/*********************************************************************** monster_demon_imp.def ***********************************************************************/ export fred { options -prefix IMP1_ -keep Lknee Rknee Lelbow Relbow camera Body -keep Rmissile Lmissile -parent Rmissile Rhand -parent Lmissile Lhand -parent Rwing Chest -parent Lwing Chest -parent Hips Body -parent Waist Body -parent camera Head anim maps/fred/impdoorbreak/impdoorbreak.mb -range 34 100 -dest models/md5/monsters/imp/imp1doorbreak -rotate 180 anim maps/fred/admin/impcrawl.mb -range 1 52 -rotate -180 -dest models/md5/monsters/imp/imp1wallcrawl anim maps/fred/underground/impscurry.mb -rotate 90 -dest models/md5/cinematics/underground/tunnelscurry -prefix IMP_ anim maps/fred/underground/impstairs.mb -rotate 180 -dest models/md5/cinematics/underground/stairsimpcrawl -prefix IMP_ addoptions -prefix IMP2_ anim maps/fred/impdoorbreak/impdoorbreak.mb -range 34 125 -dest models/md5/monsters/imp/imp2doorbreak -rotate 180 anim maps/fred/admin/impcrawl.mb -range 1 40 -dest models/md5/monsters/imp/imp2wallcrawl //anim maps/fred/enpro/enpro_exit2.mb -range 1 510 -dest models/md5/cinematics/enpro/exitimp2a //anim maps/fred/enpro/enpro_exit2.mb -range 1 321 -dest models/md5/cinematics/enpro/exitimp2a anim maps/fred/enpro/enpro_exit2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitimp2a anim maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitimp2b anim maps/fred/enpro/enpro_exit2.mb -range 452 510 -dest models/md5/cinematics/enpro/exitimp2c anim maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp2 anim maps/fred/ceiling/ceiling2.mb -range 1 1 -dest models/md5/monsters/imp/ceilingimpidle -align ALL anim maps/fred/ceiling/ceiling2.mb -dest models/md5/monsters/imp/ceilingimp -align ALL addoptions -prefix IMP_ anim maps/fred/alphalabs2/ed_death.mb -dest models/md5/cinematics/alphalabs2/edkiller anim maps/fred/marscity_2/imp_throws_marine_idle.mb -range 1 40 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp_idle anim maps/fred/marscity_2/imp_throws_marine.mb -range 1 63 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp anim maps/fred/marscity_2/mars_city2.mb -range 1 90 -dest models/md5/cinematics/marscity_2/impfeast_imp_loop anim maps/fred/marscity_2/mars_city2.mb -range 91 170 -dest models/md5/cinematics/marscity_2/impfeast_imp anim maps/fred/alphalabs1/impscare.mb -dest models/md5/cinematics/alphalabs1/impscare anim maps/fred/underground/ending.mb -range 1 1 -dest models/md5/cinematics/underground/ending_impstart anim maps/fred/underground/ending.mb -range 1 48 -dest models/md5/cinematics/underground/ending_imp //anim maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp1 anim maps/fred/underground/impintro.mb -dest models/md5/cinematics/underground/impintro_imp anim maps/fred/delta2a/malimpcolumns.mb -range 1 1 -dest models/md5/monsters/imp/idlecolumn anim maps/fred/delta2a/malimpcolumns.mb -dest models/md5/monsters/imp/leapdowncolumn anim maps/fred/delta2a/malcageroom.mb -range 17 17 -dest models/md5/monsters/imp/idlecages anim maps/fred/delta2a/malcageroom.mb -dest models/md5/monsters/imp/leapdowncages anim maps/fred/delta2b/monster_tanks.mb -dest models/md5/monsters/imp/imptankidle anim maps/fred/delta2b/monster_tanks_twitch.mb -range 23 97 -dest models/md5/monsters/imp/imptanktwitch anim maps/fred/delta1/impdowncorner.mb -range 1 1 -dest models/md5/monsters/imp/d1corneridle anim