I've created a modeldef containing 62 models (md3), Models are monster gibs, set in groups.
This is just a preview of models used in modeldef
Spoiler:I created an actor for each group of gibs. When I'm trying to summon specific gib group, (for example Summon LIMB01-Alientrooper or Summon LIMB02-Deadguy) for test purposes it works just fine.
When im trying to summon those gibs inside Actor (monster) as Xdeath, models(gibs) are invisible. So, I created new Actor (ALLGIBS) to test what's wrong.
In that Actor I've loaded All Frames from All groups to see if I could SUMMON ALLGIBS
The Problem is, When I summon allgibs (test) models are invisible. I'm not sure why.
When I summon Each Individual group (for example Summon LIMB01-Alientrooper or Summon LIMB02-Deadguy) , it works just fine.
MODELDEF for LIMBS
Spoiler:Individual Group spawner for testing (it works just Fine)Code: Select all
////////////////////////////////////////////// ///// ALIEN TROOPER LIMBS ///// LI01 ABC - 3 Models ////////////////////////////////////////////// Model LIMB01-Alientrooper { Path "Models/Gibs/LIMB01-Alientrooper" Model 0 "Limb01A-Alientrooper-Hand1.md3" SurfaceSkin 0 0 "LIMB01-Alientrooper-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI01 A 0 0 } Model LIMB01-Alientrooper { Path "Models/Gibs/LIMB01-Alientrooper" Model 0 "Limb01B-Alientrooper-Hand2.md3" SurfaceSkin 0 0 "LIMB01-Alientrooper-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI01 B 1 0 } Model LIMB01-Alientrooper { Path "Models/Gibs/LIMB01-Alientrooper" Model 0 "Limb01C-Alientrooper-Head.md3" SurfaceSkin 0 0 "LIMB01-Alientrooper-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI01 C 2 0 } ////////////////////////////////////////////// ///// DEADGUY LIMBS ///// LI02 ABC - 3 Models ////////////////////////////////////////////// Model LIMB02-Deadguy { Path "Models/Gibs/LIMB02-Deadguy" Model 0 "LIMB02A-DeadguyHand1.md3" SurfaceSkin 0 0 "LIMB02-Deadguy-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI02 A 0 0 } Model LIMB02-Deadguy { Path "Models/Gibs/LIMB02-Deadguy" Model 0 "LIMB02B-DeadguyHand2.md3" SurfaceSkin 0 0 "LIMB02-Deadguy-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI02 B 1 0 } Model LIMB02-Deadguy { Path "Models/Gibs/LIMB02-Deadguy" Model 0 "LIMB02C-DeadguyHead.md3" SurfaceSkin 0 0 "LIMB02-Deadguy-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI02 C 2 0 } ////////////////////////////////////////////// ///// FAUST LIMBS ///// LI03 ABC - 3 Models ////////////////////////////////////////////// Model LIMB03-Faust { Path "Models/Gibs/LIMB03-Faust" Model 0 "LIMB03A-Faust-Hand1.md3" SurfaceSkin 0 0 "LIMB03-Faust-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI03 A 0 0 } Model LIMB03-Faust { Path "Models/Gibs/LIMB03-Faust" Model 0 "LIMB03B-Faust-Hand2.md3" SurfaceSkin 0 0 "LIMB03-Faust-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI03 B 1 0 } Model LIMB03-Faust { Path "Models/Gibs/LIMB03-Faust" Model 0 "LIMB03C-Faust-Head.md3" SurfaceSkin 0 0 "LIMB03-Faust-SKIN.