Files
DoomRTX/e3/def/characters.def
2026-05-20 12:29:30 -07:00

414 lines
16 KiB
Modula-2

/***********************************************************************
characters
***********************************************************************/
entityDef character_default {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"editor_var ambush" "if set to 1, monster only wakes up if it sees the player."
"editor_var trigger" "when to become active. 0 is on sight, 1 is on trigger."
"editor_var attack_path" "when activated, follow a path of path_corners to the end and then attack."
"editor_var wait" "how long to wait before activating. Use -1 to wait for trigger."
"editor_var target" "set of info_pathnodes to visit."
"editor_var wander" "if set to 1, visit pathnodes randomly, otherwise visit them in order."
"editor_var on_activate" "Animation to play when monster sees player or is triggered."
"editor_var walk_on_trigger" "Set to 1 to make monsters start following a path without getting mad at player when triggered."
"editor_var action" "animation to cycle when spawned in."
"spawnclass" "idAI"
"spawnobject" "actor"
"ambush" "0"
"wait" "0"
"team" "0"
"rank" "0"
"action" "idle"
"on_activate" "sight"
"state" "state_Inactive"
"attack_rate" "4"
"head_look" "1"
"projectile" ""
"attack_cone" "70"
"leap_range" "0"
"leap_rate" "0"
"run_range" "0"
"melee_range" "0"
"missile_range_min" "0"
"missile_range_max" "0"
"range_max" "1024"
"chatter_min" "5"
"chatter_max" "10"
"bleed" "1"
}
/***********************************************************************
char_scientist1
***********************************************************************/
export characters_export_01 {
options -prefix MSCI1_ -align ALL -keep eyethings clipboard -parent Neck Shldrs -parent eyehead Head -parent eyethings Head -parent clipboard Lhand
mesh models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/meshes/scientist1
anim models/characters/scientist/Animation/cycles/idle1.ma -dest models/md5/anims/chars/scientist1/idle1
anim models/characters/scientist/Animation/cycles/idle2.ma -dest models/md5/anims/chars/scientist1/idle2
anim models/characters/scientist/Animation/cycles/walk1.ma -dest models/md5/anims/chars/scientist1/walk1
anim models/characters/scientist/Animation/cycles/walk2.ma -dest models/md5/anims/chars/scientist1/walk2
anim models/characters/scientist/Animation/cycles/run1.ma -dest models/md5/anims/chars/scientist1/run1
anim models/characters/scientist/Animation/cycles/pain1.ma -dest models/md5/anims/chars/scientist1/pain1
anim models/characters/scientist/Animation/cycles/painwalk.ma -dest models/md5/anims/chars/scientist1/painwalk
anim models/characters/scientist/Animation/cycles/death2.ma -dest models/md5/anims/chars/scientist1/death1
anim models/characters/scientist/Animation/cycles/cringe1.ma -dest models/md5/anims/chars/scientist1/cringeone
anim models/characters/scientist/Animation/cycles/cringe2.ma -dest models/md5/anims/chars/scientist1/cringetwo
anim models/characters/scientist/Animation/cycles/push_buttons.ma -dest models/md5/anims/chars/scientist1/panel_loop
anim models/characters/scientist/Animation/cycles/hear_u_getup.ma -dest models/md5/anims/chars/scientist1/hear_u_getup
anim models/characters/scientist/Animation/cycles/talk_to_someone1.ma -dest models/md5/anims/chars/scientist1/talk1
anim models/characters/scientist/Animation/cycles/listen_to_someone1.ma -dest models/md5/anims/chars/scientist1/listen1
anim models/characters/scientist/Animation/pushbuttons.mb -dest models/md5/anims/chars/scientist1/panel
anim models/characters/scientist/Animation/cycles/wave_loop.ma -dest models/md5/anims/chars/scientist1/wave_loop
anim models/characters/scientist/Animation/cycles/look_at_monitors.ma -dest models/md5/anims/chars/scientist1/look_at_monitors
anim models/characters/scientist/Animation/cycles/look_out_window.ma -dest models/md5/anims/chars/scientist1/look_out_window
anim models/characters/scientist/Animation/cycles/be_right_there.ma -dest models/md5/anims/chars/scientist1/there
anim models/characters/scientist/Animation/cycles/push_light_switch.ma -dest models/md5/anims/chars/scientist1/light
anim models/characters/scientist/Animation/cycles/stool_jammin_loop.ma -dest models/md5/anims/chars/scientist1/stool_jammin
addoptions -rotate -130
anim models/characters/scientist/Animation/cycles/workloop1.ma -dest models/md5/anims/chars/scientist1/work1
}
entityDef char_scientist1 {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"model" "char_scientist1"
}
/***********************************************************************
