⌂Starsiege: Tribes Community Archive

PlayerData lghost community-made

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

16mods
6variants
38%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
ABCDEF

6 variants across 16 mods; the most-shipped one is in 38% of them — no version dominates — this name was forked hard.

What the variants disagree about

propertyA6 modsB5 modsC2 modsD1 modsE1 modsspread
maxEnergy120120500120603 vals
jetForce3503504363504503 vals
maxForwardSpeed15151315253 vals
maxJetForwardVelocity35353235503 vals
damageScale0.0050.0050.0010.0050.0052 vals
maxBackwardSpeed10101310102 vals
maxSideSpeed10101310102 vals
flameShapeName"SHOTGUNEX""fusionbolt""hflame""rsmoke""lflame"5 vals

Shaded cells differ from most-shipped. — = property absent. spread counts distinct values across all 6 variants, not just the 5 shown.

14 more properties that differ

boxNormalHeight, jetEnergyDrain, jumpImpulse, maxDamage, animData[24], animData[43], boxCrouchHeadPercentage, boxCrouchHeight, boxCrouchTorsoPercentage, boxDepth, boxNormalHeadPercentage, boxWidth, shapeFile, validateShape

Same in all 6 variants (76)

className "Armor", damageSkinData "armorDamageSkins", debrisId playerDebris, shieldShapeName "shield", shadowDetailMask 1, visibleToSensor True, mapFilter 1, mapIcon "M_player", canCrouch true, maxJetSideForceFactor 0.8, minJetEnergy 1, groundForce 40 * 9.0, mass 9.0, groundTraction 3.0, drag 1.0, density 1.2, minDamageSpeed 25, 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 }, 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 }

