/* =============================================================================== Base Actor Entity Definition =============================================================================== */ entityDef actor_default { // ---------------------------- Editor Vars -------------------------------------- "editor_var script_init" "Script executed immediately after an spawneding in." "editor_var script_first_sight" "Script executed the first time an enemy sees a target." "editor_var script_sight" "Script executed when a new target is sighted." "editor_var script_pain" "Script executed when pain is taken." "editor_var script_damage" "Script executed when any dmage is taken." "editor_var script_death" "Script executed on death." "editor_var script_footstep" "Script executed for each footstep generated." "editor_var script_onclick" "Script executed when clicked on by the player." "editor_var forceWalk" "Set to 1 to always use walk animations when moving (Default 0)" "editor_var forceRun" "Set to 1 to alwasy use run animations when moving (Default 0)" "editor_var forceRush" "Set to 1 to alwasy rush in to melee range with the current enemy (Default 0)" "editor_var hideRange" "Set min max range for distance to use when finding a place to hide from enemy (Default: 150 750)" "editor_var leader" "Set to name of actor which should be this actors leader" "editor_var follows" "Set to 1 to enable following when talked to (will override the talks keyword)" "editor_var talk_turn" "Set to 1 to turn towards the talk target before talking" "editor_var talks" "Set to 1 to enable talking" "editor_var lipsync_talk_primary" "First lipsync to use when talked to" "editor_var lipsync_talk_secondary" "Second lipsync to use when talked to" "editor_var lipsync_talk_loop<#>" "Lipsync to repeat after primary and secondary have been played (the first loop cycle is lipsync_talk_loop1)" "editor_var anim_talk" "Animation to use when talking" "editor_var anim_talk_primary" "Animation to use when talking using primary lipsync" "editor_var anim_talk_secondary" "Animation to use when talking using secondary lipsync" "editor_var anim_talk_loop<#>" "Animation to use when talking using loop lipsync" "editor_var lipsync_follow" "Lipsync to use when being asked to follow" "editor_var lipsync_stopfollow" "Lipsync to use when being asked to stop following" "editor_var lipsync_busy" "Lipsync to use when they are busy and cant talk" "editor_var lipsync_rush" "Lipsync to use when ai decides to rush their enemy" "editor_var lipsync_cover" "Lipsync to use when ai decides to take cover" "editor_var lipsync_loud_to_leadcover" "Lipsync to use when in combat and moving to cover location near leader" "editor_var lipsync_loud_at_leadcover" "Lipsync to use when in combat and reached cover location near leader" "editor_var lipsync_to_leadcover" "Lipsync to use when moving to cover location near leader" "editor_var lipsync_at_leadcover" "Lipsync to use when reached cover location near leader" "editor_var lipsync_flank" "Lipsync to use when flanking enemy" "editor_var lipsync_moveup" "Lipsync to use when advancing on enemy" "editor_var lipsync_fallback" "Lipsync to use when retreating" "editor_var lipsync_checkfire" "Lipsync to use when hit by a teammate's attack" "editor_var lipsync_grenade" "Lipsync to use when a grenade lands nearby" "editor_var lipsync_throw_grenade" "Lipsync to use when throwing a grenade" "editor_var lipsync_sniper" "Lipsync to use when being shot at by a sniper" "editor_var lipsync_mandown" "Lipsync to use when an ally dies nearby" "editor_var lipsync_victory" "Lipsync to use when an enemy has been killed" "editor_var lipsync_watchit" "Lipsync to use when an enemy is killed that was targetting a friendly" "editor_var lipsync_supressed" "Lipsync to use when an enemy is using supressing fire on us" "editor_var lipsync_supressing" "Lipsync to use when using supressing fire" "editor_var lipsync_closeone" "Lipsync to use when an enemy's attack just misses" "editor_var lipsync__killed" "Lipsync to use when and ally named dies nearby" "editor_var lipsync_thanks" "Lipsync to use when saying