//Naming
Name Type IV Omega
ShortName Omega
ItemID 23500
//Visuals
Icon Omega
Model fc.Omega
Texture Omega
//Third Person Camera Distance
CameraDistance 5.0
//Driver and passenger positions
Driver -2 66 0
Passengers 0
//Offset of driver from the point of rotation
RotatedDriverOffset 0 0 0
//Speed Modifier, 1 is player speed
MoveSpeed 1.2
//YOffset
YOffset 0
//Fuel Tank Size
FuelTankSize 10000
//Inventory Slots
CargoSlots 24
//How quickly the legs react to a change in direction
RotateSpeed 140
//Will it squash puny mobs?
SquashMobs true
//Step Height (Integer) and Jump Height (Float)
StepHeight 1
JumpHeight 5
//Arm origins used to rotate arm models and calculate position of held item / tool (positions in model co-ordinates)
LeftArmOrigin -1 84 -25
RightArmOrigin -1 84 27
//Arm lengths used to determine where the held items appear (Again in model co-ords)
ArmLength 60
LegLength 58
//The scale multiplier for rendering the items and tools being held (1 will automatically scale with model)
HeldItemScale 2
//Recipe
//Each section of the mecha may have many parts
//The sections are core, leftArm, rightArm, hips, head
AddRecipeParts core 1 smallIronBody
AddRecipeParts leftArm 1 smallIronArm
AddRecipeParts rightArm 1 smallIronArm
AddRecipeParts hips 2 smallIronLeg
//Dye colours are "black", "red", "green", "brown", "blue", "purple", "cyan", "silver", "gray", "pink", "lime", "yellow", "lightBlue", "magenta", "orange", "white"
AddDye 5 gray
AddDye 1 gray
Add Dye 1 gray
//Health and collision
SetupPart core 400 -11 61 -12 24 29 24
SetupPart leftArm 50 -7 78 20 71 12 11
SetupPart rightArm 50 -7 78 -30 71 12 11
SetupPart hips 200 -7 0 -17 15 60 34
SetupPart head 50 -11 86 -7 38 21 14
BulletDetection 4
//Height and Width for world collision
Height 100
Width 34
//Height of chassis above the ground
ChassisHeight 60
//The amount of damage the mecha should take from falling
FallDamageMultiplier 1.0
//Whether to actually take fall damage. Can be overriden by upgrades
TakeFallDamage false
//The size of explosion to create per distance fallen upon hitting the ground
BlockDamageFromFalling 1.0
//Whether to actually damage the ground. Can be overridden by upgrades
DamageBlocksFromFalling false
ModelScale 1