⌂Starsiege: Tribes Community Archive

PlayerData armorBaseHeavy community-made

Not part of the retail game. No Dynamix version of this name exists.

4mods
2variants
75%agreement
◨ In-game configuration

This community PlayerData ships no new art — it reuses 0 existing Dynamix models, shown in the configuration the mod's script uses (player). A player appears only in the third-person / carried view; each weapon also gets the first-person mount, which the engine positions differently. Drag to orbit; click a model below to view it alone.

Player
AB

2 variants across 4 mods; the most-shipped one is in 75% of them — one version dominates.

What the variants disagree about

propertyA3 modsB1 modsspread
maxEnergy11102 vals
maxBackwardSpeed1.04.02 vals
maxForwardSpeed1.05.02 vals
maxSideSpeed1.04.02 vals

Shaded cells differ from most-shipped. — = property absent. spread counts distinct values across all 2 variants, not just the 2 shown.

Same in all 2 variants (90)

className "Armor", shapeFile "harmor", flameShapeName "hflame", shieldShapeName "shield", damageSkinData "armorDamageSkins", debrisId playerDebris, shadowDetailMask 1, visibleToSensor True, mapFilter 1, mapIcon "M_player", maxJetSideForceFactor 0.8, maxJetForwardVelocity 12, minJetEnergy 1, jetForce 385, jetEnergyDrain 1.1, maxDamage 1.32, groundForce 35 * 18.0, groundTraction 4.5, mass 18.0, drag 1.0, density 2.5, canCrouch false, minDamageSpeed 25, damageScale 0.006, jumpImpulse 150, jumpSurfaceMinDot 0.2, animData[0] { "root", none, 1, true, true, true, false, 0 }, animData[1] { "run", none, 1, true, false, true, false, 3 }, animData[2] { "runback", none, 1, true, false, true, false, 3 }, animData[3] { "side left", none, 1, true, false, true, false, 3 }, animData[4] { "side left", none, -1, true, false, true, false, 3 }, animData[5] { "jump stand", none, 1, true, false, true, false, 3 }, animData[6] { "jump run", none, 1, true, false, true, false, 3 }, animData[7] { "crouch root", none, 1, true, true, true, false, 3 }, animData[8] { "crouch root", none, 1, true, true, true, false, 3 }, animData[9] { "crouch root", none, -1, true, true, true, false, 3 }, animData[10] { "crouch forward", none, 1, true, false, true, false, 3 }, animData[11] { "crouch forward", none, -1, true, false, true, false, 3 }, animData[12] { "crouch side left", none, 1, true, false, true, false, 3 }, animData[13] { "crouch side left", none, -1, true, false, true, false, 3 }

