/*********************************************************************** monster_demon_tick.def ***********************************************************************/ export fred { options -prefix TRITE_ -align ALL -keep Rknee1 Rknee2 Rknee3 Lknee1 Lknee2 Lknee3 -keep strand1 -parent strand1 Spine3 -sourcedir models/monsters/trite/cycles -destdir models/md5/monsters/tick addoptions -keepmesh tickbodymesh addoptions -keepmesh ticklegsmesh addoptions -keepmesh pPlane3 addoptions -keepmesh pPlane4 mesh trite_mesh.mb -dest tick anim initial.mb anim af_pose.mb anim idle.mb anim alert_idle.mb anim walk1.mb anim pain_head.mb anim pain_luparm1.mb anim pain_ruparm1.mb anim walk2.mb anim walk3.mbf anim spit1.mb anim sight1.mb anim leap1.mb -range 1 16 -dest leap1start anim leap1.mb -range 17 22 -dest leap1loop anim leap1.mb -range 27 40 -dest leap1end anim melee1.mb anim melee2.mb anim evade_right.mb anim evade_left.mb anim outofhole.mb anim crawl196.mb -dest drop196 anim crawl256.mb -dest drop256 anim crawl400.mb -dest drop400 addoptions -prefix TRITE1_ -sourcedir maps/fred/trites/ -destdir models/md5/monsters/tick anim trite_wakeups.mb -range 1 48 -dest downpipe addoptions -prefix TRITE2_ anim trite_wakeups.mb -range 1 24 -dest hole24 addoptions -prefix TRITE3_ anim trite_wakeups.mb -range 1 29 -dest hole16 addoptions -prefix TRITE4_ anim trite_wakeups.mb -range 1 35 -dest doorcrack1 addoptions -prefix TRITE5_ anim trite_wakeups.mb -range 1 30 -dest floorcrack options -prefix TRITE_ -keep Rknee1 Rknee2 Rknee3 Lknee1 Lknee2 Lknee3 -keep strand1 -parent strand1 Spine3 addoptions -keepmesh tickbodymesh addoptions -keepmesh ticklegsmesh addoptions -keepmesh pPlane3 addoptions -keepmesh pPlane4 anim models/monsters/trite/cycles/getoffwall.mb -rotate 90 -dest models/md5/monsters/tick/getoffwall } model monster_demon_tick { mesh models/md5/monsters/tick/tick.md5mesh channel torso ( *origin ) anim af_pose models/md5/monsters/tick/initial.md5anim anim ik_pose models/md5/monsters/tick/af_pose.md5anim anim idle models/md5/monsters/tick/alert_idle.md5anim { frame 21 sound_body snd_footstep frame 29 sound_body snd_footstep frame 40 sound_voice snd_chirp frame 42 sound_body snd_footstep frame 60 sound_voice snd_chirp frame 65 sound_body snd_footstep frame 78 sound_body snd_footstep frame 85 sound_body snd_footstep frame 88 sound_voice snd_chirp } anim evade_right models/md5/monsters/tick/evade_right.md5anim { frame 4 sound_voice snd_evade frame 9 sound_body snd_footstep frame 10 sound_body snd_footstep frame 18 sound_body snd_footstep frame 20 sound_body snd_footstep frame 22 sound_body snd_footstep } anim evade_left models/md5/monsters/tick/evade_left.md5anim { frame 4 sound_voice snd_evade frame 9 sound_body snd_footstep frame 10 sound_body snd_footstep frame 18 sound_body snd_footstep frame 20 sound_body snd_footstep frame 22 sound_body snd_footstep } anim sight1 models/md5/monsters/tick/sight1.md5anim { frame 1 call overrideLegs frame 10 sound_body snd_sight } anim run models/md5/monsters/tick/walk1.md5anim { frame 5 sound_body snd_footstep frame 6 sound_body snd_footstep frame 11 sound_body snd_footstep frame 13 sound_body snd_footstep frame 16 sound_body snd_footstep frame 20 sound_body snd_footstep frame 21 sound_body snd_footstep frame 26 sound_body snd_footstep frame 29 sound_body snd_footstep frame 31 sound_body snd_footstep frame 36 sound_body snd_footstep frame 37 sound_body snd_footstep frame 39 sound_body snd_footstep frame 41 sound_body snd_footstep } anim walk1 models/md5/monsters/tick/walk2.md5anim { frame 3 sound_body snd_footstep frame 4 sound_body snd_footstep frame 7 sound_body snd_footstep frame 8 sound_body snd_footstep frame 11 sound_body snd_footstep