Actor crashing the game when she appears on screen.
My actor is causing this really weird and sudden crash, every time she appears on screen or is selected in the actor viewer, the game just crashes. No explaination. and I've been struggling to find out why for a long time now.
Here's her code, I would greatly appreciate anyone pointing out obvious mistakes, I'm simply stumped.
Code:
AddEffect = MOSRotating
PresetName = Uzira Misc Gib A
Mass = 7.32
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/MiscGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -4
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2
AddEffect = MOSRotating
PresetName = Uzira Misc Gib B
Mass = 5.79
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/MiscGibB.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -4
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2
AddEffect = MOSRotating
PresetName = Uzira Misc Gib C
Mass = 4.80
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/MiscGibC.bmp
FrameCount = 1
SpriteOffset = Vector
X = -3
Y = -4
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2
AddEffect = MOSRotating
PresetName = Uzira Misc Gib D
Mass = 4.80
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/MiscGibD.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -5
AngularVel = 6
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 15
Spread = 2.25
MaxVelocity = 15
MinVelocity = 5
GibImpulseLimit = 120
GibWoundLimit = 2
AddEffect = MOSRotating
PresetName = Uzira Rib Cage Gib A
Mass = 27.89
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/RibCageGibA.bmp
FrameCount = 1
SpriteOffset = Vector
X = -5
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 85
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 25
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib A
Offset = Vector
X = 3
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib D
Offset = Vector
X = -2
Y = -0.5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = -0.5
Y = -5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib B
Offset = Vector
X = -1
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -2
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1
Y = 5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small D
Offset = Vector
X = -1
Y = 3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small C
Offset = Vector
X = 0.5
Y = 2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small B
Offset = Vector
X = -1
Y = 4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib C
Offset = Vector
X = 2
Y = 4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -5
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -6
Y = -1
Count = 1
Spread = 0
GibImpulseLimit = 150
GibWoundLimit = 4
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddEffect = Attachable
PresetName = Uzira Head
Mass = 36
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/Head.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Armoured Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 130
JointStiffness = 0.1
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = 0
Y = 5
GibImpulseLimit = 250
GibWoundLimit = 7
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddAttachable = Attachable
CopyOf = Uzira Helmet A
ParentOffset = Vector
X = -1
Y = -4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 100
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = -5
Y = -1.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small B
Offset = Vector
X = -4
Y = -4.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small D
Offset = Vector
X = 1
Y = 4.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = 1.5
Y = 3.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small D
Offset = Vector
X = 1
Y = -4.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = 0
Y = -1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -4
Y = 3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -6
Y = -5.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = -3.5
Y = -5.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1
Y = -7.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 3.5
Y = -3
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 0.5
Y = -8
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 1.5
Y = -1
AddEffect = Attachable
PresetName = Uzira Helmet A
Mass = 3
Sharpness = 1
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/Helmet.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -4
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 180
JointStiffness = 0.6
// BreakWound = AEmitter
// CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 1500
GibWoundLimit = 6
// GibSound = Sound
// CopyOf = Bone Crack
