last change on page:
may 22-05
e0-content-main
engine zero
e0-MONSTER table, numbered (more or less) as in Forge + items on map
mind you, this is WIP (work in progress) so all will can be changed, for example:
current physics.txt = all separate monster-sequences are stuffed together in one for playtesting, but finally they have to be all seperated (each table-cell equals one sequence)

senseless pile of wip-screenshots
mxx = monster number, qxx = sequence number, skin nr = texture red = done pinky = done for now • black = work in progress • .mesh = Meshwork file • special = uh, somethin else
  • animation = e0 interpolates one .mesh file into another (unless stated otherwise, see Spht-flinch or Forcefield-item)
  • physics ani = rotation/scaling/positioning in the physics.txt
  • uv ani = a model (out of a sequence) can also have a changed uv-map, gives a quick 'flash' or blink
MONSTERS idle / variation walk/run/float melee / prim attack sec attack flinch softdying/sd-corps harddying/hd-corps special comment
Marine bazillion weapon_idles seperate torso-leg combo :) all weapons in hand a meleecombo-haloism? _ _ _ _ different multiplayercolurizer a la clut's of Anvil? this just the toughest of 'm all to get it right
m2 q2 skin 10
minor tick

Tick_idle1.mesh
Tick_idle2.mesh
Tick_idle3.mesh
Tick_idle1.mesh
Tick_idle2.mesh
Tick_idle3.mesh
X X X Tick_softdedfalling.mesh + Tick_softdedcorps.mesh _ _ sounds...
m3 q3 skin 10
major tick
Tick_idle1.mesh
Tick_idle2.mesh
Tick_idle3.mesh
Tick_idle1.mesh
Tick_idle2.mesh
Tick_idle3.mesh
Tick_attack1.mesh to Tick_attack8.mesh X X Tick_softdedfalling.mesh + Tick_softdedcorps.mesh _ _ sounds...
m4 q4 skin 10
kamikaze tick
Tick_idle1.mesh
Tick_idle2.mesh
Tick_idle3.mesh
Tick_idle1.mesh
Tick_idle2.mesh
Tick_idle3.mesh
Tick_blowup1.mesh to Tick_blowup3.mesh X Tick_blowup1.mesh to Tick_blowup3.mesh _ big blart particle explosion! _ sounds...
m5 q5 skin 25
minor spht

Spht_idle.mesh Spht_move1.mesh to Spht_move3.mesh Spht_atta1.mesh
Spht_atta2.mesh uv ani
Spht_atta3.mesh
_ hifi-effect:
new uvmap + non-intrapolation
qm Spht_flinch.mesh 10 1 0 etc
ditto X sfx? small texture
m6 q6 skin 26
major spht

Spht_idle.mesh Spht_move1.mesh to Spht_move3.mesh Spht_atta1.mesh
Spht_atta2.mesh uv ani
Spht_atta3.mesh
_ hifi-effect:
new uvmap + non-intrapolation
qm Spht_flinch.mesh 10 1 0 etc
ditto X sfx? small texture
m7 q7
minor invis spht
ditto as above _ _ _ _ _ _ _ ou est la transparency?
m8 q8
major invis spht
ditto as above _ _ _ _ _ _ _ ou est la transparency?
m9 q9 skin11
minor pfhor green

Pfhorfighter.mesh + Pfhorfighter_lookleft1.mesh + Pfhorfighter_lookleft2.mesh + Pfhorfighter_lookright1.mesh + Pfhorfighter_lookright2.mesh Pfhorfighter_walk1.mesh to Pfhorfighter_walk6.mesh Pfhorfighter_atta1.mesh to Pfhorfighter_atta5.mesh (!different uvmap!) _ Pfhorfighter_flinch.mesh Pfhorfighter_sdying1.mesh Pfhorfighter_sdying2.mesh / Pfhorfighter_sdead.mesh _ _ _
m10 q9 skin12
major pfhor purple

Pfhorfighter.mesh + Pfhorfighter_lookleft1.mesh + Pfhorfighter_lookleft2.mesh + Pfhorfighter_lookright1.mesh + Pfhorfighter_lookright2.mesh Pfhorfighter_walk1.mesh to Pfhorfighter_walk6.mesh Pfhorfighter_atta1.mesh to Pfhorfighter_atta5.mesh (!different uvmap!) _ Pfhorfighter_flinch.mesh Pfhorfighter_sdying1.mesh Pfhorfighter_sdying2.mesh / Pfhorfighter_sdead.mesh _ _ _
m11 q9 skin13
minor proj pfhor red

