//------------------------------------------------------------------------------ // New Walker // // //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Vehicle Definition //------------------------------------------------------------------------------ entityDef monster_q4x_walker { "editor_color" "1 .5 0" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "inherit" "actor_default" "spawnclass" "riMonsterWalker" "model" "model_monster_q4x_walker" //"size" "110 110 140" //"use_aas" "aas96" "size" "32 32 32" "use_aas" "aas32" "health" "1000" "mass" "30000" "awareRange" "30000" "snd_footstep" "vehicle_walker_steps" "snd_servo" "vehicle_walker_servo" "snd_start" "vehicle_walker_power_up" "snd_stop" "vehicle_walker_power_down" "snd_voiceHazard" "vehicle_walker_hazard1" "snd_voiceSafe" "vehicle_walker_hazard2" "snd_voiceLowHealth" "vehicle_walker_armor" "snd_voiceNoExit" "vehicle_walker_denied" "snd_shieldWarning" "vehicle_walker_shield_warning" "snd_shieldRecharge" "vehicle_walker_shield_recharge" "snd_malfunction" "vehicle_walker_malfunction" "snd_incomingProjectile" "ambient_incoming_klaxon" "fx_death" "effects/vehicles/walker/explosion.fx" "fx_shield" "effects/vehicles/walker/shield.fx" "fx_electrical_stall" "effects/monsters/lightning_death.fx" "fx_machinegun_flash" "effects/monsters/tank/machinegun_flash.fx" "joint_eyeOffset" "eye" "joint_chestOffset" "Cockpit" "action_evadeRight" "1" "action_evadeLeft" "1" "action_rangedAttack" "1" "action_rangedAttack_rate" "1" "action_rangedAttack_minRange" "64" "action_rangedAttack_maxRange" "30000" "action_meleeAttack" "1" "action_meleeAttack_maxRange" "100" "tactical_rush" "1" "tactical_hide" "0" "tactical_ranged" "1" "tactical_cover" "0" "tactical_passive" "0" "forceEnemy" "0" "af_push_moveables" "1" "turn_rate" "135" "def_attack_cannon" "hitscan_q4x_walker_bullet" "attack_cannon_hitscan" "1" "def_attack_rocket" "projectile_q4x_walker_rocket" "def_attack_melee" "melee_q4x_walkerCrush" "bleed" "0" "melee_range" "50" "canBePinned" "0" "team" "0" "attackRange" "0 30000" "aggressiveRange" "30000" "kick_force" "1000" "directionalMovement" "1" "fov" "120" "look_joint Cockpit" "0.4 0.4 0" } model model_monster_q4x_walker { mesh models/vehicles/walker/walker_base.md5mesh offset ( -20 0 0 ) channel legs ( *origin -*Cannon_Pivot ) channel torso ( *Cannon_Pivot ) anim idle models/vehicles/walker/idleoff.md5anim anim pain models/vehicles/walker/idleoff.md5anim anim idle_offline models/vehicles/walker/offline_idle.md5anim anim forward_start models/vehicles/walker/forward_start.md5anim { rate 1.5 } anim walk models/vehicles/walker/forward.md5anim { sync_cycle rate 1.5 frame 5,25 sound snd_footstep frame 7,29 sound snd_servo } anim melee_attack1 models/vehicles/walker/forward.md5anim { //sync_cycle rate 1.5 frame 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16 ai_attack_melee melee frame 17,18,19,20,21,22,23,24,25,26,27,28,29 ai_attack_melee melee frame 5,25 sound snd_footstep frame 7,29 sound snd_servo } anim run models/vehicles/walker/forward.md5anim { sync_cycle rate 1.5 frame 5,25 sound snd_footstep frame 7,29 sound snd_servo } anim ad_intro_walker models/vehicles/walker/ad_intro_walker.md5anim { rate 1.2 frame 21,41,62 sound snd_footstep frame 7,29 sound snd_servo } anim forward_stop_left models/vehicles/walker/forward_stop_left.md5anim { rate 1.5 frame 18 sound snd_footstep } anim forward_stop_right models/vehicles/walker/forward_stop_right.md5anim { rate 1.5 frame 18 sound snd_footstep } anim forward_stop_rightmid models/vehicles/walker/forward_stop_rightmid.md5anim { rate 1.5 frame 5,24 sound snd_footstep frame 7 sound snd_servo } anim forward_stop_leftmid models/vehicles/walker/forward_stop_leftmid.md5anim { rate 1.5 frame 5,24 sound snd_footstep frame 7 sound snd_servo } anim backward_start models/vehicles/walker/backward_start.md5anim { rate 1.5 } anim walk_backwards models/vehicles/walker/backward.md5anim { rate 1.5 frame 5,25 sound snd_footstep frame 7,29 sound snd_servo } anim run_backwards models/vehicles/walker/backward.md5anim { rate 1.5 frame 5,25 sound snd_footstep frame 7,29 sound snd_servo } anim backward_stop_left models/vehicles/walker/backward_stop_left.md5anim { rate 1.5 frame 18 sound snd_footstep } anim backward_stop_right models/vehicles/walker/backward_stop_right.md5anim { rate 1.5 frame 18 sound snd_footstep } anim backward_stop_rightmid models/vehicles/walker/backward_stop_rightmid.md5anim { rate 1.5 frame 5,23 sound snd_footstep frame 7 sound snd_servo } anim backward_stop_leftmid models/vehicles/walker/backward_stop_leftmid.md5anim { rate 1.5 frame 5,24 sound snd_footstep frame 7 sound snd_servo } anim start models/vehicles/walker/start.md5anim { frame 1 sound snd_start } anim stop models/vehicles/walker/stop.md5anim { frame 1 sound snd_stop } /* anim range_attack1 models/vehicles/walker/cannon.md5anim { frame 1 ai_attack cannon Cannon1 frame 2 ai_attack cannon Cannon2 } anim range_attack2 models/vehicles/walker/cannon.md5anim { frame 1 ai_attack rocket rocket1 frame 2 ai_attack rocket rocket2 frame 2 ai_attack rocket rocket3 } anim range_attack3 models/vehicles/walker/cannon.md5anim { frame 1 ai_attack rocket rocket4 frame 2 ai_attack rocket rocket5 frame 2 ai_attack rocket rocket6 } */ anim range_attack1 models/vehicles/walker/stand_and_fire.md5anim { frame 12,92 sound snd_servo frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 ai_attack cannon cannon2 frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 ai_attack cannon cannon1 frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 fx fx_machinegun_flash cannon2 frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 fx fx_machinegun_flash cannon1 frame 52 ai_attack rocket rocket1 frame 57 ai_attack rocket rocket2 frame 64 ai_attack rocket rocket3 frame 18 sound snd_footstep frame 26 sound snd_start frame 46 sound snd_stop frame 105 sound snd_footstep } anim range_attack2 models/vehicles/walker/stand_and_fire.md5anim { frame 12,92 sound snd_servo frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 ai_attack cannon cannon2 frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 ai_attack cannon cannon1 frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 fx fx_machinegun_flash cannon2 frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 fx fx_machinegun_flash cannon1 frame 54 ai_attack rocket rocket4 frame 58 ai_attack rocket rocket5 frame 65 ai_attack rocket rocket6 frame 18 sound snd_footstep frame 26 sound snd_start frame 46 sound snd_stop frame 105 sound snd_footstep } anim turn_left models/vehicles/walker/turn_left.md5anim { sync_cycle frame 14,28 sound snd_footstep frame 3 sound snd_servo } anim turn_right models/vehicles/walker/turn_right.md5anim { sync_cycle frame 14,28 sound snd_footstep frame 3 sound snd_servo } anim death models/vehicles/walker/knocked_down.md5anim { frame 1 sound snd_malfunction frame 9 sound snd_footstep frame 17 sound snd_footstep frame 10 fx fx_death cockpit } anim backing_into_dock models/vehicles/walker/backing_into_dock.md5anim { frame 1 disableClip frame 1,21,42,74,90 sound snd_servo frame 14,38,63,82,100 sound snd_footstep frame 115 sound snd_stop frame 149 enableClip } anim vista_overlook models/vehicles/walker/vista_overlook.md5anim { frame 43 call map_airdefense::vistaWalkerActions1 frame 166 call map_airdefense::vistaWalkerActions2 frame 321 call map_airdefense::vistaWalkerActions1 frame 400 call map_airdefense::vistaWalkerActions3 //walker is knocked over. //frame 477 call map_airdefense::vistaWalkerActions5 //walker explodes all kafoom like frame 540 call map_airdefense::vistaWalkerActions4 } anim evade_left models/vehicles/walker/strafe_left.md5anim anim evade_right models/vehicles/walker/strafe_right.md5anim anim walk_left models/vehicles/walker/strafe_left.md5anim { frame 5,24 sound snd_footstep frame 7,24 sound snd_servo } anim walk_right models/vehicles/walker/strafe_right.md5anim { frame 5,24 sound snd_footstep frame 7,24 sound snd_servo } anim run_left models/vehicles/walker/strafe_left.md5anim { frame 5,24 sound snd_footstep frame 7,24 sound snd_servo } anim run_right models/vehicles/walker/strafe_right.md5anim { frame 5,24 sound snd_footstep frame 7,24 sound snd_servo } anim diagnostic_start models/vehicles/walker/diagnostic_start.md5anim { frame 1 sound snd_start } anim diagnostic_sweep models/vehicles/walker/diagnostic_sweep.md5anim { frame 12,92 sound snd_servo frame 18 sound snd_footstep frame 26 sound snd_start frame 46 sound snd_stop frame 105 sound snd_footstep } anim diagnostic_stop models/vehicles/walker/diagnostic_stop.md5anim { frame 1 sound snd_stop } anim trench_dead_idle models/vehicles/walker/trench_dead_idle.md5anim { } anim