/* =============================================================================== Player =============================================================================== */ export player { options -scale .4 -prefix PLAYER_ -align ALL -keep l_forarm_mp r_forarm_mp l_index_02 l_index_03 l_ring_01 l_ring_02 l_ring_03 r_index_02 r_index_03 r_ring_01 r_ring_02 r_ring_03 l_elbo_tweak r_elbo_tweak body neckcontrol SPINNER legs_channel head_channel PST_ATTACHER SG_ATTACHER MG_ATTACHER NG_ATTACHER HB_ATTACHER RKT_ATTACHER GN_ATTACHER LG_ATTACHER RG_ATTACHER DMG_ATTACHER GNT_ATTACHER -parent PST_ATTACHER r_wrist -parent SG_ATTACHER r_wrist -parent MG_ATTACHER r_wrist -parent NG_ATTACHER r_wrist -parent HB_ATTACHER r_wrist -parent RKT_ATTACHER r_wrist -parent GN_ATTACHER r_wrist -parent LG_ATTACHER r_wrist -parent RG_ATTACHER r_wrist -parent DMG_ATTACHER r_wrist -parent GNT_ATTACHER r_wrist -parent hips body -parent waist SPINNER -parent SPINNER body -sourcedir work/models/characters/marine/multiplayer -destdir models/characters/player addoptions -skipmesh dummy_head addoptions -skipmesh dummyHair1 addoptions -skipmesh dummyHair2 addoptions -skipmesh dummyHair3 addoptions -skipmesh dummyEyeR addoptions -skipmesh dummyEyeL addoptions -skipmesh PST_pistol_mesh addoptions -skipmesh SG_stock_mesh addoptions -skipmesh SG_clip_mesh f addoptions -skipmesh SG_pump_mesh addoptions -skipmesh MG_stock_mesh addoptions -skipmesh MG_clip_mesh addoptions -skipmesh MG_flare_mesh addoptions -skipmesh NG_stock_mesh addoptions -skipmesh NG_handle_mesh addoptions -skipmesh NG_handlebase_mesh addoptions -skipmesh NG_drum_mesh addoptions -skipmesh NG_clip_mesh addoptions -skipmesh NG_clip_left_mesh addoptions -skipmesh NG_clip_right_mesh addoptions -skipmesh NG_scope_mesh addoptions -skipmesh NG_a1_mesh addoptions -skipmesh NG_a2_mesh addoptions -skipmesh NG_b1_mesh addoptions -skipmesh NG_b2_mesh addoptions -skipmesh NG_c1_mesh addoptions -skipmesh NG_c2_mesh addoptions -skipmesh NG_d1_mesh addoptions -skipmesh NG_d2_mesh addoptions -skipmesh NG_e1_mesh addoptions -skipmesh NG_e2_mesh addoptions -skipmesh NG_f1_mesh addoptions -skipmesh NG_f2_mesh addoptions -skipmesh HB_battery_mesh addoptions -skipmesh HB_barrel_mesh addoptions -skipmesh HB_stock_mesh addoptions -skipmesh HB_pump_mesh addoptions -skipmesh RKT_stock_mesh addoptions -skipmesh RKT_trigger_lft_mesh addoptions -skipmesh RKT_trigger_rt_mesh addoptions -skipmesh RKT_laser_sight_front_mesh addoptions -skipmesh RKT_laser_sight_back_mesh addoptions -skipmesh RKT_rack_mesh addoptions -skipmesh RKT_clasp_front_lft_mesh addoptions -skipmesh RKT_clasp_back_lft_mesh addoptions -skipmesh RKT_clasp_front_rt_mesh addoptions -skipmesh RKT_clasp_back_rt_mesh addoptions -skipmesh RKT_rocket_mesh addoptions -skipmesh RKT_fin_top_mesh addoptions -skipmesh RKT_fin_left_mesh addoptions -skipmesh RKT_fin_right_mesh addoptions -skipmesh GN_stock_mesh addoptions -skipmesh GN_ammo_mesh addoptions -skipmesh LG_stock_mesh addoptions -skipmesh LG_center_rod_mesh addoptions -skipmesh LG_spire_1_mesh addoptions -skipmesh LG_spire_2_mesh addoptions -skipmesh LG_spire_3_mesh addoptions -skipmesh LG_spire_4_mesh addoptions -skipmesh LG_flap_top_1 addoptions -skipmesh LG_flap_top_2 addoptions -skipmesh LG_flap_left_1 addoptions -skipmesh LG_flap_left_2 addoptions -skipmesh LG_flap_right_1 addoptions -skipmesh LG_flap_right_2 addoptions -skipmesh RG_stock_mesh addoptions -skipmesh DMG_body_mesh addoptions -skipmesh DMG_l_magnet_mesh addoptions -skipmesh DMG_r_magnet_mesh addoptions -skipmesh DMG_outer_ring_mesh addoptions -skipmesh DMG_middle_ring_mesh addoptions -skipmesh DMG_inner_ring_mesh addoptions -skipmesh GNT_gauntlet_body_mesh addoptions -skipmesh GNT_blade_1_mesh addoptions -skipmesh GNT_blade_2_mesh addoptions -skipmesh GNT_blade_3_mesh addoptions -skipmesh GNT_blade_4_mesh addoptions -skipmesh GNT_blade_5_mesh addoptions -skipmesh GNT_blade_6_mesh addoptions -skipmesh GNT_blade_7_mesh addoptions -skipmesh GNT_blade_8_mesh addoptions -skipmesh GNT_blade_hub_top_mesh addoptions -skipmesh GNT_blade_hub_bottom_mesh addoptions -skipmesh GNT_fins_mesh1 addoptions -skipmesh r_fatigue_arm addoptions -skipmesh l_fatigue_arm // addoptions -skipmesh MAR_body_mesh addoptions -skipmesh KANE_strogg_mesh addoptions -skipmesh CORPSE_mesh addoptions -skipmesh TT_tactical_transfer_mesh addoptions -skipmesh HURTBODY_marine_body_mesh addoptions -skipmesh OFFICER_body_mesh addoptions -skipmesh OFFICER_sidearm_mesh addoptions -skipmesh FATIGUE_marine_l_arm_mesh addoptions -skipmesh FATIGUE_marine_body_mesh addoptions -skipmesh FATIGUE_marine_r_arm_mesh addoptions -skipmesh FT_gut_1_mesh addoptions -skipmesh FT_gut_2_mesh addoptions -skipmesh FT_gut_3_mesh addoptions -skipmesh FT_up_teeth_mesh addoptions -skipmesh FT_lo_teeth_mesh addoptions -skipmesh FT_torso_mesh addoptions -skipmesh FT_legs_mesh addoptions -skipmesh ST_gut1_mesh addoptions -skipmesh ST_gut2_mesh addoptions -skipmesh ST_gut3_mesh addoptions -skipmesh ST_legs_mesh addoptions -skipmesh ST_torso_mesh addoptions -skipmesh r_eye_mesh1 addoptions -skipmesh l_eye_mesh1 addoptions -skipmesh HURTBODY_marine_r_eye_mesh addoptions -skipmesh HURTBODY_marine_l_eye_mesh addoptions -skipmesh FT_l_eye_mesh addoptions -skipmesh FT_r_eye_mesh addoptions -skipmesh ST_left_eye_mesh addoptions -skipmesh ST_right_eye_mesh mesh idle.ma -dest player anim run.ma -dest run anim run_backwards.ma -dest run_backwards anim idle.ma -dest idle anim idle_loadscreen.ma -dest idle_loadscreen anim crouch_walk_forward.ma -dest crouch_walk_forward anim crouch_walk_forward.ma -dest crouch_walk_backward anim mp_walk4.ma -dest walk anim mp_walk_backwards.ma -dest walk_backwards anim mp_walk_right.ma -dest walk_right anim mp_walk_left.ma -dest walk_left anim mp_crouch_walk_forward.ma -dest mp_crouch_walk anim mp_crouch_walk_backward.ma -dest mp_crouch_walk_backward // anim crouch.ma -range 30 142 -dest crouch // anim crouch.ma -range 20 30 -dest crouch_down // anim crouch.ma -range 142 150 -dest crouch_up anim crouch_lower.ma -range 30 142 -dest crouch anim crouch_lower.ma -range 20 30 -dest crouch_down anim crouch_lower.ma -range 142 150 -dest crouch_up anim strafe_left.ma -dest strafe_left anim strafe_right.ma -dest strafe_right anim strafe_jump_right.ma -dest strafe_jump_right anim strafe_jump_left.ma -dest strafe_jump_left