/*********************************************************************** monster_demon_mancubus.def ***********************************************************************/ export james { options -prefix MANC_ -keep Lknee Rknee -keep ROT Rmissile Lmissile -parent Rmissile Rloarm -parent Lmissile Lloarm -parent Waist ROT -parent ROT Body anim maps/james/recycling2.mb -dest models/md5/cinematics/recycling2/mancintro_manc options -prefix MANC_ -keep Lknee Rknee -align movement -keep ROT Rmissile Lmissile -parent Rmissile Rloarm -parent Lmissile Lloarm -parent Waist ROT -parent ROT Body -sourcedir models/monsters/mancubus/cycles -destdir models/md5/monsters/mancubus/james mesh mancubus_mesh.mb -dest mancubus anim af_pose.mb anim walk.mb anim idle.mb anim teleport.mb anim pain.mb anim pain_head.mb anim pain_chest.mb anim pain_ruparm.mb anim pain_luparm.mb anim sight1.mb anim multifire1.mb anim multifire1_start.mb anim multifire1_end.mb anim multifire2.mb anim multifire2.mb -dest multifire3 anim fire1.mb anim fire2.mb anim fire3.mb anim fire4.mb anim attack1.mb } model monster_demon_mancubus { mesh models/md5/monsters/mancubus/james/mancubus.md5mesh channel torso ( *Waist ) channel legs ( *origin Body ROT -*Waist ) anim af_pose models/md5/monsters/mancubus/james/af_pose.md5anim anim ik_pose models/md5/monsters/mancubus/james/af_pose.md5anim anim idle models/md5/monsters/mancubus/james/idle.md5anim anim stand models/md5/monsters/mancubus/james/idle.md5anim anim teleport models/md5/monsters/mancubus/james/teleport.md5anim { frame 5 sound_body snd_footstep frame 15 sound_voice snd_sight } anim walk models/md5/monsters/mancubus/james/walk.md5anim { frame 11 sound_body snd_footstep frame 26 sound_body snd_footstep } anim pain models/md5/monsters/mancubus/james/pain.md5anim { frame 1 sound_voice snd_pain } anim pain_head models/md5/monsters/mancubus/james/pain_head.md5anim { frame 1 sound_voice snd_pain } /* anim turret_attack1 models/md5/monsters/mancubus/james/fire1.md5anim { frame 1 call overrideLegs frame 12 sound_weapon snd_attackmissile frame 12 launch_missile Lmissile } anim turret_attack2 models/md5/monsters/mancubus/james/fire2.md5anim { frame 1 call overrideLegs frame 12 sound_weapon snd_attackmissile frame 12 launch_missile Rmissile } anim turret_attack3 models/md5/monsters/mancubus/james/multifire2.md5anim { frame 1 call overrideLegs frame 12 launch_missile Lmissile frame 12 sound_weapon snd_attackmissile frame 23 launch_missile Rmissile frame 23 sound_weapon snd_attackmissile frame 38 launch_missile Lmissile frame 38 sound_weapon snd_attackmissile } anim turret_attack4 models/md5/monsters/mancubus/james/fire3.md5anim { frame 1 call overrideLegs frame 12 sound_weapon snd_attackmissile frame 12 launch_missile Lmissile } anim turret_attack5 models/md5/monsters/mancubus/james/fire4.md5anim { frame 1 call overrideLegs frame 12 sound_weapon snd_attackmissile frame 12 launch_missile Rmissile } */ anim pain_chest models/md5/monsters/mancubus/james/pain_chest.md5anim { frame 1 sound_voice snd_pain } anim pain_right_arm models/md5/monsters/mancubus/james/pain_ruparm.md5anim { frame 1 sound_voice snd_pain } anim pain_left_arm models/md5/monsters/mancubus/james/pain_luparm.md5anim { frame 1 sound_voice snd_pain } anim sight1 models/md5/monsters/mancubus/james/sight1.md5anim { frame 1 sound_voice snd_sight } anim range_attack_start models/md5/monsters/mancubus/james/multifire1_start.md5anim anim range_attack_loop models/md5/monsters/mancubus/james/multifire1.md5anim { frame 3 launch_missile Lmissile frame 3 sound_weapon snd_attackmissile frame 19 launch_missile Rmissile