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https://github.com/jmarshall23/DoomRTX.git
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All Doom 3 AI is now native.
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/***********************************************************************
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monster_turret.def
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***********************************************************************/
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export fred {
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options -prefix TURRET_ -keep flash barrel-sourcedir models/mapobjects/turrets/cycles -destdir models/md5/items/turret1
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mesh idle.mb -dest turret
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anim idle.mb
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}
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entityDef monster_turret {
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"inherit" "monster_default"
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"scriptobject" "ai"
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"nativeobject" "rvmMonsterTurret"
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"model" "monster_turret"
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"mins" "-12 -12 -24"
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"maxs" "12 12 0"
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"team" "1"
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"rank" "0"
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"health" "100"
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"turn_rate" "0"
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"bleed" "0"
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"on_activate" ""
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"fov" "360"
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"aas" ""
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"def_projectile" "projectile_bullet_turret"
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"projectile_spread" "0"
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"num_projectiles" "1"
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"attack_cone" "360"
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"attack_accuracy" "1"
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"smoke_weapon" "cgsmoke.smoke"
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"head_focus_rate" "0.15"
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"bone_focus" "barrel"
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"bone_leftEye" ""
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"bone_rightEye" ""
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"look_min" "-12 -180 0"
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"look_max" "90 180 0"
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"look_joint aim" "1 1 0"
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"mtr_flashShader" "muzzleflash"
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"flashTime" "0.15"
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"flashColor" "1 0.8 0.4"
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"flashRadius" "120"
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"snd_wakeup" "char_sentry_active" //TEMP
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"snd_shutdown" "char_sentry_destroyed" //TEMP
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"snd_windup" "monster_zombie_commando_windup"
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"snd_winddown" "monster_zombie_commando_winddown"
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//"snd_fire" "player_chaingun_fire"
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"snd_fire" "monster_turret_fire"
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}
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entityDef monster_turret_light {
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"inherit" "monster_turret"
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"light" "1"
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"light_distance" "640"
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"mtr_light" "lights/flashlight5"
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"skin_light_off" ""
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"skin_light_on" ""
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}
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model monster_turret {
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mesh models/md5/items/turret1/turret.md5mesh
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anim idle models/md5/items/turret1/idle.md5anim
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}
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entityDef damage_bullet_turret {
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"damage" "6"
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"kickDir" "1 0 0"
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"mtr_blob" "genericDamage"
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"blob_time" "300"
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"blob_size" "400"
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"blob_offset_x" "400"
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"knockback" "1"
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"smoke_wound_flesh" "bloodwound.smoke"
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"mtr_wound_flesh" "textures/decals/hurt02"
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"mtr_splat_flesh" "textures/decals/dsplat2"
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"mtr_splat_flesh2" "textures/decals/dsplat5"
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"mtr_splat_flesh3" "textures/decals/dsplat7"
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"mtr_splat_flesh4" "textures/decals/dsplat11"
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"snd_flesh" "bullet_impact_flesh"
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"kick_time" "400"
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"kick_amplitude" "1"
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"dv_time" "100"
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}
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entityDef projectile_bullet_turret {
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"spawnclass" "idProjectile"
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"mins" "-1 -1 -1"
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"maxs" "1 1 1"
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"cone" "3"
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"scale" "0.1"
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"noshadows" "1"
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"tracers" "1"
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"model_tracer" "models/particles/tracer/tracer.lwo"
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"snd_tracer" "bullet_flight"
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"snd_ricochet" "bullet_ricochet"
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"snd_impact" "bullet_impact_metal"
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"def_damage" "damage_bullet_turret"
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"launchFromBarrel" "1"
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"health" "0"
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"velocity" "2000 0 0" // slowed down for tracer effect
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"angular_velocity" "0 0 0"
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"thrust" "0"
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"thrust_start" "0"
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"thrust_end" "0"
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"linear_friction" "0"
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0.6"
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"mass" "2"
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"gravity" "0"
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"fuse" "4"
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"detonate_on_fuse" "0"
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"detonate_on_death" "0"
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"detonate_on_world" "1"
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"detonate_on_actor" "1"
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"impact_damage_effect" "1"
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"impact_gib" "1"
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"mtr_detonate" "textures/decals/bulleth02"
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"decal_size" "10"
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"smoke_fly" ""
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"smoke_detonate" "smokeandspark.smoke"
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"smoke_bounce" "" //particles/bullet_sparks.particle"
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"smoke_fuse" ""
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"mtr_light_shader" ""
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"light_color" "0 0 0"
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"light_radius" "0"
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"light_offset" "0 0 0"
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"mtr_explode_light_shader" ""
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"explode_light_color" "0 0 0"
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"explode_light_radius" "0"
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"explode_light_fadetime" "0"
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}
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