MESH=Manta1 SEQ=TakeHit STARTFRAME=4 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Manta1 SEQ=Waiting STARTFRAME=66 NUMFRAMES=5
#exec MESHMAP SCALE MESHMAP=Manta1 X=0.07 Y=0.07 Z=0.14
#exec MESHMAP SETTEXTURE MESHMAP=Manta1 NUM=0 TEXTURE=JManta1
#exec MESH NOTIFY MESH=Manta1 SEQ=Death TIME=0.76 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Manta1 SEQ=Fly TIME=0.05 FUNCTION=WingBeat
#exec AUDIO IMPORT FILE="Sounds\Manta\whip1a.WAV" NAME="whip1m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\injur1a.WAV" NAME="injur1m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\injur2a.WAV" NAME="injur2m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\call1a.WAV" NAME="call1m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\call2a.WAV" NAME="call2m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\fly1a.WAV" NAME="fly1m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\death2c.WAV" NAME="death2m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\sting1a.WAV" NAME="sting1m" GROUP="Manta"
#exec AUDIO IMPORT FILE="Sounds\Manta\land1mt.WAV" NAME="land1mt" GROUP="Manta"
// RAZORFLY
#exec MESH IMPORT MESH=FlyM ANIVFILE=MODELS\fly_a.3D DATAFILE=MODELS\fly_d.3D LODSTYLE=2
#exec MESH ORIGIN MESH=FlyM X=0 Y=-30 Z=70 YAW=64 ROLL=-62
#exec MESH SEQUENCE MESH=FlyM SEQ=Dead STARTFRAME=0 NUMFRAMES=16
#exec MESH SEQUENCE MESH=FlyM SEQ=TakeHit STARTFRAME=0 NUMFRAMES=1
#exec MESH SEQUENCE MESH=FlyM SEQ=RunF STARTFRAME=16 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=FlyM SEQ=Fly STARTFRAME=16 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=FlyM SEQ=Land STARTFRAME=26 NUMFRAMES=11 RATE=15
#exec MESH SEQUENCE MESH=FlyM SEQ=Shoot1 STARTFRAME=37 NUMFRAMES=25 RATE=40 Group=Attack
#exec MESH SEQUENCE MESH=FlyM SEQ=Shoot2 STARTFRAME=62 NUMFRAMES=10 Group=Attack
#exec MESH SEQUENCE MESH=FlyM SEQ=Takeoff STARTFRAME=72 NUMFRAMES=15
#exec MESH SEQUENCE MESH=FlyM SEQ=Walking STARTFRAME=87 NUMFRAMES=10 RATE=15
#exec MESHMAP SCALE MESHMAP=flyM X=0.06 Y=0.06 Z=0.12
#exec MESHMAP SETTEXTURE MESHMAP=flyM NUM=1 TEXTURE=Jfly1
#exec AUDIO IMPORT FILE="Sounds\Razorfly\buzz3rf.WAV" NAME="buzz3rf" GROUP="Razorfly"
#exec AUDIO IMPORT FILE="Sounds\Razorfly\injur1rf.WAV" NAME="injur1rf" GROUP="Razorfly"
#exec AUDIO IMPORT FILE="Sounds\Razorfly\injur2rf.WAV" NAME="injur2rf" GROUP="Razorfly"
#exec AUDIO IMPORT FILE="Sounds\Razorfly\death1rf.WAV" NAME="death1rf" GROUP="Razorfly"
// SKAARJ
#exec MESH IMPORT MESH=Skaarjw ANIVFILE=MODELS\Skaarj_a.3D DATAFILE=MODELS\Skaarj_d.3D X=0 Y=0 Z=0 ZEROTEX=1 LODSTYLE=2
#exec MESH LODPARAMS MESH=Skaarjw MINVERTS=130
#exec MESH ORIGIN MESH=Skaarjw X=0 Y=-100 Z=-20 YAW=64 ROLL=-64
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Claw STARTFRAME=0 NUMFRAMES=11 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=HitF STARTFRAME=11 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=guncheck STARTFRAME=12 NUMFRAMES=7 RATE=6
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Breath STARTFRAME=19 NUMFRAMES=12 RATE=6
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Breath2 STARTFRAME=31 NUMFRAMES=8 RATE=6
#exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton1 STARTFRAME=39 NUMFRAMES=33 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton2 STARTFRAME=49 NUMFRAMES=33 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton3 STARTFRAME=59 NUMFRAMES=36 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=MButton4 STARTFRAME=72 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Button1 STARTFRAME=39 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Button2 STARTFRAME=49 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Button3 STARTFRAME=59 NUMFRAMES=13 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Button4 STARTFRAME=72 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Button5 STARTFRAME=82 NUMFRAMES=13 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=HitB STARTFRAME=95 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Death STARTFRAME=95 NUMFRAMES=23 RATE=18
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Death2 STARTFRAME=118 NUMFRAMES=13 RATE=18
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Death3 STARTFRAME=131 NUMFRAMES=21 RATE=18
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Death4 STARTFRAME=152 NUMFRAMES=11 RATE=18
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Duck STARTFRAME=163 NUMFRAMES=1 Group=Ducking
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Fighter STARTFRAME=164 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Firing STARTFRAME=179 NUMFRAMES=11 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Getup STARTFRAME=190 NUMFRAMES=11 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=HairFlip STARTFRAME=201 NUMFRAMES=20 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=HeadHit STARTFRAME=221 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Headup STARTFRAME=222 NUMFRAMES=11 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Jog2Fight STARTFRAME=233 NUMFRAMES=11 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=RunF STARTFRAME=244 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=FullJump STARTFRAME=254 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Jump STARTFRAME=254 NUMFRAMES=5 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=InAir STARTFRAME=259 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Landed STARTFRAME=266 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Jump2 STARTFRAME=269 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Land STARTFRAME=270 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=DodgeL STARTFRAME=271 NUMFRAMES=13 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=HitL STARTFRAME=284 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=StrafeLeftFr STARTFRAME=285 NUMFRAMES=14 RATE=25 Group=MovingAttack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Looking STARTFRAME=299 NUMFRAMES=23 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=RunL STARTFRAME=322 NUMFRAMES=14 RATE=25
#exec MESH SEQUENCE MESH=Skaarjw SEQ=DodgeF STARTFRAME=336 NUMFRAMES=13 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=StrafeRightFr STARTFRAME=349 NUMFRAMES=14 RATE=25 Group=MovingAttack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=HitR STARTFRAME=363 NUMFRAMES=1
#exec MESH SEQUENCE MESH=Skaarjw SEQ=RunR STARTFRAME=364 NUMFRAMES=14 RATE=25
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Spin STARTFRAME=378 NUMFRAMES=20 Group=Attack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=gunfix STARTFRAME=398 NUMFRAMES=8 RATE=6
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Swim STARTFRAME=406 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=WalkF STARTFRAME=421 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Turn STARTFRAME=421 NUMFRAMES=3 RATE=5
