Files
DoomRTX/base/def/monster_demon_sentry.def
2026-05-23 14:19:48 -07:00

211 lines
7.6 KiB
Modula-2

/***********************************************************************
monster_demon_sentry.def
***********************************************************************/
export fred {
options -prefix SENTRY1_ -scale .7 -keep L1toe L2toe R1toe R2toe barrel Lelbow Lknee Relbow Rknee eject flash light -parent light Head1 -parent flash Hips -parent eject Hips -parent barrel Hips -parent R1_upleg Hips -parent R2_upleg Hips -parent L1_upleg Hips -parent L2_upleg Hips -parent Loneck Hips -sourcedir models/monsters/sentry/animation/cycles -destdir models/md5/monsters/sentry
mesh sentry_mesh.mb -dest sentry
anim initial.ma
anim alert.ma
anim walk1.ma
anim walk1_beam.ma
anim unfold.ma
anim fold.ma
anim folded.ma
anim walk1_pain.ma
anim stand_death.ma
anim idle_stand1.ma
anim is_2_alert.ma
anim death_getup_on3.ma
anim walk_on3.ma
anim range_attackstart.ma
anim range_attack4.ma -dest range_attack1
anim range_attackend.ma
anim strafe_lft.ma
anim strafe_rt.ma
anim talk_primary.ma
anim turn_left.ma
anim turn_right.ma
addoptions -prefix ref_
anim wall_release.ma -rotate 90 -range 1 120
anim wall_release_blank.ma -rotate 90 -range 1 150 -dest wall_release_dummy
anim wall_release.ma -rotate 90 -range 1 1 -dest wall_release_idle
}
model monster_demon_sentry {
mesh models/md5/monsters/sentry/sentry.md5mesh
skin skins/models/monsters/brownsentry.skin
channel torso ( *Loneck )
channel legs ( *Hips origin -*Loneck )
anim af_pose models/md5/monsters/sentry/initial.md5anim
anim initial models/md5/monsters/sentry/initial.md5anim
anim folded models/md5/monsters/sentry/folded.md5anim {
ai_no_turn
frame 1 disableWalkIK
}
anim unfold models/md5/monsters/sentry/unfold.md5anim {
ai_no_turn
frame 1 disableWalkIK
frame 79 enableWalkIK
}
anim idle models/md5/monsters/sentry/idle_stand1.md5anim
anim stand models/md5/monsters/sentry/idle_stand1.md5anim
anim alert_idle models/md5/monsters/sentry/alert.md5anim
anim walk models/md5/monsters/sentry/walk1.md5anim
anim range_attack models/md5/monsters/sentry/range_attackstart.md5anim
anim range_attack_loop1 models/md5/monsters/sentry/range_attack1.md5anim {
frame 1 launch_missile barrel
}
anim range_attack_end models/md5/monsters/sentry/range_attackend.md5anim
anim run models/md5/monsters/sentry/walk1.md5anim
anim pain models/md5/monsters/sentry/walk1_pain.md5anim
anim head_pain models/md5/monsters/sentry/walk1_pain.md5anim
anim getupon3 models/md5/monsters/sentry/death_getup_on3.md5anim
anim walkon3 models/md5/monsters/sentry/walk_on3.md5anim
anim sight models/md5/monsters/sentry/unfold.md5anim {
ai_no_turn
frame 1 disableWalkIK
frame 79 enableWalkIK
}
anim wall_release models/md5/monsters/sentry/wall_release.md5anim {
ai_no_turn
frame 1 disableWalkIK
frame 129 enableWalkIK
}
anim strafe_left models/md5/monsters/sentry/strafe_lft.md5anim
anim strafe_right models/md5/monsters/sentry/strafe_rt.md5anim
}
entityDef monster_demon_sentry {
"inherit" "monster_default"
"scriptobject" "ai"
"nativeobject" "rvmCharSentry"
"model" "monster_demon_sentry"
"ragdoll" "char_sentry"
"size" "48 48 48"
"use_aas" "aas48"
"team" "1"
"rank" "1"
"health" "185"
"anim" "folded"
"on_activate" "unfold"
"bleed" "0"
"def_projectile" "projectile_plasmatracer"
"attack_cone" "70"
"attack_accuracy" "0"
"smoke_weapon" "cgsmoke.smoke"
"mass" "250"
"burnaway" "0.50"
"smoke_burnParticleSystem" "burn_imp.prt-hips"
"smoke_wound_metal" "bulletricochet.prt"
"ik_numLegs" "4"
"ik_footSize" "0"
"ik_minWaistFloorDist" "20"
"ik_waist" "Hips"
"ik_hip1" "L1_upleg"
"ik_hip2" "R1_upleg"
"ik_hip3" "L2_upleg"
"ik_hip4" "R2_upleg"
"ik_knee1" "L1_midleg"
"ik_knee2" "R1_midleg"
"ik_knee3" "L2_midleg"
"ik_knee4" "R2_midleg"
"ik_ankle1" "L1_loleg"
"ik_ankle2" "R1_loleg"
"ik_ankle3" "L2_loleg"
"ik_ankle4" "R2_loleg"
"ik_dir1" "Lelbow"
"ik_dir2" "Relbow"
"ik_dir3" "Lknee"
"ik_dir4" "Rknee"
"ik_foot1" "L1toe"
"ik_foot2" "R1toe"
"ik_foot3" "L2toe"
"ik_foot4" "R2toe"
"damage_zone head" "*Loneck"
"damage_zone chest" "*Hips -*R1_upleg -*L1_upleg -*R2_upleg -*L2_upleg -*Loneck"
"damage_zone left_arm" "*L1_upleg"
"damage_zone right_arm" "*R1_upleg"
"damage_zone legs" "*L2_upleg *R2_upleg"
"damage_scale head" "1.25"
"snd_sight" "monster_sentry1_sight"
"snd_chatter" "monster_sentry1_chatter"
"snd_chatter_combat" "monster_sentry1_chatter"
"snd_pain" "monster_sentry1_pain"
"snd_attackmissile" "monster_sentry1_attackmissile"
}
entityDef damage_plasmatracer {
"damage" "40"
"smoke_wound_flesh" "bloodwound.smoke"
"snd_flesh" "bullet_impact_flesh"
}
entityDef projectile_plasmatracer {
"spawnclass" "idProjectile"
"mins" "-3 -3 -3"
"maxs" "3 3 3"
"model" "models/monsters/sentry/plasmatracer.lwo"
"def_damage" "damage_plasmatracer"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "700 0 0" // 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" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "10" // 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" "" // 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
// "mtr_light_shader" ""
// "light_color" "0 0 0.8"
// "light_radius" "160"
// "light_offset" "-8 0 0"
// "mtr_explode_light_shader" "muzzleflash"
// "explode_light_color" "0 0 1"
// "explode_light_radius" "160"
// "explode_light_fadetime" "0.25"
"snd_fly" "sound/zaphod/plasmafly.wav" // sound effect while in the air
"snd_explode" "sound/zaphod/plasmaexplode.wav"
}