Pfhorfighter.mesh + Pfhorfighter_lookleft1.mesh + Pfhorfighter_lookleft2.mesh + Pfhorfighter_lookright1.mesh + Pfhorfighter_lookright2.mesh Pfhorfighter_walk1.mesh to Pfhorfighter_walk6.mesh Pfhorfighter_atta1.mesh to Pfhorfighter_atta5.mesh (!different uvmap!) Pfhorfighter_atta1.mesh to Pfhorfighter_atta5.mesh (!different uvmap!) Pfhorfighter_flinch.mesh Pfhorfighter_sdying1.mesh Pfhorfighter_sdying2.mesh / Pfhorfighter_sdead.mesh _ _ _
m12 q9 skin14
major proj pfhor blue

Pfhorfighter.mesh + Pfhorfighter_lookleft1.mesh + Pfhorfighter_lookleft2.mesh + Pfhorfighter_lookright1.mesh + Pfhorfighter_lookright2.mesh Pfhorfighter_walk1.mesh to Pfhorfighter_walk6.mesh Pfhorfighter_atta1.mesh to Pfhorfighter_atta5.mesh (!different uvmap!) Pfhorfighter_atta1.mesh to Pfhorfighter_atta5.mesh (!different uvmap!) Pfhorfighter_flinch.mesh Pfhorfighter_sdying1.mesh Pfhorfighter_sdying2.mesh / Pfhorfighter_sdead.mesh _ _
m13+m14+m15 q10+q11+q12 skin15
green bob/3 heads
bob_var1-idle1.mesh to bob_var1-idle4.mesh
bob_var2-idle1.mesh to bob_var2-idle4.mesh
bob_var3-idle1.mesh to bob_var3-idle4.mesh
bob_var1_run1.mesh to bob_var1_run4.mesh
bob_var2_run1.mesh to bob_var2_run4.mesh
bob_var3_run1.mesh to bob_var3_run4.mesh
_ bob_var1_shoot1.mesh to bob_var1_shoot4.mesh
bob_var2_shoot1.mesh to bob_var2_shoot4.mesh
bob_var3_shoot1.mesh to bob_var3_shoot4.mesh
bob_var1_flinch1.mesh to bob_var1_flinch2.mesh
bob_var2_flinch1.mesh to bob_var2_flinch2.mesh
bob_var3_flinch1.mesh to bob_var3_flinch2.mesh
bob_var1_sdying1.mesh to bob_var1_sdying2.mesh / bob_var1_sdead.mesh
bob_var2_sdying1.mesh to bob_var2_sdying2.mesh / bob_var2_sdead.mesh
bob_var3_sdying1.mesh to bob_var3_sdying2.mesh / bob_var3_sdead.mesh
_ _ each sequence can have 3 variations for 3 different heads (besides green/blue/beige uniforms...)
m22+m23 q10+q11 skin16
blue bob/2 heads
bob_var1-idle1.mesh to bob_var1-idle4.mesh
bob_var2-idle1.mesh to bob_var2-idle4.mesh
bob_var3-idle1.mesh to bob_var3-idle4.mesh
bob_var1_run1.mesh to bob_var1_run4.mesh
bob_var2_run1.mesh to bob_var2_run4.mesh
bob_var3_run1.mesh to bob_var3_run4.mesh
melee... (he IS a security-guy...
bob_punch1.mesh to bob_punch3.mesh
bob_var1_shoot1.mesh to bob_var1_shoot4.mesh
bob_var2_shoot1.mesh to bob_var2_shoot4.mesh
bob_var3_shoot1.mesh to bob_var3_shoot4.mesh
bob_var1_flinch1.mesh to bob_var1_flinch2.mesh
bob_var2_flinch1.mesh to bob_var2_flinch2.mesh
bob_var3_flinch1.mesh to bob_var3_flinch2.mesh
bob_var1_sdying1.mesh to bob_var1_sdying2.mesh / bob_var1_sdead.mesh
bob_var2_sdying1.mesh to bob_var2_sdying2.mesh / bob_var2_sdead.mesh
bob_var3_sdying1.mesh to bob_var3_sdying2.mesh / bob_var3_sdead.mesh
_ _ each sequence can have 3 variations for 3 different heads (besides green/blue/beige uniforms...)
m24 q12 skin17
beige bob/1 heads
bob_var1-idle1.mesh to bob_var1-idle4.mesh
bob_var2-idle1.mesh to bob_var2-idle4.mesh
bob_var3-idle1.mesh to bob_var3-idle4.mesh
bob_var1_run1.mesh to bob_var1_run4.mesh
bob_var2_run1.mesh to bob_var2_run4.mesh
bob_var3_run1.mesh to bob_var3_run4.mesh
_ bob_var1_shoot1.mesh to bob_var1_shoot4.mesh
bob_var2_shoot1.mesh to bob_var2_shoot4.mesh
bob_var3_shoot1.mesh to bob_var3_shoot4.mesh
bob_var1_flinch1.mesh to bob_var1_flinch2.mesh
bob_var2_flinch1.mesh to bob_var2_flinch2.mesh
bob_var3_flinch1.mesh to bob_var3_flinch2.mesh
bob_var1_sdying1.mesh to bob_var1_sdying2.mesh / bob_var1_sdead.mesh
bob_var2_sdying1.mesh to bob_var2_sdying2.mesh / bob_var2_sdead.mesh
bob_var3_sdying1.mesh to bob_var3_sdying2.mesh / bob_var3_sdead.mesh
_ _ each sequence can have 3 variations for 3 different heads (besides green/blue/beige uniforms...)

