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 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 |
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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
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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 | ||||
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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 | . |