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI03 C 2 0 } ////////////////////////////////////////////// ///// GROSS LIMBS ///// LI04 ABC - 3 Models ////////////////////////////////////////////// Model LIMB04-Gross { Path "Models/Gibs/LIMB04-Gross" Model 0 "LIMB04A-Gross-Hand1.md3" SurfaceSkin 0 0 "LIMB04-Gross-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI04 A 0 0 } Model LIMB04-Gross { Path "Models/Gibs/LIMB04-Gross" Model 0 "LIMB04B-Gross-Hand2.md3" SurfaceSkin 0 0 "LIMB04-Gross-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI04 B 1 0 } Model LIMB04-Gross { Path "Models/Gibs/LIMB04-Gross" Model 0 "LIMB04C-Gross-Head.md3" SurfaceSkin 0 0 "LIMB04-Gross-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI04 C 2 0 } ////////////////////////////////////////////// ///// HERO DAMAGED SKIN LIMBS ///// LI05 ABC - 3 Models ///// You can add more Hero skins here as LI05 DEFGHIJKL... etc etc... ////////////////////////////////////////////// Model LIMB05-HeroDamaged { Path "Models/Gibs/LIMB05-Hero" Model 0 "LIMB05A-Hero-Hand1.md3" SurfaceSkin 0 0 "LIMB05-Herodamaged-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI05 A 0 0 } Model LIMB05-HeroDamaged { Path "Models/Gibs/LIMB05-Hero" Model 0 "LIMB05B-Hero-Hand2.md3" SurfaceSkin 0 0 "LIMB05-Herodamaged-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI05 B 1 0 } Model LIMB05-HeroDamaged { Path "Models/Gibs/LIMB05-Hero" Model 0 "LIMB05C-Hero-Head.md3" SurfaceSkin 0 0 "LIMB05-Herodamaged-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI05 C 2 0 } ////////////////////////////////////////////// ///// JOKER SKIN LIMBS ///// LI06 ABC - 3 Models ////////////////////////////////////////////// Model LIMB06-Joker { Path "Models/Gibs/LIMB06-Joker" Model 0 "LIMB06A-Joker-Hand1.md3" SurfaceSkin 0 0 "LIMB06-Joker-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI06 A 0 0 } Model LIMB06-Joker { Path "Models/Gibs/LIMB06-Joker" Model 0 "LIMB06B-Joker-Hand2.md3" SurfaceSkin 0 0 "LIMB06-Joker-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI06 B 1 0 } Model LIMB06-Joker { Path "Models/Gibs/LIMB06-Joker" Model 0 "LIMB06C-Joker-Head.md3" SurfaceSkin 0 0 "LIMB06-Joker-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI06 C 2 0 } ////////////////////////////////////////////// ///// LIONGUY SKIN LIMBS ///// LI07 ABC - 3 Models ////////////////////////////////////////////// Model LIMB07-Lionguy { Path "Models/Gibs/LIMB07-LionGuy" Model 0 "LIMB07A-LionGuy-Hand1.md3" SurfaceSkin 0 0 "LIMB07-LionGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI07 A 0 0 } Model LIMB07-Lionguy { Path "Models/Gibs/LIMB07-LionGuy" Model 0 "LIMB07B-LionGuyHand2.md3" SurfaceSkin 0 0 "LIMB07-LionGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI07 B 1 0 } Model LIMB07-Lionguy { Path "Models/Gibs/LIMB07-LionGuy" Model 0 "LIMB07C-LionGuyHead.md3" SurfaceSkin 0 0 "LIMB07-LionGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI07 C 2 0 } ////////////////////////////////////////////// ///// MongGrunt SKIN LIMBS ///// LI08 ABC - 3 Models ////////////////////////////////////////////// Model LIMB08-MongGrunt { Path "Models/Gibs/LIMB08-MongGrunt" Model 0 "LIMB08A-MongGrunt-Hand1.md3" SurfaceSkin 0 0 "LIMB08-MongGrunt-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI08 A 0 0 } Model LIMB08-MongGrunt { Path "Models/Gibs/LIMB08-MongGrunt" Model 0 "LIMB08B-MongGrunt-Hand2.md3" SurfaceSkin 0 0 "LIMB08-MongGrunt-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI08 B 1 0 } Model LIMB08-MongGrunt { Path "Models/Gibs/LIMB08-MongGrunt" Model 0 "LIMB08C-MongGrunt-Head.md3" SurfaceSkin 0 0 "LIMB08-MongGrunt-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI08 C 2 0 } ////////////////////////////////////////////// ///// AlienCaptain SKIN LIMBS ///// LI09 ABC - 3 Models ////////////////////////////////////////////// Model LIMB09-AlienCaptain { Path "Models/Gibs/LIMB09-AlienCaptain" Model 0 "LIMB09A-AlienCaptain-Hand1.md3" SurfaceSkin 0 0 "LIMB09-AlienCaptain-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI09 A 0 0 } Model LIMB09-AlienCaptain { Path "Models/Gibs/LIMB09-AlienCaptain" Model 0 "LIMB09B-AlienCaptain-Hand2.md3" SurfaceSkin 0 0 "LIMB09-AlienCaptain-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI09 B 1 0 } Model LIMB09-AlienCaptain { Path "Models/Gibs/LIMB09-AlienCaptain" Model 0 "LIMB09C-AlienCaptain-Head.md3" SurfaceSkin 0 0 "LIMB09-AlienCaptain-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI09 C 2 0 } ////////////////////////////////////////////// ///// FATGUY SKIN LIMBS ///// LI10 AB - 2 Models ////////////////////////////////////////////// Model LIMB10-FatGuy { Path "Models/Gibs/LIMB10-FatGuy" Model 0 "LIMB10A-FatGuy-Hand1.md3" SurfaceSkin 0 0 "LIMB10-FatGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI10 A 0 0 } Model LIMB10-FatGuy { Path "Models/Gibs/LIMB10-FatGuy" Model 0 "LIMB10B-FatGuy-Hand2.md3" SurfaceSkin 0 0 "LIMB10-FatGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI10 B 1 0 } ////////////////////////////////////////////// ///// GOBLIN SKIN LIMBS ///// LI11 ABC - 3 Models ////////////////////////////////////////////// Model LIMB11-Goblin { Path "Models/Gibs/LIMB11-Goblin" Model 0 "LIMB11A-Goblin-Hand1.md3" SurfaceSkin 0 0 "LIMB11-Goblin-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI11 A 0 0 } Model LIMB11-Goblin { Path "Models/Gibs/LIMB11-Goblin" Model 0 "LIMB11B-Goblin-Hand2.md3" SurfaceSkin 0 0 "LIMB11-Goblin-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI11 B 1 0 } Model LIMB11-Goblin { Path "Models/Gibs/LIMB11-Goblin" Model 0 "LIMB11C-Goblin-Head.md3" SurfaceSkin 0 0 "LIMB11-Goblin-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI11 C 2 0 } ////////////////////////////////////////////// ///// SKELETON GUY SKIN LIMBS ///// LI12 ABC - 3 Models ////////////////////////////////////////////// Model LIMB12-SkeletonGuy //Normal Skin { Path "Models/Gibs/LIMB12-SkeletonGuy" Model 0 "LIMB12A-SkeletonGuy-Hand1.md3" SurfaceSkin 0 0 "LIMB12-SkeletonGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI12 A 0 0 } Model LIMB12-SkeletonGuy //Normal Skin { Path "Models/Gibs/LIMB12-SkeletonGuy" Model 0 "LIMB12B-SkeletonGuy-Hand2.md3" SurfaceSkin 0 0 "LIMB12-SkeletonGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI12 B 1 0 } Model LIMB12-SkeletonGuy //Normal Skin { Path "Models/Gibs/LIMB12-SkeletonGuy" Model 0 "LIMB12C-SkeletonGuy-Head.md3" SurfaceSkin 0 0 "LIMB12-SkeletonGuy-Skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI12 C 2 0 } ////////////////////////////////////////////// ///// RED SKELETON GUY SKIN LIMBS ///// LI13 ABC - 3 Models ////////////////////////////////////////////// Model LIMB13-SkeletonRed //Red Skin { Path "Models/Gibs/LIMB13-SkeletonRed" Model 0 "LIMB13A-SkeletonGuy-Hand1.md3" SurfaceSkin 0 0 "LIMB12-SkeletonGuy-SkinRed.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI13 A 0 0 } Model LIMB13-SkeletonRed //Red Skin { Path "Models/Gibs/LIMB13-SkeletonRed" Model 0 "LIMB13B-SkeletonGuy-Hand2.md3" SurfaceSkin 0 0 "LIMB12-SkeletonGuy-SkinRed.