frame 13 sound_body snd_footstep frame 14 sound_body snd_footstep frame 28 sound_body snd_footstep frame 29 sound_body snd_footstep frame 33 sound_body snd_footstep frame 39 sound_body snd_footstep frame 43 sound_body snd_footstep frame 45 sound_body snd_footstep frame 50 sound_body snd_footstep frame 53 sound_body snd_footstep frame 55 sound_body snd_footstep } anim walk2 models/md5/monsters/tick/walk3.md5anim { frame 2 sound_voice snd_chirp frame 3 sound_body snd_footstep frame 4 sound_body snd_footstep frame 7 sound_body snd_footstep frame 11 sound_body snd_footstep frame 14 sound_body snd_footstep frame 28 sound_body snd_footstep frame 29 sound_body snd_footstep frame 34 sound_body snd_footstep frame 39 sound_body snd_footstep frame 41 sound_voice snd_chirp frame 45 sound_body snd_footstep frame 50 sound_body snd_footstep frame 55 sound_body snd_footstep frame 59 sound_body snd_footstep frame 74 sound_body snd_footstep frame 76 sound_body snd_footstep frame 81 sound_voice snd_chirp frame 84 sound_body snd_footstep frame 85 sound_body snd_footstep frame 86 sound_body snd_footstep frame 93 sound_body snd_footstep frame 94 sound_body snd_footstep frame 96 sound_body snd_footstep frame 99 sound_body snd_footstep frame 100 sound_body snd_footstep } anim melee_attack1 models/md5/monsters/tick/melee1.md5anim { frame 1 call overrideLegs frame 3 attack_begin melee_tritebite1 frame 3 sound_body snd_footstep frame 11 sound_body snd_footstep frame 12 sound_body snd_footstep frame 13 sound_body snd_footstep frame 15 sound_body snd_footstep frame 22 sound_body snd_footstep frame 23 sound_body snd_footstep frame 23 attack_end } anim melee_attack2 models/md5/monsters/tick/melee2.md5anim { frame 1 call overrideLegs frame 3 attack_begin melee_tritebite1 frame 23 attack_end frame 25 sound_body snd_footstep frame 26 sound_body snd_footstep frame 30 sound_body snd_footstep frame 34 sound_body snd_footstep } anim jump_start models/md5/monsters/tick/leap1start.md5anim { frame 8 sound_body snd_footstep } anim jump_loop1 models/md5/monsters/tick/leap1loop.md5anim anim jump_end models/md5/monsters/tick/leap1end.md5anim { frame 1 sound_body snd_footstep frame 2 sound_body snd_footstep frame 3 sound_body snd_footstep frame 14 sound_body snd_footstep } anim pain models/md5/monsters/tick/pain_head.md5anim { frame 1 sound_voice snd_pain } anim pain_head models/md5/monsters/tick/pain_head.md5anim { frame 1 sound_voice snd_pain } anim pain_left_arm models/md5/monsters/tick/pain_luparm1.md5anim { frame 1 sound_voice snd_pain frame 6 sound_body snd_footstep } anim pain_right_arm models/md5/monsters/tick/pain_ruparm1.md5anim { frame 1 sound_voice snd_pain frame 6 sound_body snd_footstep } anim "196drop" models/md5/monsters/tick/drop196.md5anim { //ai_no_turn frame 1 disableGravity frame 1 disableWalkIK frame 1 sound_voice snd_startdrop frame 25 sound_body snd_footstep frame 27 sound_body snd_footstep frame 28 sound_voice snd_enddrop frame 29 enableGravity frame 29 sound_body snd_footstep frame 30 sound_body snd_footstep frame 33 sound_body snd_sight frame 48 enableWalkIK } anim "256drop" models/md5/monsters/tick/drop256.md5anim { //ai_no_turn frame 1 disableGravity frame 1 disableWalkIK frame 1 sound_voice snd_startdrop frame 25 sound_body snd_footstep frame 27 sound_body snd_footstep frame 28 sound_voice snd_enddrop frame 29 enableGravity frame 29 sound_body snd_footstep frame 30 sound_body snd_footstep frame 33 sound_body snd_sight frame 48 enableWalkIK } anim "400drop" models/md5/monsters/tick/drop400.md5anim { //ai_no_turn frame 1 disableGravity frame 1 disableWalkIK frame 1 sound_voice snd_startdrop frame 33 sound_body snd_footstep frame 34 sound_body snd_footstep frame 37 enableGravity frame 28 sound_voice snd_enddrop frame 35 sound_body snd_footstep frame 36 sound_body snd_footstep frame 38 sound_body snd_footstep frame 45 sound_voice snd_sight frame 48 sound_body snd_footstep frame 55 sound_body snd_footstep frame 58 enableWalkIK } anim offwall models/md5/monsters/tick/getoffwall.md5anim { ai_no_turn frame 1 disableWalkIK frame 63 enableWalkIK } anim outofhole models/md5/monsters/tick/outofhole.