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DoomRTX/base/def/monster_demon_mancubus.def
T
2026-05-23 14:19:48 -07:00

286 lines
9.7 KiB
Modula-2

/***********************************************************************
monster_demon_mancubus.def
***********************************************************************/
export james {
options -prefix MANC_ -keep Lknee Rknee -keep ROT Rmissile Lmissile -parent Rmissile Rloarm -parent Lmissile Lloarm -parent Waist ROT -parent ROT Body
anim maps/james/recycling2.mb -dest models/md5/cinematics/recycling2/mancintro_manc
options -prefix MANC_ -keep Lknee Rknee -align movement -keep ROT Rmissile Lmissile -parent Rmissile Rloarm -parent Lmissile Lloarm -parent Waist ROT -parent ROT Body -sourcedir models/monsters/mancubus/cycles -destdir models/md5/monsters/mancubus/james
mesh mancubus_mesh.mb -dest mancubus
anim af_pose.mb
anim walk.mb
anim idle.mb
anim teleport.mb
anim pain.mb
anim pain_head.mb
anim pain_chest.mb
anim pain_ruparm.mb
anim pain_luparm.mb
anim sight1.mb
anim multifire1.mb
anim multifire1_start.mb
anim multifire1_end.mb
anim multifire2.mb
anim multifire2.mb -dest multifire3
anim fire1.mb
anim fire2.mb
anim fire3.mb
anim fire4.mb
anim attack1.mb
}
model monster_demon_mancubus {
mesh models/md5/monsters/mancubus/james/mancubus.md5mesh
channel torso ( *Waist )
channel legs ( *origin Body ROT -*Waist )
anim af_pose models/md5/monsters/mancubus/james/af_pose.md5anim
anim ik_pose models/md5/monsters/mancubus/james/af_pose.md5anim
anim idle models/md5/monsters/mancubus/james/idle.md5anim
anim stand models/md5/monsters/mancubus/james/idle.md5anim
anim teleport models/md5/monsters/mancubus/james/teleport.md5anim {
frame 5 sound_body snd_footstep
frame 15 sound_voice snd_sight
}
anim walk models/md5/monsters/mancubus/james/walk.md5anim {
frame 11 sound_body snd_footstep
frame 26 sound_body snd_footstep
}
anim pain models/md5/monsters/mancubus/james/pain.md5anim {
frame 1 sound_voice snd_pain
}
anim pain_head models/md5/monsters/mancubus/james/pain_head.md5anim {
frame 1 sound_voice snd_pain
}
/*
anim turret_attack1 models/md5/monsters/mancubus/james/fire1.md5anim {
frame 1 call overrideLegs
frame 12 sound_weapon snd_attackmissile
frame 12 launch_missile Lmissile
}
anim turret_attack2 models/md5/monsters/mancubus/james/fire2.md5anim {
frame 1 call overrideLegs
frame 12 sound_weapon snd_attackmissile
frame 12 launch_missile Rmissile
}
anim turret_attack3 models/md5/monsters/mancubus/james/multifire2.md5anim {
frame 1 call overrideLegs
frame 12 launch_missile Lmissile
frame 12 sound_weapon snd_attackmissile
frame 23 launch_missile Rmissile
frame 23 sound_weapon snd_attackmissile
frame 38 launch_missile Lmissile
frame 38 sound_weapon snd_attackmissile
}
anim turret_attack4 models/md5/monsters/mancubus/james/fire3.md5anim {
frame 1 call overrideLegs
frame 12 sound_weapon snd_attackmissile
frame 12 launch_missile Lmissile
}
anim turret_attack5 models/md5/monsters/mancubus/james/fire4.md5anim {
frame 1 call overrideLegs
frame 12 sound_weapon snd_attackmissile
frame 12 launch_missile Rmissile
}
*/
anim pain_chest models/md5/monsters/mancubus/james/pain_chest.md5anim {
frame 1 sound_voice snd_pain
}
anim pain_right_arm models/md5/monsters/mancubus/james/pain_ruparm.md5anim {
frame 1 sound_voice snd_pain
}
anim pain_left_arm models/md5/monsters/mancubus/james/pain_luparm.md5anim {
frame 1 sound_voice snd_pain
}
anim sight1 models/md5/monsters/mancubus/james/sight1.md5anim {
frame 1 sound_voice snd_sight
}