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI13 B 1 0 } Model LIMB13-SkeletonRed //Red Skin { Path "Models/Gibs/LIMB13-SkeletonRed" Model 0 "LIMB13C-SkeletonGuy-Head.md3" SurfaceSkin 0 0 "LIMB12-SkeletonGuy-SkinRed.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI13 C 2 0 } ////////////////////////////////////////////// ///// VIKING SKIN LIMBS ///// LI14 ABC - 3 Models ////////////////////////////////////////////// Model LIMB14-Viking //Red Skin { Path "Models/Gibs/LIMB14-Viking" Model 0 "LIMB14A-Viking-Hand1.md3" SurfaceSkin 0 0 "LIMB14-Viking-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI14 A 0 0 } Model LIMB14-Viking //Red Skin { Path "Models/Gibs/LIMB14-Viking" Model 0 "LIMB14B-Viking-Hand2.md3" SurfaceSkin 0 0 "LIMB14-Viking-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI14 B 1 0 } Model LIMB14-Viking { Path "Models/Gibs/LIMB14-Viking" Model 0 "LIMB14C-Viking-Head.md3" SurfaceSkin 0 0 "LIMB14-Viking-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI14 C 2 0 } ////////////////////////////////////////////// ///// STRATOS SKIN LIMBS ///// LI15 ABC - 3 Models ////////////////////////////////////////////// Model LIMB15-Stratos { Path "Models/Gibs/LIMB15-Stratos" Model 0 "LIMB15A-Stratos-Leg1.md3" SurfaceSkin 0 0 "LIMB15-Stratos-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI15 A 0 0 } Model LIMB15-Stratos { Path "Models/Gibs/LIMB15-Stratos" Model 0 "LIMB15B-Stratos-Leg2.md3" SurfaceSkin 0 0 "LIMB15-Stratos-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI15 B 1 0 } Model LIMB15-Stratos { Path "Models/Gibs/LIMB15-Stratos" Model 0 "LIMB15C-Stratos-Head.md3" SurfaceSkin 0 0 "LIMB15-Stratos-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI15 C 2 0 } ////////////////////////////////////////////// ///// Lieutenant SKIN LIMBS ///// LI16 ABC - 3 Models ////////////////////////////////////////////// Model LIMB16-Lieutenant { Path "Models/Gibs/LIMB16-Lieutenant" Model 0 "LIMB16A-Lieutenant-Leg1.md3" SurfaceSkin 0 0 "LIMB16-Lieutenant-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI16 A 0 0 } Model LIMB16-Lieutenant { Path "Models/Gibs/LIMB16-Lieutenant" Model 0 "LIMB16B-Lieutenant-Leg2.md3" SurfaceSkin 0 0 "LIMB16-Lieutenant-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI16 B 1 0 } Model LIMB16-Lieutenant { Path "Models/Gibs/LIMB16-Lieutenant" Model 0 "LIMB16C-Lieutenant-Head.md3" SurfaceSkin 0 0 "LIMB16-Lieutenant-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI16 C 2 0 } ////////////////////////////////////////////// ///// ORC SKIN LIMBS ///// LI17 AB - 2 Models ////////////////////////////////////////////// Model LIMB17-Orc { Path "Models/Gibs/LIMB17-Orc" Model 0 "LIMB17A-Orc-Hand1.md3" SurfaceSkin 0 0 "LIMB17-Orc-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI17 A 0 0 } Model LIMB17-Orc { Path "Models/Gibs/LIMB17-Orc" Model 0 "LIMB17B-Orc-Hand2.md3" SurfaceSkin 0 0 "LIMB17-Orc-skin.png" OFFSET 0 0 0 //X-Left/Right Y-Depth Z-Up/Down AngleOffset 0 // Offset Rotation PitchOffset 0 //pitch Left Right RollOffset 0 //roll Up-Down Scale 0.35 0.35 0.35 // FrameIndex LI17 B 1 0 }
Spoiler:Code: Select all