assim bob
_ _ _ _ _ _ _ _ _
m17 q14 skin19
minor drone
drone3.mesh drone1.mesh to drone3.mesh drone3_atta1.mesh to drone3_atta3.mesh _ _ _ green explosion drone_dying1.mesh to drone_dying2.mesh / drone_dead.mesh _ falling body-phyics? dying needs a nice particle-trail
m18 q14 skin20
major drone
drone3.mesh drone1.mesh to drone3.mesh drone3_atta1.mesh to drone3_atta3.mesh _ _ _ green explosion drone_dying1.mesh to drone_dying2.mesh / drone_dead.mesh _ falling body-phyics? dying needs a nice particle-trail
m19 q15 skin19
big minor drone
drone3.mesh drone1.mesh to drone3.mesh drone3_atta1.mesh to drone3_atta3.mesh _ _ _ red explosion drone_dying1.mesh to drone_dying2.mesh / drone_dead.mesh _ falling body-phyics? dying needs a nice particle-trail
m20 q15 skin20
big angry drone
drone3.mesh drone1.mesh to drone3.mesh drone3_atta1.mesh to drone3_atta3.mesh _ _ _ red explosion drone_dying1.mesh to drone_dying2.mesh / drone_dead.mesh _ falling body-phyics? dying needs a nice particle-trail
m21 q14 skin21
poss drone
drone3.mesh drone1.mesh to drone3.mesh drone3_atta1.mesh to drone3_atta3.mesh _ _ _ grey explosion drone_dying1.mesh to drone_dying2.mesh / drone_dead.mesh _ falling body-phyics? dying needs a nice particle-trail

minor cyborg

Cyborg_step1.mesh Cyborg_step1.mesh to Cyborg_step4to1.mesh - Cyborg_grenading.mesh Cyborg_flinch.mesh _ Cyborg_dying1.mesh to Cyborg_dying5.mesh / Cyborg_ded.mesh _ blammo!

major cyborg
Cyborg_step1.mesh Cyborg_step1.mesh to Cyborg_step4to1.mesh - Cyborg_grenading.mesh Cyborg_flinch.mesh _ Cyborg_dying1.mesh to Cyborg_dying5.mesh / Cyborg_ded.mesh _ blammo!

minor flame cyborg
Cyborg_step1.mesh Cyborg_step1.mesh to Cyborg_step4to1.mesh - Cyborg_goingflame.mesh Cyborg_flaming.mesh Cyborg_flinch.mesh _ Cyborg_dying1.mesh to Cyborg_dying5.mesh / Cyborg_ded.mesh _ blammo!

major flame cyborg
Cyborg_step1.mesh Cyborg_step1.mesh to Cyborg_step4to1.mesh - Cyborg_goingflame.mesh Cyborg_flaming.mesh Cyborg_flinch.mesh _ Cyborg_dying1.mesh to Cyborg_dying5.mesh / Cyborg_ded.mesh _ blammo!

