/*********************************************************************** monster_demon_d3xp_bruiser.def ***********************************************************************/ export James { options -prefix B_ -keep Lknee Rknee -keep ROT -align movement -parent spine_1 ROT -parent ROT body -sourcedir models/monsters/d3xp_bruiser/cycles -destdir models/md5/monsters/d3xp_bruiser mesh d3xp_bruiser_mesh.mb -dest d3xp_bruiser anim idle.mb anim af_pose.mb anim walk.mb anim range_attack1.mb anim pain_left.mb anim pain_right.mb } model monster_demon_d3xp_bruiser { mesh models/md5/monsters/d3xp_bruiser/d3xp_bruiser.md5mesh channel torso ( *spine_1 ) channel legs ( *Hips origin body ROT ) anim af_pose models/md5/monsters/d3xp_bruiser/af_pose.md5anim anim ik_pose models/md5/monsters/d3xp_bruiser/af_pose.md5anim anim idle models/md5/monsters/d3xp_bruiser/idle.md5anim anim stand models/md5/monsters/d3xp_bruiser/idle.md5anim anim walk models/md5/monsters/d3xp_bruiser/walk.md5anim anim pain_left_arm models/md5/monsters/d3xp_bruiser/pain_left.md5anim anim pain_right_arm models/md5/monsters/d3xp_bruiser/pain_right.md5anim anim range_attack1 models/md5/monsters/d3xp_bruiser/range_attack1.md5anim //anim teleport models/md5/monsters/d3xp_bruiser/teleport.md5anim //anim turret_attack models/md5/monsters/d3xp_bruiser/range_attack2.md5anim //anim melee_attack1 models/md5/monsters/d3xp_bruiser/attack1.md5anim //anim melee_attack2 models/md5/monsters/d3xp_bruiser/attack2.md5anim //anim melee_attack3 models/md5/monsters/d3xp_bruiser/attack3.md5anim //anim melee_attack4 models/md5/monsters/d3xp_bruiser/attack4.md5anim //anim evade_left models/md5/monsters/d3xp_bruiser/evade_left.md5anim //anim evade_right models/md5/monsters/d3xp_bruiser/evade_right.md5anim //anim pain models/md5/monsters/d3xp_bruiser/pain_chest1.md5anim //anim pain_chest models/md5/monsters/d3xp_bruiser/pain_chest1.md5anim //anim pain_head models/md5/monsters/d3xp_bruiser/pain_head1.md5anim //anim sight models/md5/monsters/d3xp_bruiser/sight2.md5anim //anim af_pose models/md5/monsters/d3xp_bruiser/af_pose.md5anim //anim ik_pose models/md5/monsters/d3xp_bruiser/af_pose.md5anim } entityDef monster_demon_d3xp_bruiser { "inherit" "monster_default" "model" "monster_demon_d3xp_bruiser" //"scriptobject" "monster_demon_d3xp_bruiser" //"ragdoll" "monster_demon_d3xp_bruiser" "size" "48 48 68" "use_aas" "aas48" "team" "1" "rank" "2" "health" "425" "attack_cone" "70" "attack_accuracy" "0" "melee_range" "48" "bone_focus" "Head" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_imp.prt-chest" "delay" "2" "look_min" "-90 -125 0" "look_max" "25 125 0" "look_joint Waist" "0.4 0.4 0" "look_joint Head" "0.6 0.6 0" "damage_zone head" "*neck_2" "damage_zone chest" "*spine_1 -*r_clav -*l_clav -*neck_2" "damage_zone left_arm" "*r_clav" "damage_zone right_arm" "*l_clav" "damage_scale head" "2" "mass" "850" "ik_numLegs" "2" "ik_footSize" "8" "ik_footDownTrace" "64" "ik_waist" "body" "ik_hip1" "l_upleg" "ik_hip2" "r_upleg" "ik_knee1" "l_loleg" "ik_knee2" "r_loleg" "ik_ankle1" "l_leg" "ik_ankle2" "r_leg" "ik_dir1" "Lknee" "ik_dir2" "Rknee" "ik_foot1" "ik_foot1" "ik_foot2" "ik_foot2" "snd_sight" "monster_demon_archvile_sight" "snd_sight2" "monster_demon_archvile_sight2" "snd_chatter" "monster_demon_archvile_chatter" "snd_chatter_combat" "monster_demon_archvile_chatter" "snd_pain" "monster_demon_archvile_pain" "snd_attack" "monster_demon_archvile_attack" "snd_death" "monster_demon_archvile_die" "snd_createmissile" "monster_demon_imp_fireball_create" "snd_footstep" "monster_demon_archvile_footstep" "snd_resurrection" "monster_demon_archvile_resurrection" "snd_melee" "monster_demon_archvile_melee" "snd_burn" "monster_demon_archvile_burn" "smokeParticleSystem" "flame_r" "smokeParticleSystem2" "flame_l" }