#exec MESH SEQUENCE MESH=Skaarjw SEQ=WalkFire STARTFRAME=436 NUMFRAMES=15 RATE=15 Group=MovingAttack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=DodgeR STARTFRAME=451 NUMFRAMES=13 RATE=15
#exec MESH SEQUENCE MESH=Skaarjw SEQ=JogFire STARTFRAME=464 NUMFRAMES=10 RATE=15 Group=MovingAttack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Death5 STARTFRAME=474 NUMFRAMES=28 RATE=18 Group=MovingAttack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=Stretch STARTFRAME=502 NUMFRAMES=25 RATE=15 Group=MovingAttack
#exec MESH SEQUENCE MESH=Skaarjw SEQ=SwimFire STARTFRAME=527 NUMFRAMES=15 RATE=15 Group=MovingAttack
#exec MESHMAP SCALE MESHMAP=Skaarjw X=0.099 Y=0.099 Z=0.198
#exec MESHMAP SETTEXTURE MESHMAP=Skaarjw NUM=0 TEXTURE=Skaarjw1
#exec MESH NOTIFY MESH=Skaarjw SEQ=WalkFire TIME=0.5 FUNCTION=SpawnTwoShots
#exec MESH NOTIFY MESH=Skaarjw SEQ=JogFire TIME=0.5 FUNCTION=SpawnTwoShots
#exec MESH NOTIFY MESH=Skaarjw SEQ=SwimFire TIME=0.5 FUNCTION=SpawnTwoShots
#exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeLeftFr TIME=0.5 FUNCTION=SpawnTwoShots
#exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeRightFr TIME=0.5 FUNCTION=SpawnTwoShots
#exec MESH NOTIFY MESH=Skaarjw SEQ=Firing TIME=0.25 FUNCTION=SpawnTwoShots
#exec MESH NOTIFY MESH=Skaarjw SEQ=Spin TIME=0.48 FUNCTION=SpinDamageTarget
#exec MESH NOTIFY MESH=Skaarjw SEQ=Spin TIME=0.67 FUNCTION=SpinDamageTarget
#exec MESH NOTIFY MESH=Skaarjw SEQ=Claw TIME=0.24 FUNCTION=ClawDamageTarget
#exec MESH NOTIFY MESH=Skaarjw SEQ=Claw TIME=0.76 FUNCTION=ClawDamageTarget
#exec MESH NOTIFY MESH=Skaarjw SEQ=Death TIME=0.41 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Skaarjw SEQ=Death2 TIME=0.61 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Skaarjw SEQ=Death3 TIME=0.73 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Skaarjw SEQ=Death4 TIME=0.62 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Skaarjw SEQ=Death5 TIME=0.82 FUNCTION=LandThump
#exec MESH NOTIFY MESH=Skaarjw SEQ=WalkF TIME=0.3 FUNCTION=WalkStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=WalkF TIME=0.8 FUNCTION=WalkStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=WalkFire TIME=0.3 FUNCTION=WalkStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=WalkFire TIME=0.8 FUNCTION=WalkStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=RunF TIME=0.25 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=RunF TIME=0.75 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=JogFire TIME=0.25 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=JogFire TIME=0.75 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=RunL TIME=0.25 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=RunL TIME=0.75 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeLeftFr TIME=0.25 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeLeftFr TIME=0.75 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=RunR TIME=0.25 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=RunR TIME=0.75 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeRightFr TIME=0.25 FUNCTION=RunStep
#exec MESH NOTIFY MESH=Skaarjw SEQ=StrafeRightFr TIME=0.75 FUNCTION=RunStep
