⌂Starsiege: Tribes Community Archive

StaticShapeData PortaA community-made

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

17mods
2variants
82%agreement
◨ In-game configuration

This community StaticShapeData ships no new art — it reuses 1 existing Dynamix model, shown in the configuration the mod's script uses (structure). 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.

Structure
AB

2 variants across 17 mods; the most-shipped one is in 82% of them — almost everyone ships the same version.

What the variants disagree about

propertyA14 modsB3 modsspread
sequenceSound[0]{ "activate", SoundActivateAmmoStation }{ "activate", SoundActivateInventoryStation }2 vals
sequenceSound[1]{ "power", SoundAmmoStationPower }{ "power", SoundInventoryStationPower }2 vals
sequenceSound[2]{ "use", SoundUseAmmoStation }{ "use", SoundUseInventoryStation }2 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 (13)

description "Mobile Ammo Unit", shapeFile "Ammounit", classname "station", visibleToSensor true, maxDamage 1.5, debrisId flashDebrisLarge, mapFilter 4, mapIcon "M_station", damageSkinData "objectDamageSkins", shadowDetailMask 16, triggerRadius 1.5, explosionId flashExpLarge, shieldShapeName "shield"

All 2 variants

A 14 mods the most-shipped version
description"Mobile Ammo Unit"
shapeFile"Ammounit"
classname"station"
visibleToSensortrue
sequenceSound[0]{ "activate", SoundActivateAmmoStation }
sequenceSound[1]{ "power", SoundAmmoStationPower }
sequenceSound[2]{ "use", SoundUseAmmoStation }
maxDamage1.5
debrisIdflashDebrisLarge
mapFilter4
mapIcon"M_station"
damageSkinData"objectDamageSkins"
shadowDetailMask16
triggerRadius1.5
explosionIdflashExpLarge
shieldShapeName"shield"
B 3 mods sequenceSound[0] { "activate", SoundActivateInventoryStation } · sequenceSound[1] { "power", SoundInventoryStationPower } · sequenceSound[2] { "use", SoundUseInventoryStation }
description"Mobile Ammo Unit"
shapeFile"Ammounit"
classname"station"
visibleToSensortrue
sequenceSound[0]{ "activate", SoundActivateInventoryStation }
sequenceSound[1]{ "power", SoundInventoryStationPower }
sequenceSound[2]{ "use", SoundUseInventoryStation }
maxDamage1.5
debrisIdflashDebrisLarge
mapFilter4
mapIcon"M_station"
damageSkinData"objectDamageSkins"
shadowDetailMask16
triggerRadius1.5
explosionIdflashExpLarge
shieldShapeName"shield"