friendly_sentry_guard
***********************************************************************/
entityDef friendly_sentry_guard {
"inherit" "character_default"
"size" "40 40 68"
"use_aas" "aas96"
"team" "0"
"rank" "-1"
"health" "150"
"action" "folded"
"on_activate" "unfold"
"model" "friendly_sentry_guard"
}
/***********************************************************************
char_uac_marine
***********************************************************************/
entityDef char_uac_marine {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"skin" "skins/uacmarine/machinegun.skin"
"model" "char_uac_marine"
}
/***********************************************************************
char_uac_marine_face
***********************************************************************/
export characters_export_02 {
options -prefix MARINE_ -align ALL -parent neckhelmet Shldrs -parent neckface Shldrs
mesh models/characters/uac_marine/Animation/cycles/idle.mb
anim models/characters/uac_marine/Animation/cycles/idle.mb
anim models/characters/uac_marine/Animation/cycles/walkcycle.mb
}
entityDef char_uac_marine_face {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"skin" "skins/uacmarine/pistol.skin"
"model" "char_uac_marine_face"
}
/***********************************************************************
char_security_face1
***********************************************************************/
entityDef char_security_face1 {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"skin" "skins/security/face1.skin"
"model" "char_security_face1"
}
/***********************************************************************
char_security_face2
***********************************************************************/
entityDef char_security_face2 {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"skin" "skins/security/face2.skin"
"model" "char_security_face2"
}
/***********************************************************************
char_security_helmet
***********************************************************************/
entityDef char_security_helmet {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"skin" "skins/security/helmet.skin"
"model" "char_security_helmet"
}
/***********************************************************************
char_sci_chick
***********************************************************************/
export characters_export_03 {
options -prefix FHEAD_
mesh models/characters/scientist/fhead01/cycles/test.mb
anim models/characters/scientist/fhead01/cycles/test.mb
}
entityDef char_sci_chick {
"inherit" "character_default"
"size" "16 16 68"
"use_aas" "aas32"
"team" "0"
"rank" "0"
"health" "15"
"skin" ""
"model" "char_sci_chick"
}
/***********************************************************************
eyetest just for debugging
***********************************************************************/
export characters_export_04 {
mesh models/Fred/BOO2.mb
anim models/Fred/BOO2.mb
}
entityDef eye_test {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"editor_usage" "For testing"
"spawnclass" "idAnimatedEntity"
"size" "8 8 32"
"anim" "idle"
"model" "eye_test"
}
export characters_export_05 {
mesh models/characters/player/facetest.mb
anim models/characters/player/facetest.mb
}
entityDef face_test {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"editor_usage" "For testing"
"spawnclass" "idAnimatedEntity"
"size" "8 8 32"
"anim" "idle"
"model" "face_test"
}
// -----------------------------------------------------------------------------
// Auto-generated model decls converted from entityDef md5mesh animation entries
// -----------------------------------------------------------------------------
model char_scientist1 {
mesh models/md5/meshes/scientist1.md5mesh
anim cringeone models/md5/anims/chars/scientist1/cringeone.md5anim
anim cringetwo models/md5/anims/chars/scientist1/cringetwo.md5anim
anim death1 models/md5/anims/chars/scientist1/death1.md5anim
anim hear_u_getup models/md5/anims/chars/scientist1/hear_u_getup.md5anim
anim idle models/md5/anims/chars/scientist1/idle2.md5anim
anim light models/md5/anims/chars/scientist1/light.md5anim
anim listen1 models/md5/anims/chars/scientist1/listen1.md5anim
anim look_at_monitors models/md5/anims/chars/scientist1/look_at_monitors.md5anim
anim look_out_window models/md5/anims/chars/scientist1/look_out_window.md5anim
anim pain1 models/md5/anims/chars/scientist1/pain1.md5anim
anim painwalk models/md5/anims/chars/scientist1/painwalk.md5anim
anim panel models/md5/anims/chars/scientist1/panel.md5anim