#exec AUDIO IMPORT FILE="Sounds\Skaarj\blade1a.WAV" NAME="blade1s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\spin1a.WAV" NAME="spin1s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\claw2a.WAV" NAME="claw2s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\clawhit1a.WAV" NAME="clawhit1s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\injur5.WAV" NAME="injur1sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\injur6.WAV" NAME="injur2sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\injur7.WAV" NAME="injur3sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\chalnge1a.WAV" NAME="chalnge1s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\chalnge3a.WAV" NAME="chalnge3s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\death1a.WAV" NAME="death1sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\death2a.WAV" NAME="death2sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\roam11.WAV" NAME="roam11s" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\lunge1sk.WAV" NAME="lunge1sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\squat1a.WAV" NAME="squat1sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Skaarj\hairflp2a.WAV" NAME="hairflp2sk" GROUP="Skaarj"
#exec AUDIO IMPORT FILE="Sounds\Cow\walknc.WAV" NAME="walkC" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Gibs\bthump1.WAV" NAME="Thump" GROUP="Gibs"
// WARLORD
#exec MESH IMPORT MESH=WarlordM ANIVFILE=MODELS\warlor_a.3D DATAFILE=MODELS\warlor_d.3D LODSTYLE=2
#exec MESH ORIGIN MESH=WarlordM X=0 Y=-300 Z=0 YAW=64 Roll=-64
#exec MESH SEQUENCE MESH=warlordM SEQ=Idle_Rest STARTFRAME=0 NUMFRAMES=8 RATE=6
#exec MESH SEQUENCE MESH=warlordM SEQ=Dead1 STARTFRAME=8 NUMFRAMES=26 RATE=18
#exec MESH SEQUENCE MESH=warlordM SEQ=TakeHit STARTFRAME=8 NUMFRAMES=1
#exec MESH SEQUENCE MESH=warlordM SEQ=Fire STARTFRAME=34 NUMFRAMES=15 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=warlordM SEQ=Fly STARTFRAME=49 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Jump STARTFRAME=49 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=FlyFire STARTFRAME=64 NUMFRAMES=15 RATE=15 Group=MovingAttack
#exec MESH SEQUENCE MESH=warlordM SEQ=Land STARTFRAME=79 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=RunF STARTFRAME=94 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Strike STARTFRAME=104 NUMFRAMES=15 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=warlordM SEQ=TakeOff STARTFRAME=119 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Twirl STARTFRAME=129 NUMFRAMES=40
#exec MESH SEQUENCE MESH=warlordM SEQ=WalkF STARTFRAME=169 NUMFRAMES=15 RATE=18
#exec MESH SEQUENCE MESH=warlordM SEQ=WalkFire STARTFRAME=184 NUMFRAMES=15 RATE=18 Group=MovingAttack
#exec MESH SEQUENCE MESH=warlordM SEQ=Appear STARTFRAME=199 NUMFRAMES=11
#exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeUp STARTFRAME=210 NUMFRAMES=18 RATE=15 Group=Dodge
#exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeL STARTFRAME=228 NUMFRAMES=15 RATE=15 Group=Dodge
#exec MESH SEQUENCE MESH=warlordM SEQ=FDodgeR STARTFRAME=243 NUMFRAMES=15 RATE=15 Group=Dodge
#exec MESH SEQUENCE MESH=warlordM SEQ=GKick1 STARTFRAME=258 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=GKick2 STARTFRAME=273 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=GPunch1 STARTFRAME=288 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=GPunch2 STARTFRAME=303 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Grab STARTFRAME=318 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Laugh STARTFRAME=336 NUMFRAMES=33 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Munch STARTFRAME=369 NUMFRAMES=20 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Point STARTFRAME=389 NUMFRAMES=28 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Teleport STARTFRAME=417 NUMFRAMES=21 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Dead2A STARTFRAME=438 NUMFRAMES=10 RATE=18