anim range_attack_start models/md5/monsters/mancubus/james/multifire1_start.md5anim
anim range_attack_loop models/md5/monsters/mancubus/james/multifire1.md5anim {
frame 3 launch_missile Lmissile
frame 3 sound_weapon snd_attackmissile
frame 19 launch_missile Rmissile
frame 19 sound_weapon snd_attackmissile
}
anim range_attack_end models/md5/monsters/mancubus/james/multifire1_end.md5anim
anim melee_attack1 models/md5/monsters/mancubus/james/attack1.md5anim {
frame 16 melee melee_mancubus_stomp
frame 16 sound_body snd_footstep
frame 17 sound_body snd_footstep
}
}
entityDef monster_demon_mancubus {
"editor_mins" "-61 -61 0"
"editor_maxs" "61 61 96"
"inherit" "monster_default"
"scriptobject" "ai"
"nativeobject" "rvmMonsterDemonMancubus"
"model" "monster_demon_mancubus"
"ragdoll" "monster_demon_mancubus2"
"size" "122 122 96"
"use_aas" "aas_mancubus"
"team" "1"
"rank" "2"
"health" "1000"
"melee_range" "90"
"def_projectile" "projectile_mancubus_rocket"
"smoke_weapon" "cgsmoke.smoke"
"turn_rate" "120"
"chatter_min" "3"
"chatter_max" "3"
"attack_cone" "30"
"attack_accuracy" "0.5"
"pain_threshold" "16"
"on_activate_blend" "2"
"damage_zone head" "*Loneck"
"damage_zone chest" "*Waist -*Ruparm -*Luparm -*Loneck"
"damage_zone left_arm" "*Luparm"
"damage_zone right_arm" "*Ruparm"
"damage_zone legs" "*Lupleg *Rupleg origin"
"damage_scale head" "1.5"
"mass" "800"
"smoke_wound_metal" "bulletricochet.prt"
"smoke_wound_ricochet" "bulletricochet.prt"
"burnaway" "0.50"
"smoke_burnParticleSystem" "burn_manc.prt-waist"
"ik_numLegs" "2"
"ik_footSize" "4"
"ik_waist" "Body"
"ik_hip1" "Lupleg"
"ik_hip2" "Rupleg"
"ik_knee1" "Lloleg"
"ik_knee2" "Rloleg"
"ik_ankle1" "Lfoot"
"ik_ankle2" "Rfoot"
"ik_dir1" "Lknee"
"ik_dir2" "Rknee"
"ik_foot1" "Lfoot"
"ik_foot2" "Rfoot"
"snd_sight" "monster_demon_mancubus_sight"
"snd_chatter" "monster_demon_mancubus_chatter"
"snd_chatter_combat" "monster_demon_mancubus_chatter_combat"
"snd_pain" "monster_demon_mancubus_pain"
"snd_attackmissile" "monster_demon_mancubus_attackmissle"
"snd_death" "monster_demon_mancubus_die"
"snd_footstep" "monster_demon_mancubus_step"
"snd_burn" "monster_demon_mancubus_burn"
}
entityDef damage_mancubusblast {
"damage" "20"
"smoke_wound_flesh" "bloodwound.smoke"
"snd_flesh" "bullet_impact_flesh"
}
entityDef damage_mancubusSplash {
"damage" "20"
"radius" "40"
"knockback" "30"
"push" "200"
}
entityDef projectile_mancubus_rocket {
"spawnclass" "idProjectile"
"mins" "-8 -8 -8"
"maxs" "8 8 8"
"cone" "3"
"model" "manc_fireball.prt"
"bindOnImpact" "0"
"def_damage" "damage_mancubusblast"
"def_splash_damage" "damage_mancubusSplash"
"launchFromBarrel" "1"
"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)
"random_shader_spin" "1" // sets shader parm 5 which if appropriate the projectile shader will use this as an alternating spin
"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" "100"
"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" "1" // 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" "70"
//"smoke_fly" "plasmatrail.smoke" // 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
"model_detonate" "manc_explosion.prt"
// "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" "monster_demon_imp_fireball_flight" // sound effect while in the air
"snd_explode" "monster_demon_imp_fireball_explode"
}
entityDef melee_mancubus_stomp {
"damage" "40"
"kickDir" "1 0 -1"
"blob_time" "600"
//"blob_size" "600"
//"blob_offset_x" "600"
"mtr_blob" "leftSmack"
"blob_x" "50"
"blob_y" "-100"
"blob_width" "600"
"blob_height" "600"
"knockback" "80"
"kick_time" "400"
"kick_amplitude" "1"
"dv_time" "100"
}