maps/fred/delta1/impdowncorner.mb -dest models/md5/monsters/imp/d1corner anim maps/fred/alphalabs2/elevator_attack.mb -range 1 195 -dest models/md5/monsters/imp/a2_elevator anim maps/fred/caverns2/imprailing.mb -range 1 60 -dest models/md5/cinematics/caverns2/imp1railing anim maps/fred/caverns2/imprailing2.mb -rotate -90 -range 1 90 -dest models/md5/cinematics/caverns2/imp2railing anim maps/james/mc_underground/impcrawl_armdoor.mb -dest models/md5/cinematics/underground/underground_impcrawl_arm anim maps/james/alphalabs2/alphalabs2_impcrawl_armdoor.mb -dest models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm addoptions -sourcedir models/monsters/imp/animation/cycles addoptions -destdir models/md5/monsters/imp anim offwall.ma -range 275 275 -dest offwallidle anim offwall.ma addoptions -align ALL mesh imp.mb anim initial.ma anim idle1.ma anim mocapalert_idle.ma -rotate 90 anim alert_walk.ma anim sight.ma anim sight2.ma anim walk1.ma -dest walk1 anim faster_walk.ma anim run.ma anim on4_sight.ma anim on4_idle.ma anim on4_melee1.ma -xyzprecision 0.01 -quatprecision 0.00006 anim on4_melee2.ma -xyzprecision 0.01 -quatprecision 0.00006 anim evade_right.ma anim evade_right_on4.ma anim evade_left.ma anim evade_left_on4.ma anim scurry2.ma anim scurry_leap2.ma -dest scurry_leap.md5anim anim cabinet_leap.mb anim scurry_leap2.ma -range 1 19 -dest jump_start anim jump_loop.ma anim jump_loop2.ma anim jump_loop3.ma anim scurry_leap2.ma -range 30 48 -dest jump_end anim scurry_stop.ma anim pain3.ma anim pain_head.ma anim pain_head_on4.ma anim pain_chest.ma anim pain_chest_on4.ma anim pain_luparm.ma anim pain_luparm_on4.ma anim pain_ruparm.ma anim pain_ruparm_on4.ma anim pain_legs.ma anim turret_attack1.ma anim turret_idle.ma anim range1.ma anim range2.ma anim range3.ma anim fireball_sight.ma -dest range4 anim crouched_range1.ma anim slash1.ma anim slash2.ma anim slash3.ma anim teleportin.ma anim hangonceiling.ma anim outofhole.ma -range 1 1 -dest outofholeidle anim outofhole.ma anim kitchen.mb -range 1 1 -dest kitchenimpidle -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/ anim kitchen.mb -dest kitchenimp -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/ anim idle.mb -dest severedidle -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/ anim wake.mb -dest severedwake -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/ anim monster_wakeups.mb -sourcedir maps/fred/cyberdemon -dest impcyberwakeup -prefix IMP1_ } model monster_demon_imp { mesh models/md5/monsters/imp/imp.md5mesh channel torso ( *chest ) channel legs ( waist *Hips Body origin ) anim af_pose models/md5/monsters/imp/initial.md5anim anim ik_pose models/md5/monsters/imp/initial.md5anim anim teleport models/md5/monsters/imp/teleportin.md5anim { frame 4 sound_body snd_footstep frame 21 sound_body snd_sight } anim initial models/md5/monsters/imp/initial.md5anim anim crawl models/md5/monsters/imp/scurry2.md5anim { frame 6 sound_body snd_footstep frame 10 sound_body snd_footstep frame 14 sound_body snd_footstep frame 18 sound_body snd_footstep } anim crawl_idle models/md5/monsters/imp/on4_idle.md5anim { frame 57 sound_chatter snd_alert_idle frame 140 sound_chatter snd_alert_idle } anim stand models/md5/monsters/imp/idle1.md5anim anim idle models/md5/monsters/imp/idle1.md5anim { random_cycle_start } anim idle1 models/md5/monsters/imp/idle1.md5anim { random_cycle_start } anim sight1 models/md5/monsters/imp/sight.md5anim { frame 