#exec MESH SEQUENCE MESH=warlordM SEQ=Fall STARTFRAME=448 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=warlordM SEQ=Dead2B STARTFRAME=458 NUMFRAMES=34 RATE=18
#exec MESHMAP SCALE MESHMAP=WarlordM X=0.17 Y=0.17 Z=0.34
#exec MESHMAP SETTEXTURE MESHMAP=warlordM NUM=1 TEXTURE=Jwarlord1
#exec MESH NOTIFY MESH=WarlordM SEQ=Dead1 TIME=0.78 FUNCTION=LandThump
#exec MESH NOTIFY MESH=WarlordM SEQ=Fly TIME=0.1 FUNCTION=Flap
#exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.1 FUNCTION=Flap
#exec MESH NOTIFY MESH=WarlordM SEQ=TakeOff TIME=0.1 FUNCTION=Flap
#exec MESH NOTIFY MESH=WarlordM SEQ=RunF TIME=0.25 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=RunF TIME=0.75 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkF TIME=0.33 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkF TIME=0.83 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.33 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.83 FUNCTION=Step
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.1 FUNCTION=FireProjectile
#exec MESH NOTIFY MESH=WarlordM SEQ=WalkFire TIME=0.5 FUNCTION=FireProjectile
#exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.25 FUNCTION=FireProjectile
#exec MESH NOTIFY MESH=WarlordM SEQ=FlyFire TIME=0.5 FUNCTION=FireProjectile
#exec MESH NOTIFY MESH=WarlordM SEQ=Fire TIME=0.4 FUNCTION=FireProjectile
#exec AUDIO IMPORT FILE="Sounds\WarLord\injur1W.WAV" NAME="injur1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\injur2W.WAV" NAME="injur2WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\aquire1W.WAV" NAME="acquire1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\DCry1W.WAV" NAME="DeathCry1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\fly1W.WAV" NAME="fly1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\roam1W.WAV" NAME="roam1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\threat1W.WAV" NAME="threat1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\WarLord\breath1.WAV" NAME="breath1WL" GROUP="WarLord"
#exec AUDIO IMPORT FILE="Sounds\Warlord\step1a.WAV" NAME="step1t" GROUP="Titan"
#exec AUDIO IMPORT FILE="Sounds\WarLord\laugh3b.WAV" NAME="laugh1WL" GROUP="WarLord"
// SKAARJPUPAE
#exec MESH IMPORT MESH=Pupae1 ANIVFILE=MODELS\pupae_a.3D DATAFILE=MODELS\pupae_d.3D X=0 Y=0 Z=0
#exec MESH ORIGIN MESH=Pupae1 X=0 Y=-60 Z=-90 YAW=64 PITCH=0 ROLL=-64
#exec MESH SEQUENCE MESH=pupae1 SEQ=Bite STARTFRAME=0 NUMFRAMES=15 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=pupae1 SEQ=Crawl STARTFRAME=15 NUMFRAMES=20 RATE=70
#exec MESH SEQUENCE MESH=pupae1 SEQ=Land STARTFRAME=15 NUMFRAMES=2 RATE=20
#exec MESH SEQUENCE MESH=pupae1 SEQ=Dead STARTFRAME=35 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=pupae1 SEQ=TakeHit STARTFRAME=36 NUMFRAMES=1
#exec MESH SEQUENCE MESH=pupae1 SEQ=Lunge STARTFRAME=59 NUMFRAMES=15 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=pupae1 SEQ=Idle_Rest STARTFRAME=74 NUMFRAMES=8 RATE=15