trench_push_leg models/vehicles/walker/trench_push_leg.md5anim { } anim trench_push_leg_idle models/vehicles/walker/trench_push_leg_idle.md5anim { } } //------------------------------------------------------------------------------ // Parts //------------------------------------------------------------------------------ //------------------------------------------------------------------------------ // Projectiles //------------------------------------------------------------------------------ entityDef hitscan_q4x_walker_bullet { "inherit" "hitscan_gev_bullet" "fx_impact" "effects/vehicles/walker/machinegun/impact_default.fx" "fx_impact_water" "effects/ambient/splash_smll.fx" "fx_impact_concrete" "effects/vehicles/walker/machinegun/impact_concrete.fx" "fx_impact_electronics" "effects/vehicles/walker/machinegun/impact_electronics.fx" "fx_impact_flesh" "effects/vehicles/walker/machinegun/impact_flesh.fx" "fx_impact_glass" "effects/vehicles/walker/machinegun/impact_glass.fx" "fx_impact_monstermetal" "effects/vehicles/walker/machinegun/impact_monstermetal.fx" "fx_impact_rock" "effects/vehicles/walker/machinegun/impact_rock.fx" "fx_tracer" "effects/vehicles/walker/machinegun/tracer.fx" } entityDef projectile_q4x_walker_rocket { //"spawnclass" "idGuidedProjectile" "inherit" "projectile_rocket" "spawnclass" "rvDriftingProjectile" "mins" "-2 -2 -2" "maxs" "2 2 2" "cone" "1" "noshadows" "1" "model" "models/weapons/nailgun/nail.ase" "def_damage" "damage_q4x_walker_rocket" "def_splash_damage" "damage_q4x_walker_rocket_splash" "decal_scale" "8" "min_dist" "160" "turn_max" "3600" "speed" "1000" "mass" "6" "gravity" "0" "fuse" "8" "detonate_on_fuse" "1" "detonate_on_death" "0" "detonate_on_world" "1" "detonate_on_actor" "1" "impact_gib" "1" "decal_bounce" "" "decal_size" "8" "fx_fly" "effects/vehicles/walker/rocket/fly.fx" "fx_detonate" "effects/vehicles/walker/rocket/detonate.fx" "fx_impact" "effects/vehicles/walker/rocket/impact.fx" "fx_impact_rock" "effects/vehicles/walker/rocket/impact_rock.fx" "fx_impact_dirt" "effects/vehicles/walker/rocket/impact_rock.fx" "fx_impact_sand" "effects/vehicles/walker/rocket/impact_rock.fx" "fx_impact_gravel" "effects/vehicles/walker/rocket/impact_rock.fx" "fx_impact_concrete" "effects/vehicles/walker/rocket/impact_rock.fx" "light_shader" "" "light_color" "0 0 0" "light_radius" "0" "light_offset" "0 0 0" "detonate_light_shader" "" "detonate_light_color" "0 0 0" "detonate_light_radius" "0" "detonate_light_removetime" "0" } entityDef projectile_q4x_walker_main { "inherit" "projectile_gev_main" "fx_fly" "effects/vehicles/walker/maingun/fly.fx" "fx_impact" "effects/vehicles/walker/maingun/impact.fx" "fx_impact_rock" "effects/vehicles/walker/maingun/impact_rock.fx" "fx_impact_dirt" "effects/vehicles/walker/maingun/impact_rock.fx" "fx_impact_sand" "effects/vehicles/walker/maingun/impact_rock.fx" "fx_impact_gravel" "effects/vehicles/walker/maingun/impact_rock.fx" "fx_impact_concrete" "effects/vehicles/walker/maingun/impact_rock.fx" "fx_detonate" "effects/vehicles/walker/maingun/detonate.fx" } //------------------------------------------------------------------------------ // Damage Defs //------------------------------------------------------------------------------ entityDef damage_q4x_walker_rocket { "inherit" "damage_bullet" "damage" "200" "push" "60000" "gib" "1" } entityDef damage_q4x_walker_rocket_splash { "inherit" "damage_walker_rocket" "damage" "150" "radius" "180" } entityDef melee_q4x_walkerCrush { "inherit" "melee_monster_base" "damage" "10000" "knockback" "350" "push" "350" "pushdir" "0 10 -10" "deathPush" "350" "deathPushMin" "3000 2000" "deathPushMax" "5000 3000" "gib" "1" } /* =============================================================================== walker for trench =============================================================================== */ entityDef env_q4x_trench_walker { "editor_color" "0 .5 .25" "editor_mins" "-32 -32 0" "editor_maxs" "32 32 16" "spawnclass" "idAnimated" "model" "model_monster_q4x_walker_trench" "anim" "idle" } model model_monster_q4x_walker_trench { mesh models/vehicles/walker/walker_base.md5mesh anim idle models/vehicles/walker/trench_dead_idle.md5anim { } anim trench_push_leg models/vehicles/walker/trench_push_leg.md5anim { } anim trench_push_leg_idle models/vehicles/walker/trench_push_leg_idle.md5anim { } }