All 2 variants

A 3 mods the most-shipped version
className"Armor"
shapeFile"harmor"
flameShapeName"hflame"
shieldShapeName"shield"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
shadowDetailMask1
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
maxJetSideForceFactor0.8
maxJetForwardVelocity12
minJetEnergy1
jetForce385
jetEnergyDrain1.1
maxDamage1.32
maxForwardSpeed1.0
maxBackwardSpeed1.0
maxSideSpeed1.0
groundForce35 * 18.0
groundTraction4.5
mass18.0
maxEnergy1
drag1.0
density2.5
canCrouchfalse
minDamageSpeed25
damageScale0.006
jumpImpulse150
jumpSurfaceMinDot0.2
animData[0]{ "root", none, 1, true, true, true, false, 0 }
animData[1]{ "run", none, 1, true, false, true, false, 3 }
animData[2]{ "runback", none, 1, true, false, true, false, 3 }
animData[3]{ "side left", none, 1, true, false, true, false, 3 }
animData[4]{ "side left", none, -1, true, false, true, false, 3 }
animData[5]{ "jump stand", none, 1, true, false, true, false, 3 }
animData[6]{ "jump run", none, 1, true, false, true, false, 3 }
animData[7]{ "crouch root", none, 1, true, true, true, false, 3 }
animData[8]{ "crouch root", none, 1, true, true, true, false, 3 }
animData[9]{ "crouch root", none, -1, true, true, true, false, 3 }
animData[10]{ "crouch forward", none, 1, true, false, true, false, 3 }
animData[11]{ "crouch forward", none, -1, true, false, true, false, 3 }
animData[12]{ "crouch side left", none, 1, true, false, true, false, 3 }
animData[13]{ "crouch side left", none, -1, true, false, true, false, 3 }
animData[14]{ "fall", none, 1, true, true, true, false, 3 }
animData[15]{ "landing", SoundLandOnGround, 1, true, false, false, false, 3 }
animData[16]{ "landing", SoundLandOnGround, 1, true, false, false, false, 3 }
animData[17]{ "tumble loop", none, 1, true, false, false, false, 3 }
animData[18]{ "tumble end", none, 1, true, false, false, false, 3 }
animData[19]{ "jet", none, 1, true, true, true, false, 3 }
animData[20]{ "PDA access", none, 1, true, false, false, false, 3 }
animData[21]{ "throw", none, 1, true, false, false, false, 3 }
animData[22]{ "flyer root", none, 1, false, false, false, false, 3 }
animData[23]{ "apc root", none, 1, true, true, true, false, 3 }
animData[24]{ "apc pilot", none, 1, false, false, false, false, 3 }
animData[25]{ "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[26]{ "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[27]{ "die head", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[28]{ "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[29]{ "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[30]{ "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[31]{ "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[32]{ "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[33]{ "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[34]{ "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[35]{ "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[36]{ "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[37]{ "die back", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[38]{ "sign over here", none, 1, true, false, false, false, 2 }
animData[39]{ "sign point", none, 1, true, false, false, true, 1 }
animData[40]{ "sign retreat",none, 1, true, false, false, false, 2 }
animData[41]{ "sign stop", none, 1, true, false, false, true, 1 }
animData[42]{ "sign salut", none, 1, true, false, false, true, 1 }
animData[43]{ "celebration 1", none, 1, true, false, false, false, 2 }
animData[44]{ "celebration 2", none, 1, true, false, false, false, 2 }
animData[45]{ "celebration 3", none, 1, true, false, false, false, 2 }
animData[46]{ "taunt 1", none, 1, true, false, false, false, 2 }
animData[47]{ "taunt 2", none, 1, true, false, false, false, 2 }
animData[48]{ "pose kneel", none, 1, true, false, false, true, 1 }
animData[49]{ "pose stand", none, 1, true, false, false, true, 1 }
animData[50]{ "wave", none, 1, true, false, false, true, 1 }
jetSoundSoundJetHeavy
rFootSounds{ SoundHFootRSoft, SoundHFootRHard, SoundHFootRSoft, SoundHFootRHard, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRHard, SoundHFootRSnow, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft,
lFootSounds{ SoundHFootLSoft, SoundHFootLHard, SoundHFootLSoft, SoundHFootLHard, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLHard, SoundHFootLSnow, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft,
footPrints{ 4, 5 }
boxWidth0.8
boxDepth0.8
boxNormalHeight2.6
boxNormalHeadPercentage0.70
boxNormalTorsoPercentage0.45
boxHeadLeftPercentage0.48
boxHeadRightPercentage0.70
boxHeadBackPercentage0.48
boxHeadFrontPercentage0.60
B 1 mods maxEnergy 110 · maxBackwardSpeed 4.0 · maxForwardSpeed 5.0 · maxSideSpeed 4.0
className"Armor"
shapeFile"harmor"