thanks for the player killing an enemy taretting a buddy" "editor_var lipsync_niceshot" "Lipsync to use when congratulating the player for killing an enemy" "editor_var lipsync_traitor" "Lipsync to use when the player kills a teammate" "editor_var lipsync_canihelpyou" "Lipsync to use when the player stands in front of a friendly marine too long" "editor_var Lipsync_enemy_back" "lipsync to use when enemy spotted behind" "editor_var lipsync_enemy_left" "lipsync to use when enemy spotted to the left" "editor_var lipsync_enemy_right" "lipsync to use when enemy spotted to the right" "editor_var lipsync_enemy_default" "lipsync to use when enemy spotted (not a specific direction)" "editor_var objectivetitle_failed" "objective to fail when killed" "editor_var objectivetext_failed" "failed objective text to display when killed" "editor_var objectivetitle_completed" "objective to complete when killed" "editor_var objectivetext_completed" "completed objective text to display when killed" "report_stats" "1" // ---------------------------- General ----------------------------------------- "inherit" "monster_default" "spawnclass" "idAI" "size" "32 32 72" "bleed" "1" "use_aas" "aas32" "removeDelay" "5" "anim" "idle" "no_drops" "0" "focus_align_time" "0" "joint_leftEye" "Lfteye_Focus" "joint_rightEye" "Rteye_Focus" "joint_chestOffset" "chest" "kick_force" "50" "forceEnemy" "1" "fov" "140" "remove_on_death" "0" "melee_range" "64" "painThreshold" "1" "missile_visibility_joint" "" "burnaway" "4" "attackRange" "0 1000" // ---------------------------- Actions ----------------------------------------- "attackSightDelay" ".75" "action_talk_noturn" "0" "actionTimer_rangedAttack_rate" "2" "actionTimer_evade_rate" "2" "actionTimer_pain_rate" ".5" "action_jumpBack_maxRange" "80" "action_jumpBack_anim" "jump_back" "action_meleeAttack_minRange" "0" "action_meleeAttack_maxRange" "64" "action_meleeAttack_anim" "melee_attack" "action_rangedAttack_minRange" "63" "action_rangedAttack_maxRange" "-1" "action_rangedAttack_anim" "range_attack" "action_rangedAttack_failRate" ".25" "action_leapAttack_rate" "3" "action_leapAttack_noPain" "1" // Dont allow pain animations during a leap attack "action_leapAttack_noTurn" "1" "action_leapAttack_anim" "leap_attack" "action_evadeLeft_anim" "evade_left" "action_evadeRight_anim" "evade_right" "action_leanLeftAttack_anim" "lean_attack_left" "action_leanRightAttack_anim" "lean_attack_right" "action_crouch_rate" "0" "action_crouch_minRange" "0" "action_crouch_maxRange" "0" // ---------------------------- Flying Vars --------------------------------------- "fly_offset" "0" // Prefered fly height relative to the player's view "fly_speed" "100" // Max flying speed. "fly_bob_strength" "50" // Fly bob strength (a scalar that the bobbing vector is multiplied by) "fly_bob_vert" "2" // The frequency of the vertical bobbing (multiplied by time in the sin func) "fly_bob_horz" "2.7" // The frequency of the horizontal bobbing (multiplied by time in the sin func) "fly_seek_scale" "4" // Amount that the AI will try to get ahead of the predicted path of a foe. "fly_roll_scale" "35" // Scalar applied to roll as the character speeds up. "fly_roll_max" "30" // Maximum the roll will be affected. "fly_pitch_scale" "45" // Scalar applied to pitch as the character speeds up. "fly_pitch_max" "15" // Maximum the pitch will be affected. // ---------------------------- FX -------------------------------------------- "fx_pain" "effects/monsters/pain.fx" "fx_pain10" "effects/monsters/pain25.fx" "fx_pain_hollowmetal" "effects/monsters/pain_metal.fx" "fx_pain10_hollowmetal" "effects/monsters/pain25_metal.fx" "fx_freezegib" "effects/monsters/freezegib.fx" "mtr_wound" "textures/decals/hurt02" "mtr_splat" "textures/decals/dsplat2" "mtr_splat2" "textures/decals/dsplat5" "mtr_splat3" "textures/decals/dsplat7" "mtr_splat4" "textures/decals/dsplat11" // ---------------------------- Sounds ------------------------------------------- "snd_burn" "effects_burn_away" "snd_bounce" "generic_creature_fall_beefy" "snd_freezeDeathBegin" "freeze_death_begin" "snd_freezeDeathGib" "freeze_death_gib" }