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = 4.5
Y = 1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = -4.5
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 0.5
Y = 0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -6.5
Y = 2.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small B
Offset = Vector
X = -4.5
Y = -0.5
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Rusty Small D
Offset = Vector
X = 2.5
Y = -0.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -0.5
Y = -3.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -2.5
Y = -1.5
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 1.5
Y = -3.5
AddActor = Arm
PresetName = Uzira Arm FG
Mass = 7
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/ArmFG.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -3
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
ParentOffset = Vector
X = -1
Y = -4
JointStrength = 190
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -3.5
Y = -1
DrawAfterParent = 1
HeldDevice = None
Hand = ContentFile
FilePath = FilePath = uzira.rte/Actors/Uzira/HandFG.bmp
MaxLength = 14
IdleOffset = Vector
X = 5
Y = 8
MoveSpeed = 0.2
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 25
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib C
Offset = Vector
X = 3
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small A
Offset = Vector
X = -4
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small E
Offset = Vector
X = 0
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -2
Y = 4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Bone Micro A
Offset = Vector
X = -4
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -4
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -5
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Tiny A
Offset = Vector
X = -3
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -3
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 1
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = 0
Y = 1
Count = 1
Spread = 0
GibImpulseLimit = 65
GibWoundLimit = 5
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Arm
PresetName = Uzira Arm BG
Mass = 7
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/ArmBG.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -4
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Wound Flesh Exit Strong
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Armoured Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
ParentOffset = Vector
X = 5
Y = 6
JointStrength = 200
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body Strong
JointOffset = Vector
X = 6
Y = 3
DrawAfterParent = 1
HeldDevice = None
Hand = ContentFile
FilePath = FilePath = uzira.rte/Actors/Uzira/HandBG.bmp
MaxLength = 15
IdleOffset = Vector
X = 5
Y = 6
MoveSpeed = 0.2
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 25
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib A
Offset = Vector
X = -2
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib C
Offset = Vector
X = 4
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small C
Offset = Vector
X = 2
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Bone Small B
Offset = Vector
X = 6
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 3
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 0
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = -5
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Micro A
Offset = Vector
X = -3
Y = 3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Micro A
Offset = Vector
X = -1
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Military Tiny A
Offset = Vector
X = -4
Y = 0
Count = 1
Spread = 0
GibImpulseLimit = 75
GibWoundLimit = 7
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Attachable
PresetName = Uzira Foot FG
Mass = 4
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/FootFG.bmp
FrameCount = 4
SpriteOffset = Vector
X = -6
Y = -3
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 2
DeepCheck = 1
JointStrength = 80
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -2
Y = -1
DrawAfterParent = 0
AddActor = Attachable
PresetName = Uzira Foot BG
Mass = 4
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 0
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/FootBG.bmp
FrameCount = 4
SpriteOffset = Vector
X = -6
Y = -3
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Bone Entry
ExitWound = AEmitter
CopyOf = Wound Bone Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 4
Depth = 2
DeepCheck = 1
JointStrength = 80
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -2
Y = -1
DrawAfterParent = 0
AddActor = Leg
PresetName = Uzira Leg FG
Mass = 12
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/LegFG.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 300
