/*********************************************************************** monster_demon_sentry.def ***********************************************************************/ export fred { options -prefix SENTRY1_ -scale .7 -keep L1toe L2toe R1toe R2toe barrel Lelbow Lknee Relbow Rknee eject flash light -parent light Head1 -parent flash Hips -parent eject Hips -parent barrel Hips -parent R1_upleg Hips -parent R2_upleg Hips -parent L1_upleg Hips -parent L2_upleg Hips -parent Loneck Hips -sourcedir models/monsters/sentry/animation/cycles -destdir models/md5/monsters/sentry mesh sentry_mesh.mb -dest sentry anim initial.ma anim alert.ma anim walk1.ma anim walk1_beam.ma anim unfold.ma anim fold.ma anim folded.ma anim walk1_pain.ma anim stand_death.ma anim idle_stand1.ma anim is_2_alert.ma anim death_getup_on3.ma anim walk_on3.ma anim range_attackstart.ma anim range_attack4.ma -dest range_attack1 anim range_attackend.ma anim strafe_lft.ma anim strafe_rt.ma anim talk_primary.ma anim turn_left.ma anim turn_right.ma addoptions -prefix ref_ anim wall_release.ma -rotate 90 -range 1 120 anim wall_release_blank.ma -rotate 90 -range 1 150 -dest wall_release_dummy anim wall_release.ma -rotate 90 -range 1 1 -dest wall_release_idle } model monster_demon_sentry { mesh models/md5/monsters/sentry/sentry.md5mesh skin skins/models/monsters/brownsentry.skin channel torso ( *Loneck ) channel legs ( *Hips origin -*Loneck ) anim af_pose models/md5/monsters/sentry/initial.md5anim anim initial models/md5/monsters/sentry/initial.md5anim anim folded models/md5/monsters/sentry/folded.md5anim { ai_no_turn frame 1 disableWalkIK } anim unfold models/md5/monsters/sentry/unfold.md5anim { ai_no_turn frame 1 disableWalkIK frame 79 enableWalkIK } anim idle models/md5/monsters/sentry/idle_stand1.md5anim anim stand models/md5/monsters/sentry/idle_stand1.md5anim anim alert_idle models/md5/monsters/sentry/alert.md5anim anim walk models/md5/monsters/sentry/walk1.md5anim anim range_attack models/md5/monsters/sentry/range_attackstart.md5anim anim range_attack_loop1 models/md5/monsters/sentry/range_attack1.md5anim { frame 1 launch_missile barrel } anim range_attack_end models/md5/monsters/sentry/range_attackend.md5anim anim run models/md5/monsters/sentry/walk1.md5anim anim pain models/md5/monsters/sentry/walk1_pain.md5anim anim head_pain models/md5/monsters/sentry/walk1_pain.md5anim anim getupon3 models/md5/monsters/sentry/death_getup_on3.md5anim anim walkon3 models/md5/monsters/sentry/walk_on3.md5anim anim sight models/md5/monsters/sentry/unfold.md5anim { ai_no_turn frame 1 disableWalkIK frame 79 enableWalkIK } anim wall_release models/md5/monsters/sentry/wall_release.md5anim { ai_no_turn frame 1 disableWalkIK frame 129 enableWalkIK } anim strafe_left models/md5/monsters/sentry/strafe_lft.md5anim anim strafe_right models/md5/monsters/sentry/strafe_rt.md5anim } entityDef monster_demon_sentry { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmCharSentry" "model" "monster_demon_sentry" "ragdoll" "char_sentry" "size" "48 48 48" "use_aas" "aas48" "team" "1" "rank" "1" "health" "185" "anim" "folded" "on_activate" "unfold" "bleed" "0" "def_projectile" "projectile_plasmatracer" "attack_cone" "70" "attack_accuracy" "0" "smoke_weapon" "cgsmoke.smoke" "mass" "250" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_imp.prt-hips" "smoke_wound_metal" "bulletricochet.prt" "ik_numLegs" "4" "ik_footSize" "0" "ik_minWaistFloorDist" "20" "ik_waist" "Hips" "ik_hip1" "L1_upleg" "ik_hip2" "R1_upleg" "ik_hip3" "L2_upleg" "ik_hip4" "R2_upleg" "ik_knee1" "L1_midleg" "ik_knee2" "R1_midleg" "ik_knee3" "L2_midleg" "ik_knee4" "R2_midleg" "ik_ankle1" "L1_loleg" "ik_ankle2" "R1_loleg" "ik_ankle3" "L2_loleg" "ik_ankle4" "R2_loleg" "ik_dir1" "Lelbow" "ik_dir2" "Relbow" "ik_dir3" "Lknee" "ik_dir4" "Rknee" "ik_foot1" "L1toe" "ik_foot2" "R1toe" "ik_foot3" "L2toe" "ik_foot4" "R2toe" "damage_zone head" "*Loneck" "damage_zone chest" "*Hips -*R1_upleg -*L1_upleg -*R2_upleg -*L2_upleg -*Loneck" "damage_zone left_arm" "*L1_upleg" "damage_zone right_arm" "*R1_upleg" "damage_zone legs" "*L2_upleg *R2_upleg" "damage_scale head" "1.25" "snd_sight" "monster_sentry1_sight" "snd_chatter" "monster_sentry1_chatter" "snd_chatter_combat" "monster_sentry1_chatter" "snd_pain" "monster_sentry1_pain" "snd_attackmissile" "monster_sentry1_attackmissile" } entityDef damage_plasmatracer { "damage" "40" "smoke_wound_flesh" "bloodwound.smoke" "snd_flesh" "bullet_impact_flesh" } entityDef projectile_plasmatracer { "spawnclass" "idProjectile" "mins" "-3 -3 -3" "maxs" "3 3 3" "model" "models/monsters/sentry/plasmatracer.lwo" "def_damage" "damage_plasmatracer" "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) "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" "5" "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" "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" "" // 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 // "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" "sound/zaphod/plasmafly.wav" // sound effect while in the air "snd_explode" "sound/zaphod/plasmaexplode.wav" }