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MODELDEF
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MODELDEF
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//////////////////
//BUSTER TRACERS//
//////////////////
Model UnchargedBusterTracer // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRA3A7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 4.5 5 5 // Scale values L/W/H
FrameIndex BNTR A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MidChargeBusterTracer // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRB3B7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 4.5 5 5 // Scale values L/W/H
FrameIndex BNTR B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MaxChargeBusterTracer // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRC3C7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 4.5 5 5 // Scale values L/W/H
FrameIndex BNTR C 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model UnchargedBusterTracerSH // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRD3D7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 4.5 5 5 // Scale values L/W/H
FrameIndex BNTR D 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model MaxChargeBusterTracerSH // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRE3E7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 4.5 5 5 // Scale values L/W/H
FrameIndex BNTR E 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model BlitzBusterShot1
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRF3F7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 4.5 5 5 // Scale values L/W/H
FrameIndex BNTR F 0 0 // The sprite lump, sprite frame, model index, frame number
}
////////////////
//CHIP ATTACKS//
////////////////
Model ElChain1 // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SHECB0" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.05 0.75 0.75 // Scale values L/W/H
FrameIndex SHEC B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ElChain1Trail // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SHECA0" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.125 0.5 0.5 // Scale values L/W/H
FrameIndex SHEC A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ElChain2 // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SHECD0" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.05 0.75 0.75 // Scale values L/W/H
FrameIndex SHEC D 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ElChain2Trail // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SHECC0" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.125 0.5 0.5 // Scale values L/W/H
FrameIndex SHEC C 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ElChain3 // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SHECF0" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.05 0.75 0.75 // Scale values L/W/H
FrameIndex SHEC F 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model ElChain3Trail // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SHECE0" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.125 0.5 0.5 // Scale values L/W/H
FrameIndex SHEC E 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model HelzRolling
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "HELZA0"
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.5 0.25 8 // Scale values L/W/H
ZOffset 25 // Z-axis offset
FrameIndex HELZ A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model HelzRolling
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "HELZB0"
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.5 0.25 8 // Scale values L/W/H
ZOffset 25 // Z-axis offset
FrameIndex HELZ B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model HelzRolling
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "HELZC0"
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.5 0.25 8 // Scale values L/W/H
ZOffset 25 // Z-axis offset
FrameIndex HELZ C 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model HelzRolling
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "HELZD0"
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.25 0.125 9 // Scale values L/W/H
ZOffset 35 // Z-axis offset
FrameIndex HELZ D 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model HelzRolling
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "HELZE0"
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.15 0.0625 10 // Scale values L/W/H
ZOffset 45 // Z-axis offset
FrameIndex HELZ E 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model AirShot // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNASA3A7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 0.25 1.5 1.5 // Scale values L/W/H
FrameIndex BNAS A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model SwordSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASA0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 10 10 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS A 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model SwordSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASB0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 10 10 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS B 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model SwordSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASC0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 10 10 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS C 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model WideSwrdSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASD0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 10 30 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS D 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model WideSwrdSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASE0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 10 30 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS E 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model WideSwrdSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASF0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 10 30 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS F 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model LongSwrdSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASG0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 20 10 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS G 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model LongSwrdSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASH0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 20 10 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS H 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model LongSwrdSlash // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "SLASI0" // Model index, model file
Model 0 "1x1plane.obj" // Model index, texture (can be in any format supported by GZDoom)
Scale 20 10 1 // Scale values L/W/H
ZOffset 5 // Z-axis offset
FrameIndex SLAS I 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Vulcan1 // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRF3F7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 1.5 2 2 // Scale values L/W/H
FrameIndex BNTR F 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Vulcan2 // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRF3F7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 2.5 3 3 // Scale values L/W/H
FrameIndex BNTR F 0 0 // The sprite lump, sprite frame, model index, frame number
}
Model Vulcan3 // Name of actor
{
CorrectPixelStretch
UseActorRoll
UseActorPitch
Path "Models/Projectiles" // Path to model in PK3
Skin 0 "BNTRF3F7" // Model index, model file
Model 0 "Tracer.md3" // Model index, texture (can be in any format supported by GZDoom)
Scale 3.5 4 4 // Scale values L/W/H
FrameIndex BNTR F 0 0 // The sprite lump, sprite frame, model index, frame number
}
/////////////
//OBSTACLES//
/////////////
Model RockCube // Name of actor
{
Path "Models/Objects" // path to model
Skin 0 "RockCube.png" // model index, model file
Model 0 "Cube.md2" // model index
Scale 3 3 3 // Scale values L/W/H
FrameIndex BNOB A 0 0 // Sprite lump, sprite frame, model index
}
Model MetalCube // Name of actor
{
Path "Models/Objects" // path to model
Skin 0 "MetalCube.png" // model index, model file
Model 0 "Cube.md2" // model index
Scale 3 3 3 // Scale values L/W/H
FrameIndex BNOB D 0 0 // Sprite lump, sprite frame, model index
}