ACTOR LIMB02-Deadguy { Radius 4 Height 4 Speed 15 Mass 5 +NOBLOCKMAP +MISSILE +BOUNCEONWALLS +THRUGHOST +ROLLSPRITE +THRUACTORS BounceType "Hexen" BounceFactor 0.3 WallBounceFactor 0.3 BounceCount 3 DeathSound "Flesh/Splat" BounceSound "Gib/Bounce" Mass 0 States { Spawn: TNT1 A 0 A_JumpIf(waterlevel > 1, "Splash") LI02 ABC 3 {A_SpawnItemEx("GoreTrail",0,0,0,0,0,0,0,2);A_SetRoll(roll+random(500.0,5000.0), SPF_INTERPOLATE);} Loop Death: TNT1 A 0 A_Scream TNT1 A 0 Goto Splat Splat: TNT1 A 0 A_ChangeFlag("ROLLSPRITE", FALSE) LI02 ABC 5 TNT1 A 0 A_Jump(28, "Vanish") Loop Vanish: LI02 ABC 5 A_SetTranslucent(0.8) LI02 ABC 5 A_SetTranslucent(0.6) LI02 ABC 5 A_SetTranslucent(0.4) LI02 ABC 5 A_SetTranslucent(0.2) LI02 ABC 5 A_SetTranslucent(0.2) Stop Splash: TNT1 A 0 Stop } }
GIB STRUCTURE (help file)
Spoiler:I would need some help, we are stuck with this problem, and we cannot push new GIB update before we solve thisCode: Select all
LIMBS ======================================================================= MONSTER FRAMES Description #Limbs to summon ======================================================================= Summon LIMB01-Alientrooper ALIEN TROOPER LIMBS | LI01 A | Alien Trooper Hand1 Limb | Summon Only 1 on xdeath ALIEN TROOPER LIMBS | LI01 B | Alien Trooper Hand2 Limb | Summon Only 1 on xdeath ALIEN TROOPER LIMBS | LI01 C | Alien Trooper Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB02-Deadguy DEADGUY LIMBS | LI02 A | Deadguy Hand1 Limb | Summon Only 1 on xdeath DEADGUY LIMBS | LI02 B | Deadguy Hand2 Limb | Summon Only 1 on xdeath DEADGUY LIMBS | LI02 C | Deadguy Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB03-Faust FAUST LIMBS | LI03 A | Faust Hand1 Limb | Summon Only 1 on xdeath FAUST LIMBS | LI03 B | Faust Hand2 Limb | Summon Only 1 on xdeath FAUST LIMBS | LI03 C | Faust Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB04-Gross GROSS LIMBS | LI04 A | Gross hand1 Limb | Summon Only 1 on xdeath GROSS LIMBS | LI04 B | Gross hand2 Limb | Summon Only 1 on xdeath GROSS LIMBS | LI04 C | Gross head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB05-HeroDamaged HERO(Dam) LIMBS | LI05 A | Hero(Dam) Hand1 Limb | Summon Only 1 on xdeath HERO(Dam) LIMBS | LI05 B | Hero(Dam) Hand2 Limb | Summon Only 1 on xdeath HERO(Dam) LIMBS | LI05 C | Hero(Dam) Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB06-Joker JOKER LIMBS | LI06 A | Joker Hand1 Limb | Summon Only 1 on xdeath JOKER LIMBS | LI06 B | Joker Hand2 Limb | Summon Only 1 on xdeath JOKER LIMBS | LI06 C | Joker Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB07-Lionguy LIONGUY LIMBS | LI07 A | Lionguy Hand1 Limb | Summon Only 1 on xdeath LIONGUY LIMBS | LI07 B | Lionguy Hand2 Limb | Summon Only 1 on xdeath LIONGUY LIMBS | LI07 C | Lionguy Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB08-MongGrunt MONGRUNT LIMBS | LI08 A | MongGrunt Hand1 Limb | Summon Only 1 on xdeath MONGRUNT LIMBS | LI08 B | MongGrunt Hand2 Limb | Summon Only 1 on xdeath MONGRUNT LIMBS | LI08 C | MongGrunt Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB09-AlienCaptain ALIENCAPT LIMBS | LI09 A | AlienCaptain Hand1 Limb | Summon Only 1 on xdeath ALIENCAPT LIMBS | LI09 B | AlienCaptain Hand2 Limb | Summon Only 1 on xdeath ALIENCAPT LIMBS | LI09 C | AlienCaptain Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB10-FatGuy FATGUY LIMBS | LI10 A | FatGuy Hand1 Limb | Summon Only 1 on xdeath FATGUY LIMBS | LI10 B | FatGuy Hand2 Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB11-Goblin GOBLIN LIMBS | LI11 A | Goblin Hand1 Limb | Summon Only 1 on xdeath GOBLIN