minor enforcer

Enforcer_blah1.mesh
Enforcer_blah2.mesh
Enforcer_blah3.mesh
Enforcer_blahnonL.mesh
Enforcer_blahnonR.mesh
Enforcer_blahyeah.mesh
Enforcer_lookleft.mesh
Enforcer_lookright.mesh Enforcer.mesh
Enforcer_walk1.mesh to Enforcer_walk4.mesh Enforcer_shoot1.mesh to Enforcer_shoot4.mesh _ Enforcer_flinch1.mesh Enforcer_flinch2.mesh Enforcer_flinch1.mesh, Enforcer_flinch2.mesh, Enforcer_dying1.mesh, Enforcer_dying2.mesh / Enforcer_ded.mesh _ arms-leg-splatter-packet? lots and LOTS of combinations with the idle-sequences

major enforcer
Enforcer_blah1.mesh
Enforcer_blah2.mesh
Enforcer_blah3.mesh
Enforcer_blahnonL.mesh
Enforcer_blahnonR.mesh
Enforcer_blahyeah.mesh
Enforcer_lookleft.mesh
Enforcer_lookright.mesh Enforcer.mesh
Enforcer_walk1.mesh to Enforcer_walk4.mesh Enforcer_shoot1.mesh to Enforcer_shoot4.mesh _ Enforcer_flinch1.mesh Enforcer_flinch2.mesh Enforcer_flinch1.mesh, Enforcer_flinch2.mesh, Enforcer_dying1.mesh, Enforcer_dying2.mesh / Enforcer_ded.mesh _ arms-leg-splatter-packet? lots and LOTS of combinations with the idle-sequences

minor hunter

Hunter_idle1.mesh Hunter_idle2.mesh Hunter_run_1.mesh to Hunter_run_6.mesh melee!
Hunter_melee1.mesh to Hunter_melee6.mesh
(nr2 is jab, nr3 is smack)
Hunter_launch1.mesh (shieldcannons)
Hunter_shldcannon1.mesh / shouldercannon
Hunter_flinch1.mesh Hunter_flinch2.mesh Hunter_dying1.mesh Hunter_dying2.mesh / Hunter_softded.mesh - - Hunter as it was ment to be
double whammy melee with shields
midrange shieldguns
long-range Ye Ol' Huntercannon
Hunterhound

major hunter

Hunter_idle1.mesh Hunter_idle2.mesh Hunter_run_1.mesh to Hunter_run_6.mesh
melee!
Hunter_melee1.mesh to Hunter_melee6.mesh
(nr2 is jab, nr3 is smack)
Hunter_launch1.mesh (shieldcannons)
Hunter_shldcannon1.mesh / shouldercannon
Hunter_flinch1.mesh Hunter_flinch2.mesh Hunter_dying1.mesh Hunter_dying2.mesh / Hunter_softded.mesh - - -

minor trooper
model+texture+animations _ _ _ _ _ _ _ _

major trooper
model+texture+animations _ _ _ _ _ _ _ _

mother of cyborgs
Cyborg_step1.mesh Cyborg_step1.mesh to Cyborg_step4to1.mesh Cyborg_grenading.mesh Cyborg_goingflame.mesh Cyborg_flaming.mesh Cyborg_flinch.mesh _ Cyborg_dying1.mesh to Cyborg_dying5.mesh / Cyborg_ded.mesh _ blammo!

mother of hunters

Hunter_idle1.mesh Hunter_idle2.mesh Hunter_run_1.mesh to Hunter_run_6.mesh melee! customized for this big basterd?
Hunter_melee1.mesh to Hunter_melee6.mesh
(nr2 is jab, nr3 is smack)
atta-shield / cannon
Hunter_flinch1.mesh Hunter_flinch2.mesh Hunter_dying1.mesh Hunter_dying2.mesh / Hunter_softded.mesh Hunter_nuke1.mesh - Hunter_nuke1r.mesh - Hunter_nuke2.mesh - Hunter_nuke2r.mesh - Hunter_nuke3.mesh - Hunter_nuke3r.mesh - Hunter_nuke4.mesh - Hunter_nuke4r.mesh - Hunter_nuke5.mesh - Hunter_nuke5r.mesh - Hunter_nuke6.mesh - Hunter_nuke6r.mesh / Hunter_nuked.mesh blg elextrify zapfblasto at harddeath -

