/*********************************************************************** monster_zsec_shield.def ***********************************************************************/ /*** export security shield guy ***/ export james { options -prefix SUIT_ -keep Lknee Rknee eject barrel flash Body2 headcontrol neckcontrol loneckcontrol SPINNER Lhand1 Rhand1 Body Rhand -parent headcontrol neckcontrol -parent neckcontrol loneckcontrol -parent loneckcontrol Shoulders -parent rshldrpad Shoulders -parent lshldrpad Shoulders -parent shield Lloarm -parent pistol Rhand1 -parent Body2 Body -parent Hips Body2 -parent SPINNER Body2 -parent Waist SPINNER -rename peject eject -rename pbarrel barrel -rename pflash flash -parent eject pistol -parent flash pistol -parent barrel pistol addoptions -keepmesh securitybodymesh addoptions -keepmesh sec_rshldrmesh addoptions -keepmesh sec_lshldrmesh addoptions -keepmesh w_pistolmesh addoptions -keepmesh pflash1 addoptions -keepmesh pflash2 addoptions -keepmesh secsheild_outerglass addoptions -keepmesh secsheild_innerglass addoptions -keepmesh secsheild_innermesh addoptions -keepmesh secsheild_outermesh addoptions -keepmesh skeletonmesh addoptions -align ALL anim models/characters/male_npc/cycles/idles/af_pose.mb -dest models/md5/monsters/zombies/zsec_shield/af_pose anim models/monsters/zombie/cycles/walks/shield_walk.mb -dest models/md5/monsters/zombies/zsec_shield/shield_walk anim models/monsters/zombie/cycles/idles/shield_sight.mb -dest models/md5/monsters/zombies/zsec_shield/shield_sight anim models/monsters/zombie/cycles/idles/shield_stand.mb -dest models/md5/monsters/zombies/zsec_shield/shield_stand anim models/monsters/zombie/cycles/pains/shield_head_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_head_pain anim models/monsters/zombie/cycles/pains/shield_chest_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_chest_pain anim models/monsters/zombie/cycles/pains/shield_left_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_left_pain anim models/monsters/zombie/cycles/pains/shield_right_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_right_pain anim models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_A anim models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 0 10 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_B anim models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_C anim models/monsters/zombie/cycles/attacks/shield_stand_crate.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_crate_up_D anim models/monsters/zombie/cycles/runs/shield_evade_left.mb -dest models/md5/monsters/zombies/zsec_shield/shield_evade_left anim models/monsters/zombie/cycles/runs/shield_evade_right.mb -dest models/md5/monsters/zombies/zsec_shield/shield_evade_right anim models/monsters/zombie/cycles/attacks/shield_raise.mb -dest models/md5/monsters/zombies/zsec_shield/shield_raise anim models/monsters/zombie/cycles/attacks/shield_lower.mb -dest models/md5/monsters/zombies/zsec_shield/shield_lower anim models/monsters/zombie/cycles/attacks/shield_stand_fire.mb -dest models/md5/monsters/zombies/zsec_shield/shield_stand_fire anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_left.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C anim models/monsters/zombie/cycles/attacks/shield_wall_rotate_right.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D anim models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_A anim models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_B anim models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_C anim models/monsters/zombie/cycles/attacks/shield_wall_lean_left.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_D anim models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 0 0 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_A anim models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 1 10 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_B anim models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 11 30 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_C anim models/monsters/zombie/cycles/attacks/shield_wall_lean_right.mb -range 31 40 -dest models/md5/monsters/zombies/zsec_shield/shield_wallleanright_D anim models/monsters/zombie/cycles/walks/shield_step_left.mb -dest models/md5/monsters/zombies/zsec_shield/shield_step_left anim models/monsters/zombie/cycles/walks/shield_step_right.mb -dest models/md5/monsters/zombies/zsec_shield/shield_step_right anim models/monsters/zombie/cycles/attacks/shield_crouch_range_attack.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack anim models/monsters/zombie/cycles/attacks/shield_crouch_range_attack_loop.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_loop anim models/monsters/zombie/cycles/attacks/shield_crouch_range_attack_end.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_end anim models/monsters/zombie/cycles/attacks/shield_crouch_range_attack_aim.