LIMBS | LI11 B | Goblin Hand2 Limb | Summon Only 1 on xdeath GOBLIN LIMBS | LI11 C | Goblin Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB12-SkeletonGuy SkeletonGuy LIMBS | LI12 A | SkeletonGuy Hand1 Limb | Summon Only 1 on xdeath SkeletonGuy LIMBS | LI12 B | SkeletonGuy Hand2 Limb | Summon Only 1 on xdeath SkeletonGuy LIMBS | LI12 C | SkeletonGuy Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB13-SkeletonRed SkeletonGuy LIMBS | LI13 A | SkeletonRed Hand1 Limb | Summon Only 1 on xdeath SkeletonGuy LIMBS | LI13 B | SkeletonRed Hand2 Limb | Summon Only 1 on xdeath SkeletonGuy LIMBS | LI13 C | SkeletonRed Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB14-Viking Viking LIMBS | LI14 A | Viking Hand1 Limb | Summon Only 1 on xdeath Viking LIMBS | LI14 B | Viking Hand2 Limb | Summon Only 1 on xdeath Viking LIMBS | LI14 C | Viking Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB15-Stratos Stratos LIMBS | LI15 A | Stratos Leg1 Limb | Summon Only 1 on xdeath Stratos LIMBS | LI15 B | Stratos Leg2 Limb | Summon Only 1 on xdeath Stratos LIMBS | LI15 C | Stratos Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB16-Lieutenant Lieutenant LIMBS | LI16 A | Lieutenant Leg1 Limb | Summon Only 1 on xdeath Lieutenant LIMBS | LI16 B | Lieutenant Leg2 Limb | Summon Only 1 on xdeath Lieutenant LIMBS | LI16 C | Lieutenant Head Limb | Summon Only 1 on xdeath ======================================================================= Summon LIMB17-Orc Orc LIMBS | LI17 A | Orc Hand1 Limb | Summon Only 1 on xdeath Orc LIMBS | LI17 B | Orc Hand2 Limb | Summon Only 1 on xdeath ======================================================================= ======================================================================= ======================================================================= GIBS ======================================================================= MONSTER FRAMES Description #Limbs to summon ======================================================================= ======================================================================= Summon GIB00-GenericHuman (it will summon only 1st frame/model, you need to add the rest) Generic Human Gibs | GI00 A | Human Gibs 1 | Summon 1+ on xdeath Generic Human Gibs | GI00 B | Human Gibs 2 | Summon 1+ on xdeath Generic Human Gibs | GI00 C | Human Gibs 3 | Summon 1+ on xdeath ======================================================================= Summon GIB01-SkeletonGuy (You can add this in addition with skeleton Limbs) Skeleton Gibs | GI01 A | Human Gibs 1 | Summon 2+ on xdeath (bones) Skeleton Gibs | GI01 B | Human Gibs 2 | Summon only 1 on xdeath (chestplate for normal skeleton) Skeleton Gibs | GI01 C | Human Gibs 3 | Summon only 1 on xdeath (chestplate for RED skeleton) ======================================================================= Summon GIB02-GenericAlien Generic Alien Gibs | GI02 A | Alien Gibs 1 | Summon 1+ on xdeath Generic Alien Gibs | GI02 B | Alien Gibs 2 | Summon 1+ on xdeath Generic Alien Gibs | GI02 C | Alien Gibs 3 | Summon 1+ on xdeath Generic Alien Gibs | GI02 D | Alien Gibs 4 | Summon 1+ on xdeath ======================================================================= Summon GIB03-Scorpion Scorpion Gibs | GI03 A | Scorpion Legs | Summon 2+ on xdeath
PM if you want the LIMB/GIB Mod Files to test it out.
Thanks!!