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body
JointOffset = Vector
X = -5
Y = 2
DrawAfterParent = 0
Foot = Attachable
CopyOf = Uzira Foot FG
ParentOffset = Vector
X = -11
Y = -10
ExtendedOffset = Vector
X = 15
Y = 0
ContractedOffset = Vector
X = 7.5
Y = 0
IdleOffset = Vector
X = 1
Y = 3
MoveSpeed = 0.4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 35
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib A
Offset = Vector
X = 0
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib B
Offset = Vector
X = -3
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib C
Offset = Vector
X = 5
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 1
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -3
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Micro A
Offset = Vector
X = 3
Y = -5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = 4
Y = -4
Count = 1
Spread = 0
GibImpulseLimit = 185
GibWoundLimit = 6
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddActor = Leg
PresetName = Uzira Leg BG
Mass = 14
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/LegBG.bmp
FrameCount = 5
SpriteOffset = Vector
X = -6
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal
ExitWound = AEmitter
CopyOf = Wound Flesh Exit Strong
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Armoured Flesh
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 340
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Flesh Body Strong
JointOffset = Vector
X = -5
Y = 2
DrawAfterParent = 0
Foot = Attachable
CopyOf = Uzira Foot BG
ParentOffset = Vector
X = -11
Y = -10
ExtendedOffset = Vector
X = 15
Y = 0
ContractedOffset = Vector
X = 7.5
Y = 0
IdleOffset = Vector
X = 1
Y = 3
MoveSpeed = 0.4
AddGib = Gib
GibParticle = MOPixel
CopyOf = Drop Blood
Count = 35
Spread = 2.25
MaxVelocity = 10
MinVelocity = 1
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib A
Offset = Vector
X = 1
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib B
Offset = Vector
X = -2
Y = 2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib C
Offset = Vector
X = 5
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small B
Offset = Vector
X = 8
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 8
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = 0
Y = 0
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Micro A
Offset = Vector
X = -0.5
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = 3.5
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = 1.5
Y = -4
Count = 1
Spread = 0
GibImpulseLimit = 195
GibWoundLimit = 9
GibSound = Sound
CopyOf = Flesh Body Blunt Hit
AddEffect = Attachable
PresetName = Uzira Chest Plate
Mass = 10
Sharpness = 1
HitsMOs = 0
GetsHitByMOs = 1
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/Chestplate.bmp
FrameCount = 1
SpriteOffset = Vector
X = -4
Y = -7
AngularVel = 6
EntryWound = AEmitter
CopyOf = Dent Metal Light
ExitWound = AEmitter
CopyOf = Dent Metal Light
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 4
Depth = 0
DeepCheck = 0
JointStrength = 450
JointStiffness = 0.5
BreakWound = AEmitter
CopyOf = Wound Bone Break
JointOffset = Vector
X = 0
Y = 0
DrawAfterParent = 1
GibImpulseLimit = 1500
GibWoundLimit = 8
// GibSound = Sound
// CopyOf = Bone Crack
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small A
Offset = Vector
X = 0
Y = -4
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Metal Grey Small B
Offset = Vector
X = 0
Y = 1
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Micro A
Offset = Vector
X = 1
Y = -2
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Dark Micro A
Offset = Vector
X = -4
Y = -4
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = -3
Y = -3
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Metal Grey Tiny A
Offset = Vector
X = 0
Y = -7
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Micro A
Offset = Vector
X = 1
Y = 0
AddActor = AHuman
PresetName = Uzira
AddToGroup = Actors
Description = WIP
Mass = 48
GoldValue = 105
Sharpness = 1
HitsMOs = 1
GetsHitByMOs = 1
ScriptPath = Base.rte/Actors/AI/HumanAI.lua
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/Torso.bmp
FrameCount = 1
SpriteOffset = Vector
X = -7
Y = -12
AngularVel = 0
EntryWound = AEmitter
CopyOf = Wound Flesh Entry
ExitWound = AEmitter
CopyOf = Wound Flesh Exit
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Armoured Flesh
Resolution = 4
Depth = 0
DeepGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Civilian Stuff
Resolution = 6
Depth = 3
DeepCheck = 0
BodyHitSound = Sound
CopyOf = Flesh Body Blunt Hit
PainSound = Sound
CopyOf = Human Pain
DeathSound = Sound
CopyOf = Human Death
