//Naming
Name Metal Gear Rex
ShortName Rex
ItemID 12501
//Visuals
Icon Rex
Model psf.Rex
Texture Rex
//Third Person Camera Distance
CameraDistance 15.0
//Driver and passenger positions
Driver 0 200 0
//345
Passengers 0
//Offset of driver from the point of rotation
RotatedDriverOffset 75 0 0
//Speed Modifier, 1 is player speed
MoveSpeed 0.7
//YOffset
YOffset 0
//Fuel Tank Size
FuelTankSize 10000
//Inventory Slots
CargoSlots 24
//How quickly the legs react to a change in direction
RotateSpeed 10
//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 -30.3 218.4 75.6
RightArmOrigin -30.3 218.4 75.6
//-50.5 364 126
//Arm lengths used to determine where the held items appear (Again in model co-ords)
ArmLength 5
LegLength 245
AddGun 62 131 83 leftArm LaserMG
AddGun 62 131 -83 rightArm LaserMG
//The scale multiplier for rendering the items and tools being held (1 will automatically scale with model)
HeldItemScale 8
//Recipe
//Each section of the mecha may have many parts
//The sections are core, leftArm, rightArm, hips, head
AddRecipeParts core 1 largeCompositeBody
AddRecipeParts leftArm 1 largeCompositeArm
AddRecipeParts rightArm 1 largeCompositeArm
AddRecipeParts hips 2 largeCompositeLeg
//Dye colours are "black", "red", "green", "brown", "blue", "purple", "cyan", "silver", "gray", "pink", "lime", "yellow", "lightBlue", "magenta", "orange", "white"
AddDye 24 black
//Health and collision
SetupPart head 1500 -55 80 -25 102 41 50
SetupPart core 3500 -150 91 -27 102 30 55
SetupPart hips 1500 -86  45 -25 84  27 50 
SetupPart leftLeg 2000 -173 -137 56 168 282 52
SetupPart rightLeg 2000 -173 -137 -108 168 282 52
BulletDetection 8
//Height and Width for world collision
Height 320
Width 34
//Height of chassis above the ground
ChassisHeight 245
//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 0.6
LegSwingLimit 5