/*********************************************************************** monster_demon_wraith.def ***********************************************************************/ export James { options -prefix W_ -keep Lknee Rknee -keep fireball ROT -parent fireball head_FK -parent spine_1 ROT -parent ROT root addoptions -sourcedir models/monsters/wraith/cycles addoptions -destdir models/md5/monsters/wraith anim ceiling_idle_128.mb -rotate 90 anim ceiling_idle_192.mb -rotate 90 anim ceiling_idle_256.mb -rotate 90 anim ceiling_idle_128_attack.mb -rotate 90 -dest ceiling_attack_128 anim ceiling_idle_192_attack.mb -rotate 90 -dest ceiling_attack_192 anim ceiling_idle_256_attack.mb -rotate 90 -dest ceiling_attack_256 addoptions -align movement mesh wraith_mesh.mb -dest wraith anim idle.mb anim walk.mb anim run.mb anim sight.mb anim pain_chest.mb anim pain_head.mb anim pain_luparm.mb anim pain_ruparm.mb anim teleport.mb anim attack1.mb anim attack2.mb anim attack3.mb anim evade_left.mb anim evade_right.mb anim leap_attack.mb -range 12 13 -dest jump_start anim leap_attack.mb -range 14 27 -dest jump_loop anim leap_attack.mb -range 27 50 -dest jump_end anim af_pose.mb -range 1 1 } model monster_demon_wraith { mesh models/md5/monsters/wraith/wraith.md5mesh channel torso ( *spine_1 ) channel legs ( *Hips origin root ROT ) anim idle models/md5/monsters/wraith/idle.md5anim anim walk models/md5/monsters/wraith/walk.md5anim { frame 7 sound_body snd_footstep frame 15 sound_body snd_footstep frame 24 sound_body snd_footstep frame 31 sound_body snd_footstep } anim run models/md5/monsters/wraith/run.md5anim { frame 3 sound_body snd_footstep frame 8 sound_body snd_footstep frame 12 sound_body snd_footstep frame 14 sound_body snd_footstep } anim sight models/md5/monsters/wraith/sight.md5anim { frame 5 sound_voice snd_sight } anim pain models/md5/monsters/wraith/pain_chest.md5anim { frame 1 sound_voice snd_pain } anim pain_chest models/md5/monsters/wraith/pain_chest.md5anim { frame 1 sound_voice snd_pain } anim pain_head models/md5/monsters/wraith/pain_head.md5anim { frame 1 sound_voice snd_pain } anim pain_left_arm models/md5/monsters/wraith/pain_luparm.md5anim { frame 1 sound_voice snd_pain } anim pain_right_arm models/md5/monsters/wraith/pain_ruparm.md5anim { frame 1 sound_voice snd_pain } anim teleport models/md5/monsters/wraith/teleport.md5anim { frame 5 sound_voice snd_thud frame 15 sound_voice snd_sight2 } anim melee_attack1 models/md5/monsters/wraith/attack1.md5anim { frame 1 sound_voice monster_demon_wraith_attackmelee_1 //frame 11 sound_voice snd_attackmelee_1 frame 12 melee melee_wraithRightClaw } anim melee_attack2 models/md5/monsters/wraith/attack2.md5anim { frame 1 sound_voice monster_demon_wraith_attackmelee_2 //frame 11 sound_voice snd_attackmelee_2 frame 12 melee melee_wraithLeftClaw } anim melee_attack3 models/md5/monsters/wraith/attack3.md5anim { frame 1 sound_voice monster_demon_wraith_attackmelee_3 //frame 13 sound_voice snd_attackmelee_1 frame 13 melee melee_wraithCenterAttack } anim evade_left models/md5/monsters/wraith/evade_left.md5anim { frame 1 sound_body monster_demon_wraith_evade_left // frame 7 sound_body monster_demon_imp_footstep // frame 8 sound_body monster_demon_imp_footstep // frame 10 sound_body monster_demon_imp_footstep } anim evade_right models/md5/monsters/wraith/evade_right.md5anim { frame 1 sound_body monster_demon_wraith_evade_right // frame 8 sound_body monster_demon_imp_footstep // frame 9 sound_body monster_demon_imp_footstep // frame 11 sound_body monster_demon_imp_footstep } anim af_pose models/md5/monsters/wraith/af_pose.md5anim // no longer jumps // anim jump_start models/md5/monsters/wraith/jump_start.md5anim // anim jump_loop models/md5/monsters/wraith/jump_loop.md5anim // anim jump_end models/md5/monsters/wraith/jump_end.md5anim { // frame 6 sound_body snd_thud // } anim ceiling_idle1 models/md5/monsters/wraith/ceiling_idle_128.md5anim anim ceiling_idle2 models/md5/monsters/wraith/ceiling_idle_192.md5anim anim ceiling_idle3 models/md5/monsters/wraith/ceiling_idle_256.md5anim anim ceiling_attack1 models/md5/monsters/wraith/ceiling_attack_128.md5anim { frame 1 sound_voice monster_demon_wraith_ceiling_attack1 // frame 4 sound_voice snd_thud // frame 8 sound_voice snd_attackmelee_1 } anim ceiling_attack2 models/md5/monsters/wraith/ceiling_attack_192.md5anim { frame 1 sound_voice monster_demon_wraith_ceiling_attack2 // frame 8 sound_voice snd_thud // frame 11 sound_voice snd_attackmelee_2 } anim ceiling_attack3 models/md5/monsters/wraith/ceiling_attack_256.md5anim { frame 1 sound_voice monster_demon_wraith_ceiling_attack3 // frame 7 sound_voice snd_thud // frame 12 sound_voice snd_attackmelee_1 } } entityDef monster_demon_wraith { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterDemonWraith" "model" "monster_demon_wraith" "ragdoll" "monster_demon_wraith" "size" "48 48 68" "use_aas" "aas48" "team" "1" "rank" "1" "health" "130" "attack_cone" "70" "attack_accuracy" "0" "melee_range" "48" "bone_focus" "head_FK" "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_7" "damage_zone chest" "*spine_1 -*Rshldr -*Lshldr -*spine_7" "damage_zone left_arm" "*Lshldr" "damage_zone right_arm" "*Rshldr" "damage_scale head" "2" "mass" "250" "burnaway" "0.50" "smoke_burnParticleSystem" "burn_imp.prt-root" "def_spawneffect_precache" "wraith_spawneffect" "snd_footstep" "monster_demon_wraith_footstep" "snd_sight" "monster_demon_wraith_sight" "snd_sight2" "monster_demon_wraith_sight2" "snd_chatter" "monster_demon_wraith_chatter" "snd_chatter_combat" "monster_demon_wraith_chatter_combat" "snd_pain" "monster_demon_wraith_pain" "snd_attackmelee_1" "monster_demon_wraith_attackmelee_1" "snd_attackmelee_2" "monster_demon_wraith_attackmelee_2" "snd_death" "monster_demon_wraith_die" "snd_thud" "monster_demon_imp_thud" "snd_fade_in" "monster_demon_wraith_fade_in" "snd_fade_out" "monster_demon_wraith_fade_out" "snd_burn" "monster_demon_tick_burn" } entityDef wraith_spawneffect { "spawnclass" "idSpawnableEntity" "model" "wraithfade.prt" // make sure it gets removed in cinematics "cinematic_remove" "1" } entityDef melee_wraithLeftClaw { // melee specific parameters "snd_hit" "monster_demon_imp_melee_hit" "snd_miss" "monster_demon_imp_melee_miss" "kickDir" "0 -1 0" // damage parameters "damage" "8" "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_wraithRightClaw { "snd_hit" "monster_demon_imp_melee_hit" "snd_miss" "monster_demon_imp_melee_miss" "kickDir" "0 1 0" "damage" "8" "mtr_blob" "leftSlash" "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" } entityDef melee_wraithCenterAttack { "snd_hit" "monster_demon_imp_melee_hit" "snd_miss" "monster_demon_imp_melee_miss" "kickDir" "1 0 0" "damage" "8" "mtr_blob" "leftSlash" "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" }