flameShapeName"hflame"
shieldShapeName"shield"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
shadowDetailMask1
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
maxJetSideForceFactor0.8
maxJetForwardVelocity12
minJetEnergy1
jetForce385
jetEnergyDrain1.1
maxDamage1.32
maxForwardSpeed5.0
maxBackwardSpeed4.0
maxSideSpeed4.0
groundForce35 * 18.0
groundTraction4.5
mass18.0
maxEnergy110
drag1.0
density2.5
canCrouchfalse
minDamageSpeed25
damageScale0.006
jumpImpulse150
jumpSurfaceMinDot0.2
animData[0]{ "root", none, 1, true, true, true, false, 0 }
animData[1]{ "run", none, 1, true, false, true, false, 3 }
animData[2]{ "runback", none, 1, true, false, true, false, 3 }
animData[3]{ "side left", none, 1, true, false, true, false, 3 }
animData[4]{ "side left", none, -1, true, false, true, false, 3 }
animData[5]{ "jump stand", none, 1, true, false, true, false, 3 }
animData[6]{ "jump run", none, 1, true, false, true, false, 3 }
animData[7]{ "crouch root", none, 1, true, true, true, false, 3 }
animData[8]{ "crouch root", none, 1, true, true, true, false, 3 }
animData[9]{ "crouch root", none, -1, true, true, true, false, 3 }
animData[10]{ "crouch forward", none, 1, true, false, true, false, 3 }
animData[11]{ "crouch forward", none, -1, true, false, true, false, 3 }
animData[12]{ "crouch side left", none, 1, true, false, true, false, 3 }
animData[13]{ "crouch side left", none, -1, true, false, true, false, 3 }
animData[14]{ "fall", none, 1, true, true, true, false, 3 }
animData[15]{ "landing", SoundLandOnGround, 1, true, false, false, false, 3 }
animData[16]{ "landing", SoundLandOnGround, 1, true, false, false, false, 3 }
animData[17]{ "tumble loop", none, 1, true, false, false, false, 3 }
animData[18]{ "tumble end", none, 1, true, false, false, false, 3 }
animData[19]{ "jet", none, 1, true, true, true, false, 3 }
animData[20]{ "PDA access", none, 1, true, false, false, false, 3 }
animData[21]{ "throw", none, 1, true, false, false, false, 3 }
animData[22]{ "flyer root", none, 1, false, false, false, false, 3 }
animData[23]{ "apc root", none, 1, true, true, true, false, 3 }
animData[24]{ "apc pilot", none, 1, false, false, false, false, 3 }
animData[25]{ "crouch die", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[26]{ "die chest", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[27]{ "die head", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[28]{ "die grab back", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[29]{ "die right side", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[30]{ "die left side", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[31]{ "die leg left", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[32]{ "die leg right", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[33]{ "die blown back", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[34]{ "die spin", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[35]{ "die forward", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[36]{ "die forward kneel", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[37]{ "die back", SoundPlayerDeath, 1, false, false, false, false, 4 }
animData[38]{ "sign over here", none, 1, true, false, false, false, 2 }
animData[39]{ "sign point", none, 1, true, false, false, true, 1 }
animData[40]{ "sign retreat",none, 1, true, false, false, false, 2 }
animData[41]{ "sign stop", none, 1, true, false, false, true, 1 }
animData[42]{ "sign salut", none, 1, true, false, false, true, 1 }
animData[43]{ "celebration 1", none, 1, true, false, false, false, 2 }
animData[44]{ "celebration 2", none, 1, true, false, false, false, 2 }
animData[45]{ "celebration 3", none, 1, true, false, false, false, 2 }
animData[46]{ "taunt 1", none, 1, true, false, false, false, 2 }
animData[47]{ "taunt 2", none, 1, true, false, false, false, 2 }
animData[48]{ "pose kneel", none, 1, true, false, false, true, 1 }
animData[49]{ "pose stand", none, 1, true, false, false, true, 1 }
animData[50]{ "wave", none, 1, true, false, false, true, 1 }
jetSoundSoundJetHeavy
rFootSounds{ SoundHFootRSoft, SoundHFootRHard, SoundHFootRSoft, SoundHFootRHard, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRHard, SoundHFootRSnow, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft, SoundHFootRSoft,
lFootSounds{ SoundHFootLSoft, SoundHFootLHard, SoundHFootLSoft, SoundHFootLHard, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLHard, SoundHFootLSnow, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft, SoundHFootLSoft,
footPrints{ 4, 5 }
boxWidth0.8
boxDepth0.8
boxNormalHeight2.6
boxNormalHeadPercentage0.70
boxNormalTorsoPercentage0.45
boxHeadLeftPercentage0.48
boxHeadRightPercentage0.70
boxHeadBackPercentage0.48
boxHeadFrontPercentage0.60
Shipped by: Alliance