#exec MESH SEQUENCE MESH=pupae1 SEQ=Pick STARTFRAME=82 NUMFRAMES=10 RATE=15
#exec MESH SEQUENCE MESH=pupae1 SEQ=Stab STARTFRAME=92 NUMFRAMES=10 RATE=15 Group=Attack
#exec MESH SEQUENCE MESH=pupae1 SEQ=Tear STARTFRAME=102 NUMFRAMES=28 RATE=15
#exec MESH SEQUENCE MESH=pupae1 SEQ=Dead2 STARTFRAME=130 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=pupae1 SEQ=Dead3 STARTFRAME=148 NUMFRAMES=23 RATE=15
#exec MESHMAP SCALE MESHMAP=pupae1 X=0.05 Y=0.05 Z=0.1
#exec MESHMAP SETTEXTURE MESHMAP=pupae1 NUM=1 TEXTURE=Jpupae1
#exec MESH NOTIFY MESH=Pupae1 SEQ=Dead TIME=0.52 FUNCTION=LandThump
#exec AUDIO IMPORT FILE="Sounds\Pupae\scuttle1.WAV" NAME="scuttle1pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\injur1.WAV" NAME="injur1pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\injur2.WAV" NAME="injur2pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\roam1.WAV" NAME="roam1pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\hiss1.WAV" NAME="hiss1pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\hiss2.WAV" NAME="hiss2pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\hiss3.WAV" NAME="hiss3pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\bite1pp.WAV" NAME="bite1pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\tear1b.WAV" NAME="tear1pp" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\munch1pp.WAV" NAME="munch1p" GROUP="Pupae"
#exec AUDIO IMPORT FILE="Sounds\Pupae\death1b.WAV" NAME="death1pp" GROUP="Pupae"
// NALI COW (NOT USED)
#exec MESH IMPORT MESH=NaliCow ANIVFILE=MODELS\Cow_a.3D DATAFILE=MODELS\Cow_d.3D X=0 Y=0 Z=0 ZEROTEX=1
#exec MESH ORIGIN MESH=NaliCow X=0 Y=-240 Z=30 YAW=64 ROLL=-64
#exec MESH SEQUENCE MESH=NaliCow SEQ=Breath STARTFRAME=0 NUMFRAMES=6 RATE=6
#exec MESH SEQUENCE MESH=NaliCow SEQ=Chew STARTFRAME=6 NUMFRAMES=7 RATE=6
#exec MESH SEQUENCE MESH=NaliCow SEQ=TakeHit STARTFRAME=16 NUMFRAMES=1
#exec MESH SEQUENCE MESH=NaliCow SEQ=Dead STARTFRAME=13 NUMFRAMES=23 RATE=18
#exec MESH SEQUENCE MESH=NaliCow SEQ=Shake STARTFRAME=36 NUMFRAMES=18 RATE=15
#exec MESH SEQUENCE MESH=NaliCow SEQ=Swish STARTFRAME=54 NUMFRAMES=20 RATE=15
#exec MESH SEQUENCE MESH=NaliCow SEQ=Walk STARTFRAME=74 NUMFRAMES=15 RATE=15
#exec MESH SEQUENCE MESH=NaliCow SEQ=TakeHit2 STARTFRAME=89 NUMFRAMES=1
#exec MESH SEQUENCE MESH=NaliCow SEQ=Dead2 STARTFRAME=89 NUMFRAMES=13 RATE=18
#exec MESH SEQUENCE MESH=NaliCow SEQ=BigHit STARTFRAME=102 NUMFRAMES=1
#exec MESH SEQUENCE MESH=NaliCow SEQ=Dead3 STARTFRAME=102 NUMFRAMES=23 RATE=18
#exec MESH SEQUENCE MESH=NaliCow SEQ=Poop STARTFRAME=125 NUMFRAMES=20 RATE=15
#exec MESH SEQUENCE MESH=NaliCow SEQ=Root STARTFRAME=145 NUMFRAMES=20 RATE=15
#exec MESH SEQUENCE MESH=NaliCow SEQ=Landed STARTFRAME=169 NUMFRAMES=1
#exec MESH SEQUENCE MESH=NaliCow SEQ=Run STARTFRAME=165 NUMFRAMES=10 RATE=15
#exec TEXTURE IMPORT NAME=JCow1 FILE=MODELS\Cow.PCX GROUP=Skins DXT=5
#exec MESHMAP SCALE MESHMAP=NaliCow X=0.08 Y=0.08 Z=0.16
#exec MESHMAP SETTEXTURE MESHMAP=NaliCow NUM=0 TEXTURE=JCow1
#exec MESH NOTIFY MESH=NaliCow SEQ=Run TIME=0.25 FUNCTION=Step
#exec MESH NOTIFY MESH=NaliCow SEQ=Run TIME=0.75 FUNCTION=Step
#exec MESH NOTIFY MESH=NaliCow SEQ=Walk TIME=0.31 FUNCTION=Step
#exec MESH NOTIFY MESH=NaliCow SEQ=Walk TIME=0.83 FUNCTION=Step
#exec MESH NOTIFY MESH=NaliCow SEQ=Dead TIME=0.76 FUNCTION=LandThump
#exec MESH NOTIFY MESH=NaliCow SEQ=Dead2 TIME=0.57 FUNCTION=LandThump
