/*********************************************************************** characters ***********************************************************************/ entityDef character_default { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "editor_var ambush" "if set to 1, monster only wakes up if it sees the player." "editor_var trigger" "when to become active. 0 is on sight, 1 is on trigger." "editor_var attack_path" "when activated, follow a path of path_corners to the end and then attack." "editor_var wait" "how long to wait before activating. Use -1 to wait for trigger." "editor_var target" "set of info_pathnodes to visit." "editor_var wander" "if set to 1, visit pathnodes randomly, otherwise visit them in order." "editor_var on_activate" "Animation to play when monster sees player or is triggered." "editor_var walk_on_trigger" "Set to 1 to make monsters start following a path without getting mad at player when triggered." "editor_var action" "animation to cycle when spawned in." "spawnclass" "idAI" "spawnobject" "actor" "ambush" "0" "wait" "0" "team" "0" "rank" "0" "action" "idle" "on_activate" "sight" "state" "state_Inactive" "attack_rate" "4" "head_look" "1" "projectile" "" "attack_cone" "70" "leap_range" "0" "leap_rate" "0" "run_range" "0" "melee_range" "0" "missile_range_min" "0" "missile_range_max" "0" "range_max" "1024" "chatter_min" "5" "chatter_max" "10" "bleed" "1" } /*********************************************************************** char_scientist1 ***********************************************************************/ export characters_export_01 { options -prefix MSCI1_ -align ALL -keep eyethings clipboard -parent Neck Shldrs -parent eyehead Head -parent eyethings Head -parent clipboard Lhand mesh models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/meshes/scientist1 anim models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/anims/chars/scientist1/idle1 anim models/characters/scientist/Animation/cycles/idle2.ma -dest models/md5/anims/chars/scientist1/idle2 anim models/characters/scientist/Animation/cycles/walk1.ma -dest models/md5/anims/chars/scientist1/walk1 anim models/characters/scientist/Animation/cycles/walk2.ma -dest models/md5/anims/chars/scientist1/walk2 anim models/characters/scientist/Animation/cycles/run1.ma -dest models/md5/anims/chars/scientist1/run1 anim models/characters/scientist/Animation/cycles/pain1.ma -dest models/md5/anims/chars/scientist1/pain1 anim models/characters/scientist/Animation/cycles/painwalk.ma -dest models/md5/anims/chars/scientist1/painwalk anim models/characters/scientist/Animation/cycles/death2.ma -dest models/md5/anims/chars/scientist1/death1 anim models/characters/scientist/Animation/cycles/cringe1.ma -dest models/md5/anims/chars/scientist1/cringeone anim models/characters/scientist/Animation/cycles/cringe2.ma -dest models/md5/anims/chars/scientist1/cringetwo anim models/characters/scientist/Animation/cycles/push_buttons.ma -dest models/md5/anims/chars/scientist1/panel_loop anim models/characters/scientist/Animation/cycles/hear_u_getup.ma -dest models/md5/anims/chars/scientist1/hear_u_getup anim models/characters/scientist/Animation/cycles/talk_to_someone1.ma -dest models/md5/anims/chars/scientist1/talk1 anim models/characters/scientist/Animation/cycles/listen_to_someone1.ma -dest models/md5/anims/chars/scientist1/listen1 anim models/characters/scientist/Animation/pushbuttons.mb -dest models/md5/anims/chars/scientist1/panel anim models/characters/scientist/Animation/cycles/wave_loop.ma -dest models/md5/anims/chars/scientist1/wave_loop anim models/characters/scientist/Animation/cycles/look_at_monitors.ma -dest models/md5/anims/chars/scientist1/look_at_monitors anim models/characters/scientist/Animation/cycles/look_out_window.ma -dest models/md5/anims/chars/scientist1/look_out_window anim models/characters/scientist/Animation/cycles/be_right_there.ma -dest models/md5/anims/chars/scientist1/there anim models/characters/scientist/Animation/cycles/push_light_switch.ma -dest models/md5/anims/chars/scientist1/light anim models/characters/scientist/Animation/cycles/stool_jammin_loop.ma -dest models/md5/anims/chars/scientist1/stool_jammin addoptions -rotate -130 anim models/characters/scientist/Animation/cycles/workloop1.ma -dest models/md5/anims/chars/scientist1/work1 } entityDef char_scientist1 { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "model" "char_scientist1" } /*********************************************************************** friendly_sentry_guard ***********************************************************************/ entityDef friendly_sentry_guard { "inherit" "character_default" "size" "40 40 68" "use_aas" "aas96" "team" "0" "rank" "-1" "health" "150" "action" "folded" "on_activate" "unfold" "model" "friendly_sentry_guard" } /*********************************************************************** char_uac_marine ***********************************************************************/ entityDef char_uac_marine { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "skin" "skins/uacmarine/machinegun.skin" "model" "char_uac_marine" } /*********************************************************************** char_uac_marine_face ***********************************************************************/ export characters_export_02 { options -prefix MARINE_ -align ALL -parent neckhelmet Shldrs -parent neckface Shldrs mesh models/characters/uac_marine/Animation/cycles/idle.mb anim models/characters/uac_marine/Animation/cycles/idle.mb anim models/characters/uac_marine/Animation/cycles/walkcycle.mb } entityDef char_uac_marine_face { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "skin" "skins/uacmarine/pistol.skin" "model" "char_uac_marine_face" } /*********************************************************************** char_security_face1 ***********************************************************************/ entityDef char_security_face1 { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "skin" "skins/security/face1.skin" "model" "char_security_face1" } /*********************************************************************** char_security_face2 ***********************************************************************/ entityDef char_security_face2 { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "skin" "skins/security/face2.skin" "model" "char_security_face2" } /*********************************************************************** char_security_helmet ***********************************************************************/ entityDef char_security_helmet { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "skin" "skins/security/helmet.skin" "model" "char_security_helmet" } /*********************************************************************** char_sci_chick ***********************************************************************/ export characters_export_03 { options -prefix FHEAD_ mesh models/characters/scientist/fhead01/cycles/test.mb anim models/characters/scientist/fhead01/cycles/test.mb } entityDef char_sci_chick { "inherit" "character_default" "size" "16 16 68" "use_aas" "aas32" "team" "0" "rank" "0" "health" "15" "skin" "" "model" "char_sci_chick" } /*********************************************************************** eyetest just for debugging ***********************************************************************/ export characters_export_04 { mesh models/Fred/BOO2.mb anim models/Fred/BOO2.mb } entityDef eye_test { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "editor_usage" "For testing" "spawnclass" "idAnimatedEntity" "size" "8 8 32" "anim" "idle" "model" "eye_test" } export characters_export_05 { mesh models/characters/player/facetest.mb anim models/characters/player/facetest.mb } entityDef face_test { "editor_color" "1 .5 0" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 64" "editor_usage" "For testing" "spawnclass" "idAnimatedEntity" "size" "8 8 32" "anim" "idle" "model" "face_test" } // ----------------------------------------------------------------------------- // Auto-generated model decls converted from entityDef md5mesh animation entries // ----------------------------------------------------------------------------- model char_scientist1 { mesh models/md5/meshes/scientist1.md5mesh anim cringeone models/md5/anims/chars/scientist1/cringeone.md5anim anim cringetwo models/md5/anims/chars/scientist1/cringetwo.md5anim anim death1 models/md5/anims/chars/scientist1/death1.md5anim anim hear_u_getup models/md5/anims/chars/scientist1/hear_u_getup.md5anim anim idle models/md5/anims/chars/scientist1/idle2.md5anim anim light models/md5/anims/chars/scientist1/light.md5anim anim listen1 models/md5/anims/chars/scientist1/listen1.md5anim anim look_at_monitors models/md5/anims/chars/scientist1/look_at_monitors.md5anim anim look_out_window models/md5/anims/chars/scientist1/look_out_window.md5anim anim pain1 models/md5/anims/chars/scientist1/pain1.md5anim anim painwalk models/md5/anims/chars/scientist1/painwalk.md5anim anim panel models/md5/anims/chars/scientist1/panel.md5anim anim panel_loop models/md5/anims/chars/scientist1/panel_loop.md5anim anim run1 models/md5/anims/chars/scientist1/run1.md5anim anim sight models/md5/anims/chars/scientist1/idle1.md5anim anim stool_jammin models/md5/anims/chars/scientist1/stool_jammin.md5anim anim stop models/md5/anims/chars/scientist1/idle1.md5anim anim talk1 models/md5/anims/chars/scientist1/talk1.md5anim anim there models/md5/anims/chars/scientist1/there.md5anim anim walk1 models/md5/anims/chars/scientist1/walk1.md5anim anim walk2 models/md5/anims/chars/scientist1/walk2.md5anim anim wave_loop models/md5/anims/chars/scientist1/wave_loop.md5anim anim work1 models/md5/anims/chars/scientist1/work1.md5anim } model friendly_sentry_guard { mesh models/monsters/sentry/animation/mesh_ref.md5mesh anim alert models/monsters/sentry/animation/cycles/alert.md5anim anim death models/monsters/sentry/animation/cycles/stand_death.md5anim anim folded models/monsters/sentry/animation/cycles/folded.md5anim anim getupon3 models/monsters/sentry/animation/cycles/death_getup_on3.md5anim anim i2a models/monsters/sentry/animation/cycles/is_2_alert.md5anim anim idle models/monsters/sentry/animation/cycles/idle_stand1.md5anim anim pain models/monsters/sentry/animation/cycles/walk1_pain.md5anim anim run models/monsters/sentry/animation/cycles/walk1.md5anim anim unfold models/monsters/sentry/animation/cycles/unfold.md5anim anim walk models/monsters/sentry/animation/cycles/walk1.md5anim } model char_uac_marine { mesh models/md5/meshes/uacmarine.md5mesh anim crouch models/md5/anims/chars/player/crouch.md5anim anim crouch_walk models/md5/anims/chars/player/crouch_walk.md5anim anim death models/md5/anims/chars/player/death1.md5anim anim downidle models/md5/anims/chars/player/idle_down.md5anim anim idle models/md5/anims/chars/player/idle.md5anim anim jump models/md5/anims/chars/player/jump.md5anim anim pain models/md5/anims/chars/player/pain1.md5anim anim range_attack1 models/md5/anims/chars/player/pistol_fire1.md5anim anim range_attack2 models/md5/anims/chars/player/pistol_fire2.md5anim anim run models/md5/anims/chars/player/run.md5anim anim turns models/md5/anims/chars/player/turns.md5anim anim upidle models/md5/anims/chars/player/idle_up.md5anim anim walk1 models/md5/anims/chars/player/pistol_walk1.md5anim anim walk2 models/md5/anims/chars/player/pistol_walk2.md5anim } model char_uac_marine_face { mesh models/characters/uac_marine/Animation/cycles/idle.md5mesh anim idle models/characters/uac_marine/Animation/cycles/idle.md5anim anim sight models/characters/uac_marine/Animation/cycles/idle.md5anim anim walk models/characters/uac_marine/Animation/cycles/walkcycle.md5anim } model char_security_face1 { mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim } model char_security_face2 { mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim } model char_security_helmet { mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim } model char_sci_chick { mesh models/characters/scientist/fhead01/cycles/test.md5mesh anim idle models/characters/scientist/fhead01/cycles/test.md5anim } model eye_test { mesh models/Fred/BOO2.md5mesh anim idle models/Fred/BOO2.md5anim } model face_test { mesh models/characters/player/facetest.md5mesh anim idle models/characters/player/facetest.md5anim }