sewage flickta

Flickta_idle1.mesh to Flickta_idle4.mesh Flickta_walk1b.mesh to Flickta_walk4b.mesh
variation with mouth open: Flickta_walk1open.mesh to Flickta_walk4open.mesh
leap: Flickta_atta1.mesh to Flickta_atta4.mesh
righthook: Flickta_scratch1.mesh to Flickta_scratch3.mesh
var: Flickta_scratch2b.mesh
Flickta_throw1.mesh to Flickta_throw3.mesh + Flickta_scratch3.mesh Flickta_flinch1.mesh to Flickta_flinch2.mesh Flickta_flinch1.mesh to Flickta_flinch2.mesh, Flickta_ded1.mesh
(var: add Flickta_ded1r.mesh to Flickta_ded4r.mesh)
limbsbomb (to be invented :) _ Flickta are mouthbreeders, they do NOT attack with their precious eggchamber open :)

water flickta
Flickta_idle1.mesh to Flickta_idle4.mesh Flickta_walk1b.mesh to Flickta_walk4b.mesh
variation with mouth open: Flickta_walk1open.mesh to Flickta_walk4open.mesh
leap: Flickta_atta1.mesh to Flickta_atta4.mesh
righthook: Flickta_scratch1.mesh to Flickta_scratch3.mesh
var: Flickta_scratch2b.mesh
no waterballoonfest :( Flickta_flinch1.mesh to Flickta_flinch2.mesh Flickta_flinch1.mesh to Flickta_flinch2.mesh, Flickta_ded1.mesh
(var: add Flickta_ded1r.mesh to Flickta_ded4r.mesh)
limbsbomb (to be invented :) _ Flickta are mouthbreeders, they do NOT attack with their precious eggchamber open :)

lava flickta
Flickta_idle1.mesh to Flickta_idle4.mesh Flickta_walk1b.mesh to Flickta_walk4b.mesh
variation with mouth open: Flickta_walk1open.mesh to Flickta_walk4open.mesh
leap: Flickta_atta1.mesh to Flickta_atta4.mesh
righthook: Flickta_scratch1.mesh to Flickta_scratch3.mesh
var: Flickta_scratch2b.mesh
flamin fireballz Flickta_flinch1.mesh to Flickta_flinch2.mesh Flickta_flinch1.mesh to Flickta_flinch2.mesh, Flickta_ded1.mesh
(var: add Flickta_ded1r.mesh to Flickta_ded4r.mesh)
limbsbomb (to be invented :) _ Flickta are mouthbreeders, they do NOT attack with their precious eggchamber open :)

minor spht kr
_ _ _ _ _ _ _ _ _

major spht kr
_ _ _ _ _ _ _ _ _

minor juggie
model+texture+animations _ _ _ _ _ _ _ _

major juggie
model+texture+animations _ _ _ _ _ _ _ _

tiny pfhor= The Hound + MoaH-Hound

Hound_idle1.mesh to Hound_idle3.mesh Hound_walk1.mesh to Hound_walk4.mesh
variation: Hound_walk1b.mesh to Hound_walk4b.mesh
Hound_bite1.mesh to Hound_bite2.mesh _ Hound_flinch1.mesh to Hound_flinch3.mesh Hound_dying1.mesh to Hound_dying3.mesh - pause200 - deathwrigle: Hound_gamba1.mesh to Hound_gamba4.mesh / Hound_gamba4.mesh _ small fist-attack explosion at deathwrigle _