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_aim anim models/monsters/zombie/cycles/attacks/shield_stand_aim.mb -dest models/md5/monsters/zombies/zsec_shield/shield_stand_aim anim models/monsters/zombie/cycles/pains/shield_crouch_left_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain anim models/monsters/zombie/cycles/pains/shield_crouch_right_pain.mb -dest models/md5/monsters/zombies/zsec_shield/shield_crouch_right_pain } model model_monster_zsec_shield { mesh models/md5/monsters/zombies/zsec_pistol/zsecpistol.md5mesh channel torso ( *Waist ) channel legs ( origin Body Body2 *Hips -*Waist SPINNER ) skin skins/monsters/zombies/zsecurity_helmet_pistol_shield.skin anim af_pose models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim anim ik_pose models/md5/monsters/zombies/zsec_pistol/af_pose.md5anim anim stand models/md5/monsters/zombies/zsec_shield/shield_stand.md5anim anim idle models/md5/monsters/zombies/zsec_shield/shield_stand.md5anim anim sight models/md5/monsters/zombies/zsec_shield/shield_sight.md5anim { frame 1 sound_voice monster_zombie_security_sight } anim walk models/md5/monsters/zombies/zsec_shield/shield_walk.md5anim { frame 9 sound_body monster_zombie_security_footstep frame 21 sound_body monster_zombie_security_footstep } anim run models/md5/monsters/zombies/zsec_shield/shield_run.md5anim { frame 8 sound_body monster_zombie_security_footstep frame 18 sound_body monster_zombie_security_footstep } anim crouch_range_attack models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack.md5anim anim crouch_range_attack_loop models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_loop.md5anim { frame 1 sound_weapon player_pistol_fire frame 1 launch_missile pistol } anim crouch_range_attack_end models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_end.md5anim anim crouch_range_attack_aim models/md5/monsters/zombies/zsec_shield/shield_crouch_range_attack_aim.md5anim anim range_attack_aim models/md5/monsters/zombies/zsec_shield/shield_stand_aim.md5anim anim step_left models/md5/monsters/zombies/zsec_shield/shield_step_left.md5anim anim step_right models/md5/monsters/zombies/zsec_shield/shield_step_right.md5anim anim evade_left models/md5/monsters/zombies/zsec_shield/shield_evade_left.md5anim anim evade_right models/md5/monsters/zombies/zsec_shield/shield_evade_right.md5anim anim crouch_pain models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_chest models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_head models/md5/monsters/zombies/zsec_shield/shield_crouch_right_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_left_arm models/md5/monsters/zombies/zsec_shield/shield_crouch_left_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim crouch_pain_right_arm models/md5/monsters/zombies/zsec_shield/shield_crouch_right_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain models/md5/monsters/zombies/zsec_shield/shield_chest_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_chest models/md5/monsters/zombies/zsec_shield/shield_chest_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_head models/md5/monsters/zombies/zsec_shield/shield_head_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_right_arm models/md5/monsters/zombies/zsec_shield/shield_right_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim pain_left_arm models/md5/monsters/zombies/zsec_shield/shield_left_pain.md5anim { frame 1 sound_voice monster_zombie_security_pain } anim stepoutright_out models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B.md5anim anim stepoutright_fire models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim stepoutright_in models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D.md5anim anim stepoutright_wait models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A.md5anim anim stepoutleft_out models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B.md5anim anim stepoutleft_fire models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim stepoutleft_in models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D.md5anim anim stepoutleft_wait models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A.md5anim anim leanoutright_out models/md5/monsters/zombies/zsec_shield/shield_wallleanright_B.md5anim anim leanoutright_fire models/md5/monsters/zombies/zsec_shield/shield_wallleanright_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim leanoutright_in models/md5/monsters/zombies/zsec_shield/shield_wallleanright_D.md5anim anim leanoutright_wait models/md5/monsters/zombies/zsec_shield/shield_wallleanright_A.md5anim anim leanoutleft_out models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_B.md5anim anim leanoutleft_fire models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim leanoutleft_in models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_D.md5anim anim leanoutleft_wait models/md5/monsters/zombies/zsec_shield/shield_wallleanleft_A.md5anim anim cratestand_out models/md5/monsters/zombies/zsec_shield/shield_crate_up_B.md5anim anim cratestand_fire models/md5/monsters/zombies/zsec_shield/shield_crate_up_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim cratestand_in models/md5/monsters/zombies/zsec_shield/shield_crate_up_D.md5anim anim cratestand_wait models/md5/monsters/zombies/zsec_shield/shield_crate_up_A.md5anim anim rotoutleft1_out models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B.md5anim anim rotoutleft1_fire models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim rotoutleft1_in models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D.md5anim anim rotoutleft1_wait models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A.md5anim anim rotoutright1_out models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B.md5anim