#exec MESH NOTIFY MESH=NaliCow SEQ=Dead3 TIME=0.71 FUNCTION=LandThump
#exec AUDIO IMPORT FILE="Sounds\Cow\injurC1a.WAV" NAME="injurC1c" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\injurC2.WAV" NAME="injurC2c" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\cMoo1a.WAV" NAME="cMoo1c" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\cMoo2a.WAV" NAME="cMoo2c" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\DeathC1a.WAV" NAME="DeathC1c" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\DeathC2a.WAV" NAME="DeathC2c" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\ambCa.WAV" NAME="ambCow" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\shakenc.WAV" NAME="shakeC" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\swishnc.WAV" NAME="swishC" GROUP="Cow"
#exec AUDIO IMPORT FILE="Sounds\Cow\walknc.WAV" NAME="walkC" GROUP="Cow"
defaultproperties
{
}
- BaronVonRotterdam
- UT2004 Server Admin
- Posts: 2603
- Joined: Thu Feb 16, 2006 9:42 pm
- Location: The Terrible State (New York)
- Contact:
Re: New Weapon Suggestions
Take all of the files you have that aren't in the system folder and load them into the .u
So if you had a gun called tom and it had the following:
Tom.U
TomTexture.utx
TomSounds.uax
Then in code do the:
"TomTexture.utx" package=Tom
"TomSounds.uax" package=Tom
That way instead of having to install Tom.U, TomTexture.utx, and TomSounds.uax all you have to do is install Tom.U and those files are already built inside.
So if you had a gun called tom and it had the following:
Tom.U
TomTexture.utx
TomSounds.uax
Then in code do the:
"TomTexture.utx" package=Tom
"TomSounds.uax" package=Tom
That way instead of having to install Tom.U, TomTexture.utx, and TomSounds.uax all you have to do is install Tom.U and those files are already built inside.
| ASRock Fatal1ty X470 | AMD Ryzen 3700x @Stock | 32GB DDR4 3200 mHz | Zotac GeForce RTX 2060 Super | Dell S2417DG |
Re: New Weapon Suggestions
Now when I compile tit with the new #EXEC commands, where am I supposed to put the actual myTexture.utx file?
- BaronVonRotterdam
- UT2004 Server Admin
- Posts: 2603
- Joined: Thu Feb 16, 2006 9:42 pm
- Location: The Terrible State (New York)
- Contact:
Re: New Weapon Suggestions
In C:\UT2004\Devastator\Textures
| ASRock Fatal1ty X470 | AMD Ryzen 3700x @Stock | 32GB DDR4 3200 mHz | Zotac GeForce RTX 2060 Super | Dell S2417DG |
Re: New Weapon Suggestions
Now would I also have the texture file in the c:\ut2004\textures directory as well?BaronVonRotterdam wrote:In C:\UT2004\Devastator\Textures
- BaronVonRotterdam
- UT2004 Server Admin
- Posts: 2603
- Joined: Thu Feb 16, 2006 9:42 pm
- Location: The Terrible State (New York)
- Contact:
Re: New Weapon Suggestions
No you shouldn't have to. Just make it point to the directory of your project.
| ASRock Fatal1ty X470 | AMD Ryzen 3700x @Stock | 32GB DDR4 3200 mHz | Zotac GeForce RTX 2060 Super | Dell S2417DG |
Re: New Weapon Suggestions
Hey Baron, I figure it all out, and everything is now in the .u file. Here's a link to the newer version.
http://www.mediafire.com/download/z3w32 ... orLite.zip
I also did an update with the Fuel Rod Gun as well.
http://www.mediafire.com/download/fq5gz ... dGunV2.zip
http://www.mediafire.com/download/z3w32 ... orLite.zip
I also did an update with the Fuel Rod Gun as well.
http://www.mediafire.com/download/fq5gz ... dGunV2.zip