mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
211 lines
7.6 KiB
Modula-2
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"
|
|
}
|