DeviceSwitchSound = Sound
CopyOf = Device Switch
Status = 0
Health = 100
ImpulseDamageThreshold = 2500
AimAngle = 0
AimDistance = 30
Perceptiveness = 1
CharHeight = 100
HolsterOffset = Vector
X = -6
Y = -4
Head = Attachable
CopyOf = Uzira Head
ParentOffset = Vector
X = 0
Y = -10
Jetpack = AEmitter
CopyOf = Jetpack Heavy
SpriteFile = ContentFile
FilePath = uzira.rte/Actors/Uzira/Jetpack.bmp
ParentOffset = Vector
X = -6
Y = 3
DrawAfterParent = 0
JumpTime = 1.5 // Secs
FGArm = Arm
CopyOf = Uzira Arm FG
ParentOffset = Vector
X = -1
Y = -5
BGArm = Arm
CopyOf = Uzira Arm BG
ParentOffset = Vector
X = 4
Y = -7
FGLeg = Leg
CopyOf = Uzira Leg FG
ParentOffset = Vector
X = 1
Y = 1
BGLeg = Leg
CopyOf = Uzira Leg BG
ParentOffset = Vector
X = 4
Y = 1
HandGroup = AtomGroup
CopyOf = HandGroup
FGFootGroup = AtomGroup
CopyOf = Foot
BGFootGroup = AtomGroup
CopyOf = Foot
// StrideSound = Sound
// CopyOf = Robot Stride
StandLimbPath = LimbPath
PresetName = Uzira Stand Path
StartOffset = Vector
X = -2
Y = 17
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
StandLimbPathBG = LimbPath
CopyOf = Uzira Stand Path
StartOffset = Vector
X = 8
Y = 17
WalkLimbPath = LimbPath
PresetName = Uzira Walk Path
StartOffset = Vector
X = 10
Y = -2
StartSegCount = 3
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 2
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = 0
Y = 5
AddSegment = Vector
X = -6
Y = 4
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 0
AddSegment = Vector
X = -4
Y = 1
AddSegment = Vector
X = -3
Y = 1
AddSegment = Vector
X = 0
Y = -2
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2.8
FastTravelSpeed = 4.5
PushForce = 8000
CrouchLimbPath = LimbPath
PresetName = Uzira Crouch Path
StartOffset = Vector
X = 10
Y = 3
StartSegCount = 0
SlowTravelSpeed = 0.1
NormalTravelSpeed = 0.5
FastTravelSpeed = 1.5
PushForce = 8000
CrawlLimbPath = LimbPath
PresetName = Uzira Crawl Path
StartOffset = Vector
X = -12
Y = -8
StartSegCount = 2
AddSegment = Vector
X = 12
Y = 0
AddSegment = Vector
X = 8
Y = 2
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.8
FastTravelSpeed = 4.5
PushForce = 8000
ArmCrawlLimbPath = LimbPath
PresetName = Uzira Arm Crawl Path
StartOffset = Vector
X = -8
Y = -5
StartSegCount = 2
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 4
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 10
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.5
FastTravelSpeed = 4.5
PushForce = 6000
ClimbLimbPath = LimbPath
PresetName = Uzira Climb Path
StartOffset = Vector
X = -8
Y = -10
StartSegCount = 6
AddSegment = Vector
X = 0
Y = -4
AddSegment = Vector
X = 3
Y = -3
AddSegment = Vector
X = 8
Y = 0
AddSegment = Vector
X = 4
Y = 4
AddSegment = Vector
X = 0
Y = 8
AddSegment = Vector
X = 0
Y = 14
AddSegment = Vector
X = -5
Y = 5
AddSegment = Vector
X = -3
Y = 0
SlowTravelSpeed = 1.5
NormalTravelSpeed = 1.5
FastTravelSpeed = 4.5
PushForce = 8000
JumpLimbPath = LimbPath
PresetName = Uzira Jump Path
StartOffset = Vector
X = 0
Y = 8
StartSegCount = 3
AddSegment = Vector
X = 0
Y = -10
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = 0
Y = 4
AddSegment = Vector
X = -8
Y = 14
SlowTravelSpeed = 3
NormalTravelSpeed = 6
FastTravelSpeed = 7
PushForce = 5000
DislodgeLimbPath = LimbPath
PresetName = Uzira Dislodge Path
StartOffset = Vector
X = 2
Y = -10
StartSegCount = 0
AddSegment = Vector
X = 0
Y = 6
SlowTravelSpeed = 1.5
NormalTravelSpeed = 2.5
FastTravelSpeed = 4.5
PushForce = 10000
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small A
Offset = Vector
X = 0.5
Y = -9
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = -1.5
Y = -1.5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Rib Cage Gib A
Offset = Vector
X = 0
Y = -2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib A
Offset = Vector
X = 1
Y = -4
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Gib Flesh Small D
Offset = Vector
X = -1.5
Y = -1.5
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib B
Offset = Vector
X = 3
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSRotating
CopyOf = Uzira Misc Gib D
Offset = Vector
X = -3
Y = -6
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -4.5
Y = -3
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Micro A
Offset = Vector
X = -2.5
Y = 1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Bone Micro A
Offset = Vector
X = -2.5
Y = -1
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Flesh Tiny A
Offset = Vector
X = -1.5
Y = 2
Count = 1
Spread = 0
AddGib = Gib
GibParticle = MOSParticle
CopyOf = Gib Panel White Tiny A
Offset = Vector
X = -0.5
Y = -5
Count = 1
Spread = 0
GibImpulseLimit = 3650
GibWoundLimit = 16
GibSound = Sound
CopyOf = Flesh Body Blunt Hit