/* =============================================================================== Retch =============================================================================== */ export Retch { options -game q4xbase/ -prefix RETCH_ -align ALL -scale .34 -parent root origin -keep hips_forward hips_backward shoulders root neck gun_barrel DM_end NG_muzzle2 NG_end NG_muzzle1 DM_muzzle1 piston1 jaw -sourcedir /models/monsters/retch/animations -destdir models/monsters/retch mesh idle.ma -dest retch anim idle.ma -range 1 120 -dest idle01 anim idle.ma -range 120 240 -dest idle02 anim af_pose.ma -dest af_pose anim melee01.ma -dest melee01 anim melee02.ma -dest melee02 anim melee03.ma -dest melee03 anim ranged01.ma -dest ranged01 anim turn_left.ma -dest turn_left anim turn_right.ma -dest turn_right anim walk.ma -dest walk anim walk_left.ma -dest walk_left anim walk_right.ma -dest walk_right anim walk_backward.ma -dest walk_backward anim run.ma -dest run anim evade_left.ma -dest evade_left anim evade_right.ma -dest evade_right anim evade_left_hop.ma -dest evade_left_hop anim evade_right_hop.ma -dest evade_right_hop anim pain01.ma -dest pain01 anim buff01.ma -dest buff01 anim onfire03.ma -dest pain_fire anim st_retch_intro.ma -range 114 264 -dest st_retch_intro anim bio_flesh_spire.ma -dest bio_flesh_spire anim pr_wall_climb.ma -range 60 118 -dest pr_wall_climb } /* =============================================================================== Retch Model =============================================================================== */ model model_monster_q4x_retch { mesh models/monsters/retch/retch.md5mesh channel torso ( *waist ) channel legs ( *root origin -*waist ) anim ik_pose models/monsters/retch/af_pose.md5anim anim af_pose models/monsters/retch/af_pose.md5anim // -------------------------------- Standard Anims ------------------------ anim idle models/monsters/retch/idle01.md5anim { frame 1 sound_body2 retch_idle frame 22 sound snd_breathe2 frame 34, 39, 40, 28, 76, 78, 80, 81, 103, 106, 108, 111 footstep frame 40 sound retch_servomove frame 58, 65, 87 sound retch_beepsmall frame 81 sound retch_beeplarge frame 87 sound retch_servomove } anim walk models/monsters/retch/walk.md5anim { sync_cycle frame 1 sound_body2 retch_walkloop //frame 2, 6, 7, 14 sound_body2 retch_footsteps frame 2, 6, 7, 14 footstep } anim walk_backwards models/monsters/retch/walk_backward.md5anim { sync_cycle frame 1 sound_body2 retch_walkloop //frame 2, 6, 7, 14 sound retch_footsteps frame 2, 6, 7, 14 footstep } anim run models/monsters/retch/run.md5anim { sync_cycle //frame 3 sound snd_breathe frame 1 sound_body2 retch_runloop frame 1, 4, 5, 9 footstep //frame 1, 4, 5, 9 sound retch_footsteps } anim run_backwards models/monsters/retch/walk_backward.md5anim { sync_cycle frame 1 sound_body2 retch_walkloop frame 2, 6, 7, 14 footstep //frame 2, 8 sound retch_footsteps } anim evade_left1 models/monsters/retch/evade_left.md5anim { sync_cycle frame 1 sound_body2 retch_runloop frame 6, 8, 9, 14 footstep //frame 6, 8, 9, 14 sound retch_footsteps } anim evade_right1 models/monsters/retch/evade_right.md5anim { sync_cycle frame 1 sound_body2 retch_runloop frame 6, 11, 12, 14 footstep //frame 6, 11, 12, 14 sound retch_footsteps } anim evade_left2 models/monsters/retch/evade_left_hop.md5anim { sync_cycle frame 1 sound_body2 retch_runloop frame 6, 8, 9, 14 footstep //frame 6, 8, 9, 14 sound retch_footsteps } anim evade_right2 models/monsters/retch/evade_right_hop.md5anim { sync_cycle frame 1 sound_body2 retch_runloop frame 6, 11, 12, 14 footstep //frame 6, 11, 12, 14 sound retch_footsteps } anim walk_left models/monsters/retch/walk_left.md5anim { sync_cycle frame 6, 8, 9, 14 footstep frame 1 sound_body2 retch_walkloop //frame 6, 8, 9, 14 sound retch_footsteps } anim walk_right models/monsters/retch/walk_right.md5anim { sync_cycle frame 1 sound_body2 retch_walkloop frame 6, 11, 12, 14 footstep //frame 6, 11, 12, 14 sound retch_footsteps } anim run_left models/monsters/retch/walk_left.md5anim { sync_cycle frame 1 sound_body2 retch_runloop frame 6, 8, 9, 14 footstep //frame 6, 8, 9, 14 sound retch_footsteps } anim run_right