All 6 variants

A 6 mods the most-shipped version
className"Armor"
shapeFile"larmor"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
flameShapeName"SHOTGUNEX"
shieldShapeName"shield"
shadowDetailMask1
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
canCrouchtrue
maxJetSideForceFactor0.8
maxJetForwardVelocity35
minJetEnergy1
jetForce350
jetEnergyDrain0.6
maxDamage0.76
maxForwardSpeed15
maxBackwardSpeed10
maxSideSpeed10
groundForce40 * 9.0
mass9.0
groundTraction3.0
maxEnergy120
drag1.0
density1.2
minDamageSpeed25
damageScale0.005
jumpImpulse125
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 }
jetSoundSoundJetLight
rFootSounds{ SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft,
lFootSounds{ SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft,
footPrints{ 0, 1 }
boxWidth0.0
boxDepth0.0
boxNormalHeight2.2
boxCrouchHeight1.8
boxNormalHeadPercentage0.83
boxNormalTorsoPercentage0.53
boxCrouchHeadPercentage0.6666
boxCrouchTorsoPercentage0.3333
boxHeadLeftPercentage0
boxHeadRightPercentage1
boxHeadBackPercentage0
boxHeadFrontPercentage1
B 5 mods flameShapeName "fusionbolt"
className"Armor"
shapeFile"larmor"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
flameShapeName"fusionbolt"
shieldShapeName"shield"
shadowDetailMask1
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
canCrouchtrue
maxJetSideForceFactor0.8
maxJetForwardVelocity35
minJetEnergy1
jetForce350
jetEnergyDrain0.6
maxDamage0.76
maxForwardSpeed15
maxBackwardSpeed10
maxSideSpeed10
groundForce40 * 9.0
mass9.0
groundTraction3.0
maxEnergy120
drag1.0
density1.2
minDamageSpeed25
damageScale0.005
jumpImpulse125
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 }
jetSoundSoundJetLight
rFootSounds{ SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft,
lFootSounds{ SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft,
footPrints{ 0, 1 }
boxWidth0.0
boxDepth0.0
boxNormalHeight2.2
boxCrouchHeight1.8
boxNormalHeadPercentage0.83
boxNormalTorsoPercentage0.53
boxCrouchHeadPercentage0.6666
boxCrouchTorsoPercentage0.3333
boxHeadLeftPercentage0
boxHeadRightPercentage1
boxHeadBackPercentage0
boxHeadFrontPercentage1
C 2 mods maxEnergy 500 · jetForce 436 · damageScale 0.001 · maxBackwardSpeed 13
className"Armor"
shapeFile"harmor"
flameShapeName"hflame"
shieldShapeName"shield"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
shadowDetailMask1
validateShapetrue
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
canCrouchtrue
maxJetSideForceFactor0.8
maxJetForwardVelocity32
minJetEnergy1
jetForce436
jetEnergyDrain0.1
maxDamage900000
maxForwardSpeed13
maxBackwardSpeed13
maxSideSpeed13
groundForce40 * 9.0
mass9.0
groundTraction3.0
maxEnergy500
drag1.0
density1.2
minDamageSpeed25
damageScale0.001
jumpImpulse75
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 root", 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 }
jetSoundSoundJetLight
rFootSounds{ SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft,
lFootSounds{ SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft,
footPrints{ 0, 1 }
boxWidth0
boxDepth0
boxNormalHeight0
boxCrouchHeight0
boxNormalHeadPercentage0.85
boxNormalTorsoPercentage0.53
boxCrouchHeadPercentage0.88
boxCrouchTorsoPercentage0.35
boxHeadLeftPercentage0
boxHeadRightPercentage1
boxHeadBackPercentage0
boxHeadFrontPercentage1
D 1 mods flameShapeName "rsmoke"
className"Armor"
shapeFile"larmor"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
flameShapeName"rsmoke"
shieldShapeName"shield"
shadowDetailMask1
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
canCrouchtrue
maxJetSideForceFactor0.8
maxJetForwardVelocity35
minJetEnergy1
jetForce350
jetEnergyDrain0.6
maxDamage0.76
maxForwardSpeed15
maxBackwardSpeed10
maxSideSpeed10
groundForce40 * 9.0
mass9.0
groundTraction3.0
maxEnergy120
drag1.0
density1.2
minDamageSpeed25
damageScale0.005
jumpImpulse125
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 }
jetSoundSoundJetLight
rFootSounds{ SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft,
lFootSounds{ SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft,
footPrints{ 0, 1 }
boxWidth0.0
boxDepth0.0
boxNormalHeight2.2
boxCrouchHeight1.8
boxNormalHeadPercentage0.83
boxNormalTorsoPercentage0.53
boxCrouchHeadPercentage0.6666
boxCrouchTorsoPercentage0.3333
boxHeadLeftPercentage0
boxHeadRightPercentage1
boxHeadBackPercentage0
boxHeadFrontPercentage1
Shipped by: Annihilation_vAG1
E 1 mods maxEnergy 60 · jetForce 450 · maxForwardSpeed 25 · maxJetForwardVelocity 50
className"Armor"
shapeFile"larmor"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
flameShapeName"lflame"
shieldShapeName"shield"
shadowDetailMask1
validateShapetrue
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
canCrouchtrue
maxJetSideForceFactor0.8
maxJetForwardVelocity50
minJetEnergy1
jetForce450
jetEnergyDrain0.5
maxDamage0.66
maxForwardSpeed25
maxBackwardSpeed10
maxSideSpeed10
groundForce40 * 9.0
mass9.0
groundTraction3.0
maxEnergy60
drag1.0
density1.2
minDamageSpeed25
damageScale0.005
jumpImpulse95
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 }
jetSoundSoundJetLight
rFootSounds{ SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft,
lFootSounds{ SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft,
footPrints{ 0, 1 }
boxWidth0.0
boxDepth0.0
boxNormalHeight0.0
boxCrouchHeight1.8
boxNormalHeadPercentage0.83
boxNormalTorsoPercentage0.53
boxCrouchHeadPercentage0.6666
boxCrouchTorsoPercentage0.3333
boxHeadLeftPercentage0
boxHeadRightPercentage1
boxHeadBackPercentage0
boxHeadFrontPercentage1
Shipped by: Sex_NC17
F 1 mods maxEnergy 60 · jetForce 450 · maxForwardSpeed 25 · maxJetForwardVelocity 50
className"Armor"
shapeFile"larmor"
damageSkinData"armorDamageSkins"
debrisIdplayerDebris
flameShapeName"lflame"
shieldShapeName"shield"
shadowDetailMask1
validateShapetrue
visibleToSensorTrue
mapFilter1
mapIcon"M_player"
canCrouchtrue
maxJetSideForceFactor0.8
maxJetForwardVelocity50
minJetEnergy1
jetForce450
jetEnergyDrain0.5
maxDamage0.66
maxForwardSpeed25
maxBackwardSpeed10
maxSideSpeed10
groundForce40 * 9.0
mass9.0
groundTraction3.0
maxEnergy60
drag1.0
density1.2
minDamageSpeed25
damageScale0.005
jumpImpulse95
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 }
jetSoundSoundJetLight
rFootSounds{ SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRHard, SoundLFootRSnow, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft, SoundLFootRSoft,
lFootSounds{ SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLHard, SoundLFootLSnow, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft, SoundLFootLSoft,
footPrints{ 0, 1 }
boxWidth0.0
boxDepth0.0
boxNormalHeight2.3
boxCrouchHeight1.8
boxNormalHeadPercentage0.83
boxNormalTorsoPercentage0.53
boxCrouchHeadPercentage0.6666
boxCrouchTorsoPercentage0.3333
boxHeadLeftPercentage0
boxHeadRightPercentage1
boxHeadBackPercentage0
boxHeadFrontPercentage1
Shipped by: sexmod3