anim panel_loop models/md5/anims/chars/scientist1/panel_loop.md5anim
anim run1 models/md5/anims/chars/scientist1/run1.md5anim
anim sight models/md5/anims/chars/scientist1/idle1.md5anim
anim stool_jammin models/md5/anims/chars/scientist1/stool_jammin.md5anim
anim stop models/md5/anims/chars/scientist1/idle1.md5anim
anim talk1 models/md5/anims/chars/scientist1/talk1.md5anim
anim there models/md5/anims/chars/scientist1/there.md5anim
anim walk1 models/md5/anims/chars/scientist1/walk1.md5anim
anim walk2 models/md5/anims/chars/scientist1/walk2.md5anim
anim wave_loop models/md5/anims/chars/scientist1/wave_loop.md5anim
anim work1 models/md5/anims/chars/scientist1/work1.md5anim
}
model friendly_sentry_guard {
mesh models/monsters/sentry/animation/mesh_ref.md5mesh
anim alert models/monsters/sentry/animation/cycles/alert.md5anim
anim death models/monsters/sentry/animation/cycles/stand_death.md5anim
anim folded models/monsters/sentry/animation/cycles/folded.md5anim
anim getupon3 models/monsters/sentry/animation/cycles/death_getup_on3.md5anim
anim i2a models/monsters/sentry/animation/cycles/is_2_alert.md5anim
anim idle models/monsters/sentry/animation/cycles/idle_stand1.md5anim
anim pain models/monsters/sentry/animation/cycles/walk1_pain.md5anim
anim run models/monsters/sentry/animation/cycles/walk1.md5anim
anim unfold models/monsters/sentry/animation/cycles/unfold.md5anim
anim walk models/monsters/sentry/animation/cycles/walk1.md5anim
}
model char_uac_marine {
mesh models/md5/meshes/uacmarine.md5mesh
anim crouch models/md5/anims/chars/player/crouch.md5anim
anim crouch_walk models/md5/anims/chars/player/crouch_walk.md5anim
anim death models/md5/anims/chars/player/death1.md5anim
anim downidle models/md5/anims/chars/player/idle_down.md5anim
anim idle models/md5/anims/chars/player/idle.md5anim
anim jump models/md5/anims/chars/player/jump.md5anim
anim pain models/md5/anims/chars/player/pain1.md5anim
anim range_attack1 models/md5/anims/chars/player/pistol_fire1.md5anim
anim range_attack2 models/md5/anims/chars/player/pistol_fire2.md5anim
anim run models/md5/anims/chars/player/run.md5anim
anim turns models/md5/anims/chars/player/turns.md5anim
anim upidle models/md5/anims/chars/player/idle_up.md5anim
anim walk1 models/md5/anims/chars/player/pistol_walk1.md5anim
anim walk2 models/md5/anims/chars/player/pistol_walk2.md5anim
}
model char_uac_marine_face {
mesh models/characters/uac_marine/Animation/cycles/idle.md5mesh
anim idle models/characters/uac_marine/Animation/cycles/idle.md5anim
anim sight models/characters/uac_marine/Animation/cycles/idle.md5anim
anim walk models/characters/uac_marine/Animation/cycles/walkcycle.md5anim
}
model char_security_face1 {
mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh
anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim
anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim
anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim
anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim
anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim
anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim
anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim
}
model char_security_face2 {
mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh
anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim
anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim
anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim
anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim
anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim
anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim
anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim
}
model char_security_helmet {
mesh models/monsters/zsecurity/animation/cycles/idle.md5mesh
anim death1 models/monsters/zsecurity/animation/cycles/death1.md5anim
anim idle models/monsters/zsecurity/animation/cycles/idle.md5anim
anim pain1 models/monsters/zsecurity/animation/cycles/pain1.md5anim
anim pain2 models/monsters/zsecurity/animation/cycles/pain2.md5anim
anim pain3 models/monsters/zsecurity/animation/cycles/pain3.md5anim
anim stop models/monsters/zsecurity/animation/cycles/idle.md5anim
anim walk models/monsters/zsecurity/animation/cycles/walk.md5anim
}
model char_sci_chick {
mesh models/characters/scientist/fhead01/cycles/test.md5mesh
anim idle models/characters/scientist/fhead01/cycles/test.md5anim
}
model eye_test {
mesh models/Fred/BOO2.md5mesh
anim idle models/Fred/BOO2.md5anim
}
model face_test {
mesh models/characters/player/facetest.md5mesh
anim idle models/characters/player/facetest.md5anim
}