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 event ignoreDamage frame 58 enableWalkIK frame 58 event allowDamage } anim downpipe models/md5/monsters/tick/downpipe.md5anim { ai_no_turn frame 1 disableWalkIK frame 6 sound_voice snd_sight frame 46 enableWalkIK } anim "24hole" models/md5/monsters/tick/hole24.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 event ignoreDamage frame 9 sound_voice snd_sight frame 22 enableWalkIK frame 22 event allowDamage } anim "16hole" models/md5/monsters/tick/hole16.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 event ignoreDamage frame 18 sound_voice snd_sight frame 27 enableWalkIK frame 27 event allowDamage } anim doorcrack1 models/md5/monsters/tick/doorcrack1.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 event ignoreDamage frame 19 sound_voice snd_sight frame 33 enableWalkIK frame 33 event allowDamage } anim floorcrack models/md5/monsters/tick/floorcrack.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 event ignoreDamage frame 9 sound_body snd_footstep frame 13 sound_body snd_footstep frame 15 sound_body snd_footstep frame 18 sound_body snd_footstep frame 19 sound_body snd_footstep frame 21 sound_voice snd_sight frame 28 enableWalkIK frame 28 event allowDamage } } entityDef monster_demon_tick { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterDemonTrite" "model" "monster_demon_tick" "ragdoll" "monster_demon_tick" "size" "48 48 40" "use_aas" "aas48" "team" "1" "rank" "1" "health" "20" "melee_range" "40" "chatter_min" "5" "chatter_max" "10" "chatter_combat_min" "3" "chatter_combat_max" "7" "turn_rate" "360" "on_activate_blend" "0" "blockedRadius" "25" "blockedMoveTime" "750" "blockedAttackTime" "750" "model_explode" "trite_boomboom.prt" "def_explode_damage" "damage_tick_explode" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_imp.prt-body2" "ik_numLegs" "0" "ik_footSize" "0" "ik_waist" "Body2" "ik_hip1" "Luparm1" "ik_hip2" "Ruparm1" "ik_hip3" "Luparm2" "ik_hip4" "Ruparm2" "ik_hip5" "Luparm3" "ik_hip6" "Ruparm3" "ik_knee1" "Lloarm1" "ik_knee2" "Rloarm1" "ik_knee3" "Lloarm2" "ik_knee4" "Rloarm2" "ik_knee5" "Lloarm3" "ik_knee6" "Rloarm3" "ik_ankle1" "Lwrist1" "ik_ankle2" "Rwrist1" "ik_ankle3" "Lwrist2" "ik_ankle4" "Rwrist2" "ik_ankle5" "Lwrist3" "ik_ankle6" "Rwrist3" "ik_dir1" "Lknee1" "ik_dir2" "Rknee1" "ik_dir3" "Lknee2" "ik_dir4" "Rknee2" "ik_dir5" "Lknee3" "ik_dir6" "Rknee3" "ik_foot1" "Ltip1" "ik_foot2" "Rtip1" "ik_foot3" "Ltip2" "ik_foot4" "Rtip2" "ik_foot5" "Ltip3" "ik_foot6" "Rtip3" "damage_zone head" "*Body2 -*Ruparm1 -*Ruparm2 -*Ruparm3 -*Luparm1 -*Luparm2 -*Luparm3" "damage_zone left_arm" "*Luparm1" "damage_zone right_arm" "*Ruparm1" "damage_scale head" "1" "snd_chatter" "monster_demon_tick_chatter" "snd_chatter_combat" "monster_demon_tick_chatter_combat" "snd_chirp" "monster_demon_tick_chirp" "snd_evade" "monster_demon_tick_evade" "snd_footstep" "monster_demon_tick_footstep" "snd_sight" "monster_demon_tick_sight" "snd_melee" "monster_demon_tick_melee" "snd_pain" "monster_demon_tick_pain" "snd_death" "monster_demon_tick_death" "snd_chomp" "monster_demon_tick_chomp" "snd_burn" "monster_demon_tick_burn" } entityDef damage_tick_explode { "damage" "50" // adjust in script if this value is changed "radius" "100" "knockback" "80" "push" "1000" "gib" "0" }