15 sound_body snd_sight } anim sight2 models/md5/monsters/imp/sight2.md5anim { frame 13 sound_body snd_sight2 } anim walk models/md5/monsters/imp/walk1.md5anim { random_cycle_start frame 2 leftfoot frame 19 rightfoot } anim run models/md5/monsters/imp/faster_walk.md5anim { random_cycle_start frame 13 leftfoot frame 26 rightfoot } anim crawl_evade_left models/md5/monsters/imp/evade_left_on4.md5anim { frame 1 sound_voice snd_pain frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 sound_body snd_footstep } anim crawl_evade_right models/md5/monsters/imp/evade_right_on4.md5anim { frame 1 sound_voice snd_pain frame 13 sound_body snd_footstep frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 sound_body snd_footstep } anim crawl_evade_left_noturn models/md5/monsters/imp/evade_left_on4.md5anim { ai_no_turn frame 1 sound_voice snd_pain frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 sound_body snd_footstep } anim crawl_evade_right_noturn models/md5/monsters/imp/evade_right_on4.md5anim { ai_no_turn frame 1 sound_voice snd_pain frame 13 sound_body snd_footstep frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 sound_body snd_footstep } anim evade_left models/md5/monsters/imp/evade_left.md5anim { frame 1 sound_voice snd_pain frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep } anim evade_right models/md5/monsters/imp/evade_right.md5anim { frame 1 sound_voice snd_pain frame 13 sound_body snd_footstep frame 14 sound_body snd_footstep } anim range_attack1 models/md5/monsters/imp/range1.md5anim { frame 2 sound_weapon snd_createmissile frame 2 create_missile RMissile frame 22 sound_weapon snd_attackmissile frame 22 launch_missile RMissile } anim range_attack2 models/md5/monsters/imp/range3.md5anim { frame 11 sound_weapon snd_createmissile frame 11 create_missile RMissile frame 45 sound_weapon snd_attackmissile frame 45 launch_missile RMissile } anim range_attack3 models/md5/monsters/imp/range4.md5anim { frame 1 sound_body snd_sight frame 2 sound_weapon snd_createmissile frame 2 create_missile RMissile frame 37 sound_weapon snd_attackmissile frame 37 launch_missile RMissile } anim turret_attack1 models/md5/monsters/imp/turret_attack1.md5anim { frame 1 sound_body snd_sight frame 2 sound_weapon snd_createmissile frame 2 create_missile RMissile frame 22 sound_weapon snd_attackmissile frame 22 launch_missile RMissile } anim turret_idle models/md5/monsters/imp/turret_idle.md5anim anim jump_start models/md5/monsters/imp/jump_start.md5anim { frame 1 sound_voice snd_attackmelee_1 } anim jump_loop1 models/md5/monsters/imp/jump_loop.md5anim anim jump_end models/md5/monsters/imp/jump_end.md5anim { frame 1 sound_body snd_footstep frame 3 sound_body snd_footstep } anim melee_attack1 models/md5/monsters/imp/slash1.md5anim { frame 1 sound_weapon snd_attackmelee_1 frame 8 melee melee_impLeftClaw frame 10 sound_body snd_footstep frame 17 melee melee_impRightClaw frame 19 sound_body snd_footstep } anim melee_attack2 models/md5/monsters/imp/slash2.md5anim { frame 1 sound_weapon snd_attackmelee_2 frame 4 sound_body snd_footstep frame 9 melee melee_impLeftClaw frame 11 sound_body snd_footstep frame 21 sound_body snd_footstep } anim melee_attack3 models/md5/monsters/imp/slash3.md5anim { frame 1 sound_weapon snd_attackmelee_2 frame 6 melee melee_impRightClaw frame 10 sound_body snd_footstep } anim pain_head models/md5/monsters/imp/pain_head.md5anim { frame 1 sound_voice snd_pain } anim