anim rotoutright1_fire models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim rotoutright1_in models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D.md5anim anim rotoutright1_wait models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A.md5anim anim rotoutleft2_out models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_B.md5anim anim rotoutleft2_fire models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim rotoutleft2_in models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_D.md5anim anim rotoutleft2_wait models/md5/monsters/zombies/zsec_shield/shield_wallrotleft_A.md5anim anim rotoutright2_out models/md5/monsters/zombies/zsec_shield/shield_wallrotright_B.md5anim anim rotoutright2_fire models/md5/monsters/zombies/zsec_shield/shield_wallrotright_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim rotoutright2_in models/md5/monsters/zombies/zsec_shield/shield_wallrotright_D.md5anim anim rotoutright2_wait models/md5/monsters/zombies/zsec_shield/shield_wallrotright_A.md5anim anim range_attack models/md5/monsters/zombies/zsec_shield/shield_raise.md5anim anim range_attack_loop1 models/md5/monsters/zombies/zsec_shield/shield_stand_fire.md5anim { frame 1 sound_weapon player_pistol_fire frame 1 launch_missile pistol } anim range_attack_loop2 models/md5/monsters/zombies/zsec_shield/shield_stand_fire.md5anim { frame 1 sound_weapon player_pistol_fire frame 1 launch_missile pistol } anim range_attack_end models/md5/monsters/zombies/zsec_shield/shield_lower.md5anim anim crate_up_out models/md5/monsters/zombies/zsec_shield/shield_crate_up_B.md5anim anim crate_up_fire models/md5/monsters/zombies/zsec_shield/shield_crate_up_C.md5anim { frame 2 sound_weapon player_pistol_fire frame 2 launch_missile pistol } anim crate_up_in models/md5/monsters/zombies/zsec_shield/shield_crate_up_D.md5anim anim crate_up_wait models/md5/monsters/zombies/zsec_shield/shield_crate_up_A.md5anim } entityDef monster_zsec_shield { "inherit" "monster_zsec_shotgun" "scriptobject" "ai" "nativeobject" "rvmMonsterZombieSecurityPistol" "model" "model_monster_zsec_shield" "size" "40 40 72" "use_aas" "aas48" "team" "1" "rank" "1" "health" "110" "def_projectile" "projectile_bullet_zsec_shield" "num_projectiles" "1" "attack_cone" "70" "attack_accuracy" "3" "projectile_spread" "2" "smoke_weapon" "cgsmoke.smoke" "smoke_wound_metal" "bulletricochet.prt" "smoke_wound_ricochet" "bulletricochet.prt" "damage_zone head" "*loneckcontrol" "damage_zone chest" "*Waist -*Rshldr -*Lshldr -*loneckcontrol -*shield" "damage_zone left_arm" "*Lshldr -*shield" "damage_zone right_arm" "*Rshldr" "damage_zone legs" "*Hips" "damage_zone shield" "*shield" "damage_scale shield" "0" "damage_scale head" "1.25" "ragdoll" "monster_zombie_security_pistol" "def_head" "head_security_dhelmet" "head_joint" "Shoulders" "skin_dropGib" "skins/monsters/zombies/securitygib.skin" "def_dropGibItem1" "moveable_item_head_pork" "dropGibItem1Joint" "headcontrol" "def_dropGibItem2" "moveable_item_torso_pork" "dropGibItem2Joint" "Chest" "def_dropGibItem3" "moveable_item_rup_arm_pork" "dropGibItem3Joint" "Ruparm" "def_dropGibItem4" "moveable_item_left_waist_pork" "dropGibItem4Joint" "Waist" "def_dropGibItem5" "moveable_item_lup_leg_pork" "dropGibItem5Joint" "Lupleg" "def_dropGibItem6" "moveable_item_rup_leg_pork" "dropGibItem6Joint" "Rupleg" "def_dropGibItem7" "moveable_item_rup2_leg_pork" "dropGibItem7Joint" "Rloleg" "def_dropGibItem8" "moveable_item_pelvis_pork" "dropGibItem8Joint" "Hips" "def_dropDeathItem9" "moveable_item_pistol" "dropDeathItem9Joint" "pistol" "def_dropDeathItem10" "moveable_item_shield" "dropDeathItem10Joint" "shield" "skin_dropDeath" "skins/monsters/zombies/zsecurity.skin" "mtr_flashShader" "muzzleflash" "flashTime" "0.15" "flashColor" "1 0.8 0.4" "flashRadius" "120" } entityDef damage_bullet_zsec_shield { "damage" "6" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "1" "smoke_wound_flesh" "bloodwound.smoke" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_splat_flesh" "textures/decals/dsplat2" "mtr_splat_flesh2" "textures/decals/dsplat5" "mtr_splat_flesh3" "textures/decals/dsplat7" "mtr_splat_flesh4" "textures/decals/dsplat11" "snd_flesh" "bullet_impact_flesh" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" } entityDef projectile_bullet_zsec_shield { "spawnclass" "idProjectile" "mins" "-1 -1 -1" "maxs" "1 1 1" "cone" "3" "scale" "0.1" "noshadows" "1" "snd_ricochet" "bullet_ricochet" "snd_impact" "bullet_impact_metal" "def_damage" "damage_bullet_zsec_shield" "launchFromBarrel" "0" "health" "0" "velocity" "2000 0 0" // slowed down for tracer effect "angular_velocity" "0 0 0" "thrust" "0" "thrust_start" "0" "thrust_end" "0" "linear_friction" "0" "angular_friction" "0" "contact_friction" "0" "bounce" "0.6" "mass" "2" "gravity" "0" "fuse" "4" "detonate_on_fuse" "0" "detonate_on_death" "0" "detonate_on_world" "1" "detonate_on_actor" "1" "impact_damage_effect" "1" "impact_gib" "1" "mtr_detonate" "textures/decals/bulleth02" "decal_size" "10" "smoke_fly" "" "smoke_detonate" "smokeandspark.smoke" "smoke_bounce" "" //particles/bullet_sparks.particle" "smoke_fuse" "" "mtr_light_shader" "" "light_color" "0 0 0" "light_radius" "0" "light_offset" "0 0 0" "mtr_explode_light_shader" "" "explode_light_color" "0 0 0" "explode_light_radius" "0" "explode_light_fadetime" "0" }