/*********************************************************************** monster_flying_cacodemon.def ***********************************************************************/ export fred { options -prefix CACO_ -align ALL -keep caco_launch caco_mouthfire caco_mouthfire2 caco_mouthfire2a -parent caco_launch Head -sourcedir models/monsters/cacodemon/cycles -destdir models/md5/monsters/cacodemon mesh cacodemon_mesh.mb -dest cacodemon anim idle.mb anim initial.mb anim walk.mb anim run.mb anim sight.mb anim attack1.mb anim range_attack1.mb anim left_pain.mb anim right_pain.mb anim tail_pain.mb anim head_pain.mb anim death1.mb } model monster_flying_cacodemon { mesh models/md5/monsters/cacodemon/cacodemon.md5mesh offset ( 0 0 56 ) channel torso ( *origin ) anim af_pose models/md5/monsters/cacodemon/initial.md5anim anim idle models/md5/monsters/cacodemon/idle.md5anim anim initial models/md5/monsters/cacodemon/initial.md5anim anim sight1 models/md5/monsters/cacodemon/sight.md5anim { frame 3 sound_voice monster_demon_cacodemon_sight } anim fly models/md5/monsters/cacodemon/walk.md5anim { //frame 1 sound_body snd_walk } anim walk models/md5/monsters/cacodemon/walk.md5anim { //frame 1 sound_body snd_walk } anim run models/md5/monsters/cacodemon/run.md5anim { //frame 1 sound_body snd_walk } anim melee_attack1 models/md5/monsters/cacodemon/attack1.md5anim { frame 1 sound_weapon monster_demon_cacodemon_melee frame 14 melee melee_cacodemon } anim range_attack1 models/md5/monsters/cacodemon/range_attack1.md5anim { frame 13 create_missile caco_launch frame 13 sound_weapon monster_demon_cacodemon_attackmissile frame 15 launch_missile caco_launch } anim pain_head models/md5/monsters/cacodemon/head_pain.md5anim { frame 1 sound_voice monster_demon_cacodemon_pain } anim pain_left_arm models/md5/monsters/cacodemon/left_pain.md5anim { frame 1 sound_voice monster_demon_cacodemon_pain } anim pain_right_arm models/md5/monsters/cacodemon/right_pain.md5anim { frame 1 sound_voice monster_demon_cacodemon_pain } anim pain_legs models/md5/monsters/cacodemon/tail_pain.md5anim { frame 1 sound_voice monster_demon_cacodemon_pain } anim pain models/md5/monsters/cacodemon/tail_pain.md5anim { frame 1 sound_voice monster_demon_cacodemon_pain } } entityDef monster_flying_cacodemon { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterFlyingCacodemon" "model" "monster_flying_cacodemon" "ragdoll" "monster_demon_cacodemon" "size" "48 48 80" "use_aas" "aas48" "team" "1" "rank" "2" "health" "200" "melee_range" "48" "def_projectile" "projectile_cacodemon_fireball" "attack_cone" "50" "attack_accuracy" "0" "turn_rate" "150" "fly_offset" "-56" "fly_speed" "175" "fly_seek_scale" "4" "fly_roll_max" "60" "fly_roll_scale" "100" "fly_pitch_scale" "45" "fly_pitch_max" "15" "mass" "200" "bone_flytilt" "Body2" //"smokeParticleSystem" "barrel-caco_launch" //this was going to be the particle spawned out the sides of his mouth when he shoots, but no. "smokeParticleSystem2" "caco_mouthfire" "smokeParticleSystem3" "caco_mouthfire2" "smokeParticleSystem4" "caco_mouthfire2a" "useBoneAxis" "1" "burnaway" "0.25" "smoke_burnParticleSystem" "burn_imp.prt-Head" "damage_zone head" "*Head -*LeftSide -*RightSide" //"damage_zone chest" "*Waist -*Rshldr -*Lshldr -*Neck" "damage_zone left_arm" "*LeftSide" "damage_zone right_arm" "*RightSide" "damage_zone legs" "*Tail1" "snd_ambient" "monster_demon_cacodemon_walk" "snd_sight" "monster_demon_cacodemon_sight" "snd_sight2" "monster_demon_cacodemon_sight2" "snd_chatter" "monster_demon_cacodemon_chatter" "snd_chatter_combat" "monster_demon_cacodemon_chatter" "snd_melee" "monster_demon_cacodemon_melee" "snd_pain" "monster_demon_cacodemon_pain" "snd_attackmissile" "monster_demon_cacodemon_attackmissile" "snd_death" "monster_demon_cacodemon_die" "snd_burn" "monster_demon_cacodemon_burn" "fx_teleport" "fx/teleporter_fly.fx" "fx_teleport1" "fx/teleporter1_fly.fx" "fx_teleport2" "fx/teleporter2_fly.fx" "fx_teleport3" "fx/teleporter3_fly.fx" } entityDef damage_cacodemon_fireball { "damage" "12" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "10" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" "smoke_wound_flesh" "bloodwound.smoke" } entityDef damage_cacodemon_fireball_splash { "damage" "5" "radius" "48" } entityDef projectile_cacodemon_fireball { "spawnclass" "idProjectile" "mins" "-6 -6 -6" "maxs" "6 6 6" "model" "caco_lightningball.prt" "def_damage" "damage_cacodemon_fireball" "def_splash_damage" "damage_cacodemon_fireball_splash" "launchFromBarrel" "1" "health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "325 0 -350" // how fast the projectile leaves the gun (or distance if fuse is 0) "angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model) "thrust_start" "0" // when to start accelerating "thrust_end" "0" // when to stop accelerating "linear_friction" "0" // "air" friction "angular_friction" "0" "contact_friction" "0" "bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "500" "gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "20" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "0" // whether projectile should detonate when it's fuse runs out "detonate_on_death" "1" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "1" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game "impact_damage_effect" "0" // whether projectile causes blood splats from characters that bleed "impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do) "mtr_detonate" "textures/decals/ballburn01" "decal_size" "75" //"smoke_fly" "caco_lightningball.prt" // particle effect while in the air "smoke_detonate" "" // particle effect when detonates "smoke_residue" "" // particle effect while in the air "smoke_bounce" "" // particle effect when bounces "smoke_fuse" "" // particle effect when removed from fuse expiring "model_detonate" "caco_lightninghit.prt" "debris_count" "3" "def_debris" "debris_largeshrapnel" "def_shrapnel" "debris_shrapnel" "mtr_light_shader" "lights/impflyflash" "light_color" "0.9 0.7 0.05" "light_radius" "160" "light_offset" "0 0 0" "mtr_explode_light_shader" "lights/impflash" "explode_light_color" "3.6 3.0 0.5" "explode_light_radius" "320" "explode_light_fadetime" "1" "snd_explode" "caco_projectile_impact" "snd_fly" "caco_projectile" // particle effect while in the air } entityDef melee_cacodemon { "damage" "20" "kickDir" "1 0 0" //"snd_hit" "monster_flying_cacodemon_hit" //"snd_miss" "monster_flying_cacodemon_miss" "snd_hit" "monster_demon_pinky_melee_hit" "snd_miss" "monster_demon_pinky_melee_miss" "mtr_blob" "bite" "blob_time" "300" "blob_x" "0" "blob_y" "-90" "blob_width" "650" "blob_height" "650" "knockback" "100" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" }