pain_left_arm models/md5/monsters/imp/pain_luparm.md5anim { frame 1 sound_voice snd_pain } anim pain_right_arm models/md5/monsters/imp/pain_ruparm.md5anim { frame 1 sound_voice snd_pain } anim pain_chest models/md5/monsters/imp/pain_chest.md5anim { frame 1 sound_voice snd_pain } anim pain models/md5/monsters/imp/pain3.md5anim { frame 1 sound_voice snd_pain } anim leap_attack models/md5/monsters/imp/scurry_leap.md5anim { frame 1 sound_voice snd_sight8 frame 4 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 attack_begin melee_impLeapAttack frame 28 attack_end frame 30 sound_body snd_footstep frame 32 sound_body snd_footstep frame 38 sound_body snd_footstep } anim roofcrawlidle models/md5/monsters/imp/ceilingimpidle.md5anim { ai_no_turn frame 1 disableGravity frame 1 disableWalkIK } anim roofcrawl models/md5/monsters/imp/ceilingimp.md5anim { ai_no_turn frame 1 disableGravity frame 1 disableWalkIK frame 117 enableGravity frame 117 enableWalkIK } anim ceilinghang models/md5/monsters/imp/hangonceiling.md5anim { ai_no_turn frame 1 disableGravity frame 1 disableWalkIK } anim zombie_feast models/md5/monsters/imp/severedidle.md5anim { ai_no_turn } anim zombie_feast_wake models/md5/monsters/imp/severedwake.md5anim { ai_no_turn frame 6 sound_voice snd_chatter } anim outofholeidle models/md5/monsters/imp/outofholeidle.md5anim { frame 1 disableWalkIK ai_no_turn } anim outofhole models/md5/monsters/imp/outofhole.md5anim { ai_no_turn frame 1 disableWalkIK frame 12 sound_voice snd_chatter frame 65 enableWalkIK } anim offwallidle models/md5/monsters/imp/offwallidle.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 disableGravity } anim offwall models/md5/monsters/imp/offwall.md5anim { ai_no_turn frame 1 disableWalkIK frame 1 disableGravity frame 73 enableGravity frame 73 enableWalkIK } } entityDef monster_demon_imp { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterDemonImp" "model" "monster_demon_imp" "ragdoll" "monster_demon_imp" "size" "48 48 72" "use_aas" "aas48" "team" "1" "rank" "1" "health" "130" "melee_damage" "35" "melee_range" "40" "def_projectile" "projectile_impfireball" "attack_cone" "70" "attack_accuracy" "0" "offsetModel" "-8 0 0" "anim" "idle1" "mass" "200" "burnaway" ".5" "smoke_burnParticleSystem" "burn_imp.prt-chest" "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "Body" "ik_hip1" "Lupleg" "ik_hip2" "Rupleg" "ik_knee1" "Lloleg" "ik_knee2" "Rloleg" "ik_ankle1" "Lankle_r" "ik_ankle2" "Rankle_r" "ik_dir1" "Lknee" "ik_dir2" "Rknee" "ik_foot1" "Lball_r" "ik_foot2" "Rball_r" "ragdoll_slomoStart" "0" "ragdoll_slomoEnd" "0" "damage_zone head" "*Neck" "damage_zone chest" "*waist -*Rshldr -*Lshldr -*Neck" "damage_zone left_arm" "*Lshldr" "damage_zone right_arm" "*Rshldr" "damage_zone legs" "*Hips" "damage_scale head" "2" "snd_footstep" "monster_demon_imp_footstep" "snd_sight" "monster_demon_imp_sight" "snd_sight2" "monster_demon_imp_sight2" "snd_sight8" "monster_demon_imp_sight8" "snd_chatter" "monster_demon_imp_chatter" "snd_chatter_combat" "monster_demon_imp_chatter_combat" "snd_pain" "monster_demon_imp_pain" "snd_attackmelee_1" "monster_demon_imp_attackmelee_1" "snd_attackmelee_2" "monster_demon_imp_attackmelee_2" "snd_death" "monster_demon_imp_die" "snd_thud" "monster_demon_imp_thud" "snd_createmissile" "monster_demon_imp_fireball_create" "snd_attackmissile" "monster_demon_imp_fireball_throw" "snd_alert_idle" "monster_demon_imp_alert_idle" "snd_burn" "monster_demon_archvile_burn" } model