models/monsters/retch/walk_right.md5anim { sync_cycle frame 1 sound_body2 retch_runloop frame 6, 11, 12, 14 footstep //frame 6, 11, 12, 14 sound retch_footsteps } anim turn_left_90 models/monsters/retch/turn_left.md5anim, models/monsters/retch/turn_left.md5anim { sync_cycle frame 1 sound_body2 retch_walkloop frame 6, 11, 12, 14 footstep //frame 6, 11, 12, 14 sound retch_footsteps } anim turn_right_90 models/monsters/retch/turn_right.md5anim, models/monsters/retch/turn_right.md5anim { sync_cycle frame 6, 9, 11, 14 footstep frame 1 sound_body2 retch_walkloop //frame 6, 9, 11, 14 sound retch_footsteps } // ------------------------------------------------------------------------------------------ // // Pain Animations // // ------------------------------------------------------------------------------------------ anim pain1 models/monsters/retch/pain01.md5anim { frame 1 sound_voice retch_pain frame 1 sound_body retch_servopain frame 9, 12, 13, 17, 38, 40, 42, 44 footstep //frame 9, 12, 13, 17, 38, 40, 42, 44 sound retch_footsteps } anim pain_concussive1 models/monsters/retch/pain01.md5anim { frame 1 sound_voice retch_pain frame 1 sound_body retch_servopain frame 9, 12, 13, 17, 38, 40, 42, 44 footstep //frame 9, 12, 13, 17, 38, 40, 42, 44 sound retch_footsteps } // ------------------------------------------------------------------------------------------ // // Attack Animations // // ------------------------------------------------------------------------------------------ anim melee_attack1 models/monsters/retch/melee01.md5anim { frame 1 sound_body retch_meleeattack frame 6 fx fx_fly DM_muzzle1 frame 7 ai_attack_melee melee frame 14, 19 footstep } anim melee_attack2 models/monsters/retch/melee02.md5anim { frame 1 sound_body retch_meleeattack frame 6 fx fx_swipe DM_muzzle1 frame 7 ai_attack_melee melee frame 14, 19 footstep frame 9 sound snd_blade_clang frame 18 fx fx_charge DM_muzzle1 frame 6 fx fx_fly DM_muzzle1 frame 9, 11, 13 fx fx_burst gun_barrel frame 10, 12, 14 fx fx_blast gun_barrel } anim melee_attack3 models/monsters/retch/melee03.md5anim { frame 1 sound_body retch_meleeattack frame 7, 10 fx fx_fly DM_muzzle1 frame 13, 16 ai_attack_melee melee frame 3, 6, 7, 18, 19, 22, 25, 26, 28 footstep } anim range_attack1 models/monsters/retch/ranged01.md5anim { frame 1 sound_body retch_servoattack frame 1 sound_weapon retch_powerup frame 7 sound_weapon retch_firesmall frame 19, 21, 24, 25, 53, 55, 57, 59 footstep frame 9 ai_attack lightningburst DM_muzzle1 frame 9 fx fx_burst DM_muzzle1 frame 22 fx fx_gundone DM_muzzle1 frame 50 sound retch_servomove } // The buff animation anim buff models/monsters/retch/buff01.md5anim { frame 1 sound_body2 retch_idle frame 15 sound snd_breathe2 frame 21, 26, 35 sound retch_beepsmall frame 41 sound retch_beeplarge } anim pain_fire models/monsters/retch/pain_fire.md5anim { frame 1 sound_voice retch_pain frame 1 sound_body retch_servopain } anim st_retch_intro models/monsters/retch/st_retch_intro.md5anim { } anim bio_flesh_spire models/monsters/retch/bio_flesh_spire.md5anim { } anim pr_wall_climb models/monsters/retch/pr_wall_climb.md5anim { } } /* =============================================================================== Retch Attacks =============================================================================== */ entityDef hitscan_retch_bullet { "inherit" "hitscan_lightninggun" "fx_impact" "effects/weapons/lightninggun/impact.fx" "fx_impact_water" "effects/ambient/splash_med.fx" "fx_path" "effects/weapons/lightninggun/trail.fx" } entityDef melee_retch { "inherit" "melee_monster_base" "damage" "20" "knockback" "40" } /* =============================================================================== Retch Entity Definition =============================================================================== */ entityDef monster_q4x_retch { "inherit" "actor_default" "spawnclass" "riMonsterRetch" // ------------------------------- Actions ------------------------------------ "actionTimer_evade_rate" "3" "action_meleeAttack" "1" "action_meleeAttack_maxRange" "128" "action_rangedAttack" "1" "action_rangedAttack_rate" "1" "action_rangedAttack_minRange" "300" "action_rangedAttack_maxRange" "800" "action_evadeLeft" "1" "action_evadeLeft_minrange" "150" "action_evadeRight" "1" "action_evadeRight_minrange" "150" "action_strafe" "1" "action_strafe_anim" "evade_left2" "action_strafe_anim2" "evade_right2" "action_strafe_minRange" "200" "action_strafe_maxRange" "800" "action_strafe_rate" "0.75" "action_strafe_chance" "0.10" "action_strafe_noturn" "0" // --------------------------------- Body ------------------------------------ "model" "model_monster_q4x_retch" "ragdoll" "monster_retch" "size" "48 48 80 " "use_aas" "aas96" "chatter_idle_rate" "8" "chatter_combat_rate" "8" // --------------------------------- Combat ---------------------------------- "health" "250" "painThreshold" "1" "missile_visibility_joint" "DM_muzzle1" "attackRange" "0 500" "directionalMovement" "1" "walkRange" "50" "tactical_ranged" "1" "tactical_rush" "1" "tactical_cover" "0" "tactical_hide" "0" "melee_range" "64" "def_attack_lightningburst" "hitscan_retch_bullet" "attack_lightningburst_hitscan" "1" "attack_lightningburst_accuracy" "1" "attack_lightningburst_predict" "1" "def_attack_melee" "melee_retch" "damageBoostMult" "2" "defenseBoostMult" "0.25" "joint_eyeOffset" "jaw" "fov" "30" // --------------------------------- Damage Zones ----------------------------- "damage_zone head" "*neck" "damage_zone legs" "*root origin -*waist" "damage_scale head" "2" "damage_scale legs" ".75" // -------------------------------- Look Joints ----------------------------- "look_joint waist" "0.2 0.2 0" // "look_joint spine" "0.2 0.2 0" //"look_joint chest" "0.3 0.3 0" // "look_joint muzzle_flash" "0.4 0.4 0" "look_joint neck" "0 0.6 0" "look_joint head" "0 0.5 0" // --------------------------------- IK -------------------------------------- /* "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "Body" "ik_hip1" "rt_up_leg" "ik_hip2" "lft_up_leg" "ik_knee1" "rt_knee" "ik_knee2" "lft_knee" "ik_ankle1" "rt_ankle" "ik_ankle2" "lft_ankle" "ik_foot1" "rt_mid_foot" "ik_foot2" "lft_mid_foot" */ // --------------------------------- Sounds ---------------------------------- "lipsync_sight" "retch_sight" "lipsync_rush" "grunt_rush" "snd_rush" "retch_rush" "lipsync_chatter_idle" "retch_chatter_idle" "lipsync_chatter_combat" "retch_chatter_combat" "retch_pain" "retch_pain" "retch_fire" "retch_fire" "snd_punch" "grunt_punch" "snd_smash" "grunt_breakthru" "snd_wiff" "grunt_wiff" "snd_blaster" "grunt_blaster" "snd_gatling" "grunt_gatling" "snd_footstep" "grunt_footsteps" "snd_footstep_sand" "grunt_footsteps_dirt" "snd_footstep_dirt" "grunt_footsteps_dirt" "snd_footstep_hollowmetal" "grunt_footsteps_hollow_metal" "snd_footstep_rock" "grunt_footsteps" "snd_jump" "grunt_jump" "snd_pain" "retch_pain" "snd_breathe" "grunt_breathe" "snd_breathe2" "grunt_breathe_quiet" "snd_growl" "grunt_growl" "snd_adren" "grunt_adrenaline" "snd_anger" "grunt_anger" "snd_fall" "grunt_fall" "snd_poundground" "grunt_poundground" "snd_fall_special" "grunt_fall_special" "snd_flesh" "bullet_impact_flesh" "snd_crack_glass" "grunt_glass_crack" "snd_feeding" "ambient_feed" "snd_debris" "grunt_debris" "snd_glass_hit" "grunt_hit_glass" // --------------------------------- Effects --------------------------------- "fx_chaingun_flash" "effects/monsters/grunt/bullet_mflash.fx" "fx_adrenaline_arms" "effects/monsters/grunt/adrenaline_steam.fx" "fx_swipe" "effects/monsters/grunt/swipe_attack.fx" "fx_gundone" "effects/monsters/grunt/gundone.fx" "fx_camerashake" "effects/monsters/grunt/gruntcamerashake.fx" "fx_poundground" "effects/monsters/grunt/poundground.fx" "fx_bloodburst" "effects/monsters/grunt/bloodburst.fx" "fx_crack_glass1" "effects/impact/glass_impact.fx" "fx_gib" "effects/monsters/gib.fx" "fx_buffBeam" "effects/weapons/lightninggun/trail.fx" "fx_charge" "effects/monsters/retch/electric_charge.fx" "fx_blast" "effects/monsters/retch/electric_blast.fx" "fx_fly" "effects/monsters/retch/charge_fly.fx" "fx_burst" "effects/monsters/retch/charge_burst.fx" "snd_burn_lightning" "effects_sparks02" "fx_burn_lightning" "effects/monsters/lightning_death.fx" "fx_burn_particles" "effects/monsters/teleport3.fx" "fx_burn_particles_chest" "effects/monsters/teleport4.fx" }