tiny bob (empty slot for Hulk?)
_ _ _ _ _ _ _ _ _

tiny flickta (empty slot for MADD?)
_ _ _ _ _ _ _ _ _

green vacbob
_ _ _ _ _ _ _ _ _

blue vacbob
_ _ _ _ _ _ _ _ _

security vacbob
_ _ _ _ _ _ _ _ _

assim vacbob
_ _ _ _ _ _ _ _ _
e0-items on map
ixx = item number, qxx = sequence number, skin nr = texture / red = done (heh) / black = work in progress / static / animated / special / comment
ITEMS idle animated special comment
i1 q16 skin 23
Magnum Pistol/s
wi_magnum.mesh - - texture needs love and attention
i2 q17 skin 23
Magnum Ammo
wi_ammo_magnumbox.mesh - - -
i3 q18 skin 22
MA-75 Assault Rifle
wi_MA75B.mesh - - bit strange shape underneath the hood
i4 q19 skin 24
MA-75 Clip
wi_ammo_battlerifle-box.mesh - - -
i5 q20 skin 23
MA-75 Grenade Clip
wi_ammo_grenadeclip.mesh - - 6-pack?
i6 q21 skin 22
Fusion Pistol
wi_fusion.mesh - - -
i7 q22 skin 23
Fusion Battery Pack
- wi_ammo_fushionbox1.mesh to wi_ammo_fushionbox2.mesh (beep beep) - small soft beep?
i8 q23 skin 22
SPNKR-XP SSM Launcher
wi_SPNKR.mesh - - single barrel godammit!
i9 q24 skin 23
Rocket Pack
wi_ammo_rocketpack.mesh - - have a cigar
i10 q25 skin 24
WSTE-M Shotgun
wi_shotgun.mesh (physics.txt ani) - -
i11 q26 skin 23
Shotgunshells
wi_ammo_shotgun.mesh - - 14x in a box... fourteen??
i12 q27 skin 22
T0ZT-7
- uv ani, 4-phase
wi_TOZT1.mesh to wi_TOZT4.mesh
- -
i13 q28 skin 23
T0ZT-duo refill
wi_ammo_tozt.mesh - - -
i14 q29 skin 24
KKV-7 SMG
wi_KKV7_smg.mesh - - -
i15 q30 skin 24
10mm Flechette
wi_ammo_KKV7-box.mesh - - flechette-ammo is sick stuff!
i16 q33 skin 22
Purple!Green!Yellow!AlienWeapon!
- hell yeah!
wi_alien_1.mesh to wi_alien_6.mesh
- soft low pulsing noise?
i17 q31 skin 24
Flapping Weavery
wi_flag1.mesh to wi_flag4.mesh - - mmmmm CTF...
i18 q32 skin 24
Bouncy Undead
wi_ball1.mesh to wi_ball5.mesh + physics.txt ani - - Boink Boink Play Ball!!
i19 q33 skin 22
InfraRed
item_IR_vision.mesh + physics.txt ani - - Iım blue, are you?
i20 q34 skin 22
Wide Vision
item_extrawide_vision.mesh + physics.txt ani - - Trip-O-Vision™
i21 q35 skin 22
ForceField
item_hifi-shield1.mesh to item_hifi-shield3.mesh + physics.txt ani hifi-sfx?? - Invincible. Ah, canıt touch this
i22 q36 skin 22
Energy 1x
item_energy_1x.mesh - -
i23 q37 skin 22
Energy 2x
item_energy_2x.mesh - -
i24 q38 skin 22
Energy 3x
item_energy_3x.mesh - -
i25 q39 skin 22
Oxygen
item_oxygen.mesh - -
e0-proj on map
ixx = item number (projectiles placed as static item on map) • contrail • mesh-file or e0-particlethinghy • nada: invisible (actually none)(called done 'cause there is no modelling :)
missile - proj_rocket.mesh  .
grenade - proj_grenade.mesh  .
pistol bullet - nada  .
AR bullet - nada  .
shotgun shot - nada  .
pfor staff - . .  .
pfor projectile - proj_pfhorstafbolt1.mesh to proj_pfhorstafbolt4.mesh  .
flamethrower - Lewis! Go Wild!  .
spht bolt - proj_Shpt_bolt1.mesh to proj_Shpt_bolt6.mesh  .
seeking spht bolt - . .  .
alien weapon blast - flamo particle?  .
fusion bolt- . .  .
fusion overload bolt . .  .
hunter bolt - proj_Hunterbolt.mesh  .
fist punch nada  .
unused1 - proj_Huntersmartrocket.mesh (see longrange attack hunter...)  .
unused 2 - Hulk smack  .
missile 2 - . .  .
trooper machine gun - nada  .
trooper grenade - proj_Troopernade.mesh  .
spht kr bolt - proj_ShptKr_bolt1.mesh to proj_ShptKr_bolt8.mesh  .
major spht kr bolt - . .  .
juggie missile - proj_juggerrocket.mesh  .
energy drain - inverse pulsing beam?  .
major energy drain - . .  .
oxy drain - . .  .
drone bolt - green proj_dronebolt.mesh  .
fast drone bolt - yellow proj_fastdronebolt.mesh  .
possessed drone bolt - yellow proj_dronebolt.mesh  .
bouncing grenade -(red) proj_cyborgball.mesh  .
seeking grenade -(green) proj_cyborgballseeker.mesh  .
ball - wi_ball1.mesh  .
fusion media backblast - . .  .
fusion overload media backblast - . .  .
fusion overload self-destruct - . .  .
flickta mudball - proj_flicktamudball1.mesh to proj_flicktamudball3.mesh  .
flickta lava glob - . .  .
smg bullet - nada  .
(original list straight copy from the BattleCats's litterbox, bottom of this page: Marathon/Anvil/HAS/EditNotes)