//Naming
Name HWR-00 MKII Monster
Description Navy
ShortName MonsterNavy
ItemID 12501
//Visuals
Icon MonsterNavy
Model psf.Monster
Texture MonsterNavy
//Third Person Camera Distance
CameraDistance 50.0
//Driver and passenger positions
Driver 0 357 0 -20 20 -10 45 hips
//345
Passengers 0
//Offset of driver from the point of rotation
RotatedDriverOffset 142 0 0
//Speed Modifier, 1 is player speed
MoveSpeed 0.5
//YOffset
YOffset 0
//Fuel Tank Size
FuelTankSize 10000
//Inventory Slots
CargoSlots 24
//How quickly the legs react to a change in direction
RotateSpeed 7
//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 43 271 -202
RightArmOrigin 43 271 202
//-50.5 364 126
//Arm lengths used to determine where the held items appear (Again in model co-ords)
ArmLength 5
LegLength 224
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 0.5
//Recipe
//Each section of the mecha may have many parts
//The sections are core, leftArm, rightArm, hips, head
AddRecipeParts core 2 largeCompositeBody
AddRecipeParts leftArm 2 largeCompositeArm
AddRecipeParts rightArm 2 largeCompositeArm
AddRecipeParts hips 4 largeCompositeLeg
//Dye colours are "black", "red", "green", "brown", "blue", "purple", "cyan", "silver", "gray", "pink", "lime", "yellow", "lightBlue", "magenta", "orange", "white"
AddDye 24 blue
//Health and collision
SetupPart head 16000 -55 80 -25 102 41 50
SetupPart core 32000 -150 91  -27 102 30 55 
SetupPart hips 16000 -86  45 -25 84  27 50 
SetupPart leftLeg 20000 -173 -137 56 168 282 52
SetupPart rightLeg 20000 -173 -137 -108 168 282 52
BulletDetection 75
//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 1
LegSwingLimit 5
LimitHeadTurn True 30