/*********************************************************************** monster_demon_vulgar.def ***********************************************************************/ export James { options -prefix VUL_ -keep Lknee Rknee -keep r_fireball l_fireball ROT -align movement -parent r_fireball Rwrist -parent l_fireball Lwrist -parent spine_1 ROT -parent ROT root -sourcedir models/monsters/vulgar/cycles -destdir models/md5/monsters/vulgar mesh vulgar_mesh.mb -dest vulgar anim idle2.mb anim walk.mb anim run.mb anim attack1.mb anim attack2.mb anim attack3.mb anim idle1.mb anim af_pose.mb -range 1 1 anim pain_chest.mb anim pain_head.mb anim pain_luparm.mb anim pain_ruparm.mb anim teleport.mb anim evade_left.mb anim evade_right.mb anim sight.mb anim range_attack1.mb anim range_attack2.mb anim run_evade_right.mb anim run_evade_left.mb anim run_pain_left.mb anim run_pain_right.mb anim run_pain_chest.mb anim run_pain_head.mb anim leap_attack.mb -range 25 33 -dest jump_start anim leap_attack.mb -range 34 55 -dest jump_loop anim attack1.mb -range 8 14 -dest jump_end } model monster_demon_vulgar { mesh models/md5/monsters/vulgar/vulgar.md5mesh channel torso ( *spine_1 ) channel legs ( *origin ) anim idle1 models/md5/monsters/vulgar/idle1.md5anim anim idle2 models/md5/monsters/vulgar/idle2.md5anim anim walk models/md5/monsters/vulgar/walk.md5anim anim run models/md5/monsters/vulgar/run.md5anim anim run_evade_left models/md5/monsters/vulgar/run_evade_left.md5anim anim run_evade_right models/md5/monsters/vulgar/run_evade_right.md5anim anim run_pain_left models/md5/monsters/vulgar/run_pain_left.md5anim anim run_pain_right models/md5/monsters/vulgar/run_pain_right.md5anim anim run_pain_chest models/md5/monsters/vulgar/run_pain_chest.md5anim anim run_pain_head models/md5/monsters/vulgar/run_pain_head.md5anim anim melee_attack1 models/md5/monsters/vulgar/attack1.md5anim { frame 1 call overrideLegs frame 9 melee melee_vulgarRightClaw frame 25 melee melee_vulgarLeftClaw } anim melee_attack2 models/md5/monsters/vulgar/attack2.md5anim { frame 1 call overrideLegs frame 10 melee melee_vulgarRightClaw } anim melee_attack3 models/md5/monsters/vulgar/attack3.md5anim { frame 1 call overrideLegs frame 10 melee melee_vulgarLeftClaw } anim pain models/md5/monsters/vulgar/pain_chest.md5anim anim pain_chest models/md5/monsters/vulgar/pain_chest.md5anim anim pain_head models/md5/monsters/vulgar/pain_head.md5anim anim pain_left_arm models/md5/monsters/vulgar/pain_luparm.md5anim anim pain_right_arm models/md5/monsters/vulgar/pain_ruparm.md5anim anim af_pose models/md5/monsters/vulgar/af_pose.md5anim anim teleport models/md5/monsters/vulgar/teleport.md5anim { frame 15 sound_voice snd_sight } anim evade_left models/md5/monsters/vulgar/evade_left.md5anim anim evade_right models/md5/monsters/vulgar/evade_right.md5anim anim sight models/md5/monsters/vulgar/sight.md5anim anim range_attack1 models/md5/monsters/vulgar/range_attack1.md5anim { frame 1 call overrideLegs frame 2 create_missile r_fireball frame 11 launch_missile r_fireball } anim range_attack2 models/md5/monsters/vulgar/range_attack2.md5anim { frame 1 call overrideLegs frame 2 create_missile l_fireball frame 12 launch_missile l_fireball } anim jump_start models/md5/monsters/vulgar/jump_start.md5anim anim jump_loop models/md5/monsters/vulgar/jump_loop.md5anim anim jump_end models/md5/monsters/vulgar/jump_end.md5anim { frame 1 call overrideLegs frame 2 melee melee_vulgarRightClaw } } entityDef monster_demon_vulgar { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterDemonVulgar" "model" "monster_demon_vulgar" "ragdoll" "monster_demon_vulgar" "size" "48 48 68" "use_aas" "aas48" "team" "1" "rank" "1" "health" "400" "def_projectile" "projectile_vulgar_fireball" "attack_cone" "70" "attack_accuracy" "0" "melee_range" "84" "bone_focus" "head_FK" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_imp.prt-root" "look_min" "-90 -125 0" "look_max" "25 125 0" "look_joint spine_1" "0.4 0.4 0" "look_joint head_FK" "0.6 0.6 0" "damage_zone head" "*spine_6" "damage_zone chest" "*spine_1 -*Rshldr -*Lshldr -*spine_6" "damage_zone left_arm" "*Lshldr" "damage_zone right_arm" "*Rshldr" "damage_zone legs" "*Hips origin root" "damage_scale head" "2" "mass" "250" "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "root" "ik_hip1" "Lupleg" "ik_hip2" "Rupleg" "ik_knee1" "Lloleg" "ik_knee2" "Rloleg" "ik_ankle1" "Lankle" "ik_ankle2" "Rankle" "ik_dir1" "Lknee" "ik_dir2" "Rknee" "ik_foot1" "Lball" "ik_foot2" "Rtoe" } entityDef damage_vulgar_fireball { "damage" "12" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "10" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" "smoke_wound_flesh" "bloodwound.smoke" } entityDef damage_vulgar_fireball_splash { "damage" "5" "radius" "50" } entityDef projectile_vulgar_fireball { "spawnclass" "idProjectile" "mins" "-4 -4 -4" "maxs" "4 4 4" "cone" "3" "model" "models/weapons/impfireball/impfireball2.lwo" "def_damage" "damage_vulgar_fireball" "def_splash_damage" "damage_vulgar_fireball_splash" "launchFromBarrel" "1" "health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "475 0 -150" // 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" "250" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "20" // 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" "impsparks.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 // parametric particles -- temp "model_detonate" "bigExplosion.ips" "debris_count" "3" "def_debris" "debris_largeshrapnel" "def_shrapnel" "debris_shrapnel" "mtr_light_shader" "lights/impflyflash" "light_color" "0.9 0.7 0.05" "light_radius" "160" "light_offset" "0 0 0" "mtr_explode_light_shader" "lights/impflash" "explode_light_color" "3.6 3.0 0.5" "explode_light_radius" "320" "explode_light_fadetime" "1" "snd_explode" "monster_demon_imp_fireball_explode" "snd_fly" "monster_demon_imp_fireball_flight" // particle effect while in the air } entityDef melee_vulgarLeapAttack { // melee specific parameters "snd_hit" "monster_demon_imp_melee_hit" "kickDir" "1 0 0" // damage parameters "damage" "20" "mtr_blob" "leftSlash" "blob_time" "300" "blob_x" "140" "blob_y" "-100" "blob_width" "600" "blob_height" "600" "knockback" "100" "kick_time" "800" "kick_amplitude" "2" "dv_time" "400" } entityDef melee_vulgarLeftClaw { // melee specific parameters "snd_hit" "monster_demon_imp_melee_hit" "snd_miss" "monster_demon_imp_melee_miss" "kickDir" "0 -1 0" // damage parameters "damage" "12" "mtr_blob" "leftSlash" "blob_time" "300" "blob_x" "140" "blob_y" "-100" "blob_width" "600" "blob_height" "600" "knockback" "40" "kick_time" "400" "kick_amplitude" "2" "dv_time" "100" } entityDef melee_vulgarRightClaw { "snd_hit" "monster_demon_imp_melee_hit" "snd_miss" "monster_demon_imp_melee_miss" "kickDir" "0 1 0" "damage" "12" "mtr_blob" "rightSlash" "blob_time" "300" "blob_x" "-100" "blob_y" "-100" "blob_width" "600" "blob_height" "600" "knockback" "30" "kick_time" "400" "kick_amplitude" "2" "dv_time" "100" }