frame 19 sound_weapon snd_attackmissile } anim range_attack_end models/md5/monsters/mancubus/james/multifire1_end.md5anim anim melee_attack1 models/md5/monsters/mancubus/james/attack1.md5anim { frame 16 melee melee_mancubus_stomp frame 16 sound_body snd_footstep frame 17 sound_body snd_footstep } } entityDef monster_demon_mancubus { "editor_mins" "-61 -61 0" "editor_maxs" "61 61 96" "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterDemonMancubus" "model" "monster_demon_mancubus" "ragdoll" "monster_demon_mancubus2" "size" "122 122 96" "use_aas" "aas_mancubus" "team" "1" "rank" "2" "health" "1000" "melee_range" "90" "def_projectile" "projectile_mancubus_rocket" "smoke_weapon" "cgsmoke.smoke" "turn_rate" "120" "chatter_min" "3" "chatter_max" "3" "attack_cone" "30" "attack_accuracy" "0.5" "pain_threshold" "16" "on_activate_blend" "2" "damage_zone head" "*Loneck" "damage_zone chest" "*Waist -*Ruparm -*Luparm -*Loneck" "damage_zone left_arm" "*Luparm" "damage_zone right_arm" "*Ruparm" "damage_zone legs" "*Lupleg *Rupleg origin" "damage_scale head" "1.5" "mass" "800" "smoke_wound_metal" "bulletricochet.prt" "smoke_wound_ricochet" "bulletricochet.prt" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_manc.prt-waist" "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "Body" "ik_hip1" "Lupleg" "ik_hip2" "Rupleg" "ik_knee1" "Lloleg" "ik_knee2" "Rloleg" "ik_ankle1" "Lfoot" "ik_ankle2" "Rfoot" "ik_dir1" "Lknee" "ik_dir2" "Rknee" "ik_foot1" "Lfoot" "ik_foot2" "Rfoot" "snd_sight" "monster_demon_mancubus_sight" "snd_chatter" "monster_demon_mancubus_chatter" "snd_chatter_combat" "monster_demon_mancubus_chatter_combat" "snd_pain" "monster_demon_mancubus_pain" "snd_attackmissile" "monster_demon_mancubus_attackmissle" "snd_death" "monster_demon_mancubus_die" "snd_footstep" "monster_demon_mancubus_step" "snd_burn" "monster_demon_mancubus_burn" } entityDef damage_mancubusblast { "damage" "20" "smoke_wound_flesh" "bloodwound.smoke" "snd_flesh" "bullet_impact_flesh" } entityDef damage_mancubusSplash { "damage" "20" "radius" "40" "knockback" "30" "push" "200" } entityDef projectile_mancubus_rocket { "spawnclass" "idProjectile" "mins" "-8 -8 -8" "maxs" "8 8 8" "cone" "3" "model" "manc_fireball.prt" "bindOnImpact" "0" "def_damage" "damage_mancubusblast" "def_splash_damage" "damage_mancubusSplash" "launchFromBarrel" "1" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "700 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0) "random_shader_spin" "1" // sets shader parm 5 which if appropriate the projectile shader will use this as an alternating spin "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" "100" "gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "10" // 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" "1" // 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" "70" //"smoke_fly" "plasmatrail.smoke" // 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" "manc_explosion.prt" // "mtr_light_shader" "" // "light_color" "0 0 0.8" // "light_radius" "160" // "light_offset" "-8 0 0" // "mtr_explode_light_shader" "muzzleflash" // "explode_light_color" "0 0 1" // "explode_light_radius" "160" // "explode_light_fadetime" "0.25" "snd_fly" "monster_demon_imp_fireball_flight" // sound effect while in the air "snd_explode" "monster_demon_imp_fireball_explode" } entityDef melee_mancubus_stomp { "damage" "40" "kickDir" "1 0 -1" "blob_time" "600" //"blob_size" "600" //"blob_offset_x" "600" "mtr_blob" "leftSmack" "blob_x" "50" "blob_y" "-100" "blob_width" "600" "blob_height" "600" "knockback" "80" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" }