monster_demon_imp_crawler { mesh models/md5/monsters/imp/imp.md5mesh channel torso ( *chest ) channel legs ( waist *Hips Body origin ) anim af_pose models/md5/monsters/imp/initial.md5anim anim ik_pose models/md5/monsters/imp/on4_idle.md5anim anim stand models/md5/monsters/imp/on4_idle.md5anim { frame 57 sound_chatter snd_alert_idle frame 140 sound_chatter snd_alert_idle } anim teleport models/md5/monsters/imp/teleportin.md5anim { frame 28 sound_body snd_sight } anim sight models/md5/monsters/imp/on4_sight.md5anim { frame 5 sound_body snd_sight } anim idle models/md5/monsters/imp/on4_idle.md5anim { frame 57 sound_chatter snd_alert_idle frame 140 sound_chatter snd_alert_idle } anim run models/md5/monsters/imp/scurry2.md5anim { frame 6 sound_body snd_footstep frame 10 sound_body snd_footstep frame 14 sound_body snd_footstep frame 18 sound_body snd_footstep } anim walk models/md5/monsters/imp/scurry2.md5anim { frame 6 sound_body snd_footstep frame 10 sound_body snd_footstep frame 14 sound_body snd_footstep frame 18 sound_body snd_footstep } anim evade_left models/md5/monsters/imp/evade_left_on4.md5anim { frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 sound_body snd_footstep } anim evade_right models/md5/monsters/imp/evade_right_on4.md5anim { frame 13 sound_body snd_footstep frame 14 sound_body snd_footstep frame 15 sound_body snd_footstep frame 16 sound_body snd_footstep } anim pain_head models/md5/monsters/imp/pain_head_on4.md5anim { frame 1 call overrideLegs frame 1 sound_voice snd_pain } anim pain_left_arm models/md5/monsters/imp/pain_luparm_on4.md5anim { frame 1 call overrideLegs frame 1 sound_voice snd_pain } anim pain_right_arm models/md5/monsters/imp/pain_ruparm_on4.md5anim { frame 1 call overrideLegs frame 1 sound_voice snd_pain } anim pain_legs models/md5/monsters/imp/pain_chest_on4.md5anim { frame 1 call overrideLegs frame 1 sound_voice snd_pain } anim pain_chest models/md5/monsters/imp/pain_chest_on4.md5anim { frame 1 call overrideLegs frame 1 sound_voice snd_pain } anim pain models/md5/monsters/imp/pain_chest_on4.md5anim { frame 1 call overrideLegs frame 1 sound_voice snd_pain } anim range_attack models/md5/monsters/imp/crouched_range1.md5anim { frame 1 call overrideLegs frame 2 sound_weapon snd_createmissile frame 2 create_missile RMissile frame 12 sound_weapon snd_attackmissile frame 12 launch_missile RMissile } anim jump_start models/md5/monsters/imp/jump_start.md5anim anim jump_loop1 models/md5/monsters/imp/jump_loop.md5anim anim jump_loop2 models/md5/monsters/imp/jump_loop2.md5anim anim jump_loop3 models/md5/monsters/imp/jump_loop3.md5anim anim jump_end models/md5/monsters/imp/jump_end.md5anim anim melee_attack1 models/md5/monsters/imp/on4_melee1.md5anim { frame 1 call overrideLegs frame 1 sound_weapon snd_attackmelee_1 frame 11 melee melee_impRightClaw } anim melee_attack2 models/md5/monsters/imp/on4_melee2.md5anim { frame 1 call overrideLegs frame 1 sound_weapon snd_attackmelee_2 frame 7 sound_body snd_footstep frame 8 melee melee_impRightClaw frame 14 melee melee_impLeftClaw frame 17 sound_body snd_footstep frame 22 sound_body snd_footstep } } entityDef monster_demon_imp_crawler { "inherit" "monster_default" "scriptobject" "ai" "nativeobject" "rvmMonsterDemonImp" "model" "monster_demon_imp_crawler" "ragdoll" "monster_demon_imp" "size" "48 48 72" "use_aas" "aas48" "team" "1" "rank" "1" "health" "130" "melee_damage" "35" "melee_range" "40" "def_projectile" "projectile_impfireball" "attack_cone" "70" "attack_accuracy" "0" "offsetModel" "-8 0 0" "mass" "150" "burnaway" "0.50" "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "Body" "ik_hip1" "Lupleg" "ik_hip2" "Rupleg" "ik_hip3" "Luparm" "ik_hip4" "Ruparm" "ik_knee1" "Lloleg" "ik_knee2" "Rloleg" "ik_knee3" "Lloarm" "ik_knee4" "Rloarm" "ik_ankle1" "Lankle_r" "ik_ankle2" "Rankle_r" "ik_ankle3" "Lhand" "ik_ankle4" "Rhand" "ik_dir1" "Lknee" "ik_dir2" "Rknee" "ik_dir3" "Lelbow" "ik_dir4" "Relbow" "ik_foot1" "Lball_r" "ik_foot2" "Rball_r" "ik_foot3" "Lhand" "ik_foot4" "Rhand" "damage_zone head" "*Neck" "damage_zone chest" "*waist -*Rshldr -*Lshldr -*Neck" "damage_zone left_arm" "*Lshldr" "damage_zone right_arm" "*Rshldr" "damage_zone legs" "*Hips" "damage_scale head" "1.25" "snd_footstep" "monster_demon_imp_footstep" "snd_sight" "monster_demon_imp_sight" "snd_sight2" "monster_demon_imp_sight2" "snd_sight8" "monster_demon_imp_sight8" "snd_chatter" "monster_demon_imp_chatter" "snd_chatter_combat" "monster_demon_imp_chatter_combat" "snd_pain" "monster_demon_imp_pain" "snd_attackmelee_1" "monster_demon_imp_attackmelee_1" "snd_attackmelee_2" "monster_demon_imp_attackmelee_2" "snd_death" "monster_demon_imp_die" "snd_thud" "monster_demon_imp_thud" "snd_createmissile" "monster_demon_imp_fireball_create" "snd_attackmissile" "monster_demon_imp_fireball_throw" "snd_alert_idle" "monster_demon_imp_alert_idle" "snd_burn" "monster_demon_tick_burn" } entityDef damage_impfireball { "damage" "12" "kickDir" "1 0 0" "push" "500" "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_impfireball_splash { "damage" "5" "radius" "50" "push" "5000" } entityDef projectile_impfireball { "spawnclass" "idProjectile" "mins" "-4 -4 -4" "maxs" "4 4 4" "cone" "3" "model" "impfireball2.prt" "def_damage" "damage_impfireball" "def_splash_damage" "damage_impfireball_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" "imp_trail2.prt" // 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" "imp_explosion.prt" "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" "1.0" "snd_explode" "monster_demon_imp_fireball_explode" "snd_fly" "monster_demon_imp_fireball_flight" // particle effect while in the air } entityDef melee_impLeapAttack { // melee specific parameters "snd_hit" "monster_demon_imp_melee_hit" "kickDir" "1 0 0" // damage parameters "damage" "8" "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_impLeftClaw { // 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_impRightClaw { "snd_hit" "monster_demon_imp_melee_hit" "snd_miss" "monster_demon_imp_melee_miss" "kickDir" "0 1 0" "damage" "8" "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" } model monster_demon_imp_crawl_armdoor { mesh models/md5/monsters/imp/imp.md5mesh anim alphalabs2_impcrawl_arm models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm.md5anim { frame 2 sound_body snd_sight5 } anim underground_impcrawl_arm models/md5/cinematics/underground/underground_impcrawl_arm.md5anim { frame 57 sound_body snd_sight frame 75 sound_body snd_sight2 frame 110 sound_body snd_sight3 frame 128 sound_body snd_sight4 } } entityDef monster_demon_imp_crawl_armdoor { "inherit" "cin_base" "model" "monster_demon_imp_crawl_armdoor" "anim" "underground_impcrawl_arm" "snd_sight" "mcu_imp_teh_angar" "snd_sight2" "mcu_imp_teh_angar2" "snd_sight3" "mcu_imp_teh_angar3" "snd_sight4" "mcu_imp_skulkaway" "snd_sight5" "monster_demon_imp_sight2_loud" }