anim pistol_idle.ma -dest pistol_idle anim pistol_idle_up.ma -dest pistol_idle_up anim pistol_idle_down.ma -dest pistol_idle_down anim pistol_aim.ma -dest pistol_aim anim pistol_aim_up.ma -dest pistol_aim_up anim pistol_aim_down.ma -dest pistol_aim_down anim pistol_fire.ma -dest pistol_fire anim pistol_fire_up.ma -dest pistol_fire_up anim pistol_fire_down.ma -dest pistol_fire_down anim pistol_lower.ma -dest pistol_lower anim pistol_raise.ma -dest pistol_raise anim machinegun_idle.ma -dest machinegun_idle anim machinegun_idle_up.ma -dest machinegun_idle_up anim machinegun_idle_down.ma -dest machinegun_idle_down anim machinegun_aim.ma -dest machinegun_aim anim machinegun_aim_up.ma -dest machinegun_aim_up anim machinegun_aim_down.ma -dest machinegun_aim_down anim machinegun_fire.ma -dest machinegun_fire anim machinegun_fire_up.ma -dest machinegun_fire_up anim machinegun_fire_down.ma -dest machinegun_fire_down anim machinegun_raise.ma -dest machinegun_raise anim machinegun_lower.ma -dest machinegun_lower anim hyperblaster_idle.ma -dest hyperblaster_idle anim hyperblaster_idle_up.ma -dest hyperblaster_idle_up anim hyperblaster_idle_down.ma -dest hyperblaster_idle_down anim hyperblaster_aim.ma -dest hyperblaster_aim anim hyperblaster_aim_up.ma -dest hyperblaster_aim_up anim hyperblaster_aim_down.ma -dest hyperblaster_aim_down anim hyperblaster_fire.ma -dest hyperblaster_fire anim hyperblaster_fire_up.ma -dest hyperblaster_fire_up anim hyperblaster_fire_down.ma -dest hyperblaster_fire_down anim hyperblaster_reload.ma -dest hyperblaster_reload anim nailgun_idle.ma -dest nailgun_idle anim nailgun_idle_up.ma -dest nailgun_idle_up anim nailgun_idle_down.ma -dest nailgun_idle_down anim nailgun_aim.ma -dest nailgun_aim anim nailgun_aim_up.ma -dest nailgun_aim_up anim nailgun_aim_down.ma -dest nailgun_aim_down anim nailgun_fire.ma -dest nailgun_fire anim nailgun_fire_up.ma -dest nailgun_fire_up anim nailgun_fire_down.ma -dest nailgun_fire_down anim nailgun_reload.ma -dest nailgun_reload anim nailgun_raise.ma -dest nailgun_raise anim nailgun_lower.ma -dest nailgun_lower anim grenadelauncher_idle.ma -dest grenadelauncher_idle anim grenadelauncher_idle_up.ma -dest grenadelauncher_idle_up anim grenadelauncher_idle_down.ma -dest grenadelauncher_idle_down anim grenadelauncher_aim.ma -dest grenadelauncher_aim anim grenadelauncher_aim_up.ma -dest grenadelauncher_aim_up anim grenadelauncher_aim_down.ma -dest grenadelauncher_aim_down anim grenadelauncher_fire.ma -dest grenadelauncher_fire anim grenadelauncher_fire_up.ma -dest grenadelauncher_fire_up anim grenadelauncher_fire_down.ma -dest grenadelauncher_fire_down anim grenadelauncher_reload.ma -dest grenadelauncher_reload anim grenadelauncher_raise.ma -dest grenadelauncher_raise anim grenadelauncher_lower.ma -dest grenadelauncher_lower anim rocketlauncher_idle.ma -dest rocketlauncher_idle anim rocketlauncher_idle_up.ma -dest rocketlauncher_idle_up anim rocketlauncher_idle_down.ma -dest rocketlauncher_idle_down anim rocketlauncher_aim.ma -dest rocketlauncher_aim anim rocketlauncher_aim_up.ma -dest rocketlauncher_aim_up anim rocketlauncher_aim_down.ma -dest rocketlauncher_aim_down anim rocketlauncher_fire.ma -dest rocketlauncher_fire anim rocketlauncher_fire_up.ma -dest rocketlauncher_fire_up anim rocketlauncher_fire_down.ma -dest rocketlauncher_fire_down anim rocketlauncher_reload.ma -dest rocketlauncher_reload anim rocketlauncher_lower.ma -dest rocketlauncher_lower anim rocketlauncher_raise.ma -dest rocketlauncher_raise anim lightninggun_idle.ma -dest lightninggun_idle anim lightninggun_idle_up.ma -dest lightninggun_idle_up anim lightninggun_idle_down.ma -dest lightninggun_idle_down anim lightninggun_aim.ma -dest lightninggun_aim anim lightninggun_aim_up.ma -dest lightninggun_aim_up anim lightninggun_aim_down.ma -dest lightninggun_aim_down anim lightninggun_fire.ma -dest lightninggun_fire anim lightninggun_fire_up.ma -dest lightninggun_fire_up anim lightninggun_fire_down.ma -dest lightninggun_fire_down anim lightninggun_lower.ma -dest lightninggun_lower anim lightninggun_raise.ma -dest lightninggun_raise anim shotgun_aim.ma -dest shotgun_aim anim shotgun_aim_up.ma -dest shotgun_aim_up anim shotgun_aim_down.ma -dest shotgun_aim_down anim shotgun_fire.ma -dest shotgun_fire anim shotgun_fire_up.ma -dest shotgun_fire_up anim shotgun_fire_down.ma -dest shotgun_fire_down anim shotgun_reload.ma -dest shotgun_reload // anim shotgun_reload.ma -dest shotgun_reload_loop // anim shotgun_reload.ma -dest shotgun_reload_end anim shotgun_idle.ma -dest shotgun_idle anim shotgun_idle_up.ma -dest shotgun_idle_up anim shotgun_idle_down.ma -dest shotgun_idle_down anim railgun_aim.ma -dest railgun_aim anim railgun_aim_up.ma -dest railgun_aim_up anim railgun_aim_down.ma -dest railgun_aim_down anim railgun_fire.ma -dest railgun_fire anim railgun_fire_up.ma -dest railgun_fire_up anim railgun_fire_down.ma -dest railgun_fire_down anim darkmattergun_idle.ma -dest darkmattergun_idle anim darkmattergun_idle_up.ma -dest darkmattergun_idle_up anim darkmattergun_idle_down.ma -dest darkmattergun_idle_down anim darkmattergun_aim.ma -dest darkmattergun_aim anim darkmattergun_aim.ma -range 1 2 -dest darkmattergun_reload anim darkmattergun_aim_up.ma -dest darkmattergun_aim_up anim darkmattergun_aim_down.ma -dest darkmattergun_aim_down anim darkmattergun_fire.ma -dest darkmattergun_fire anim darkmattergun_fire_up.ma -dest darkmattergun_fire_up anim darkmattergun_fire_down.ma -dest darkmattergun_fire_down anim darkmattergun_raise.ma -dest darkmattergun_raise anim darkmattergun_lower.ma -dest darkmattergun_lower // anim raise_lower.ma -range 1 4 -dest pistol_lower // anim raise_lower.ma -range 4 12 -dest pistol_raise anim jump.ma -range 1 7 -dest jump anim jump.ma -range 17 26 -dest soft_land anim jump_back_right.ma -dest jump_back_right anim jump_back_left.ma -dest jump_back_left anim jump.ma -range 7 17 -dest fall anim pain.ma -dest pain anim af_pose.ma -dest af_pose anim gauntlet_fire_up.ma -dest gauntlet_fire_up anim gauntlet_fire.ma -dest gauntlet_fire anim gauntlet_fire_down.ma -dest gauntlet_fire_down anim gauntlet_aim.ma -dest gauntlet_aim anim gauntlet_aim_up.ma -dest gauntlet_aim_up anim gauntlet_aim_down.ma -dest gauntlet_aim_down anim gauntlet_lower.ma -dest gauntlet_lower anim gauntlet_raise.ma -dest gauntlet_raise anim MP_Cheer.ma -dest cheer anim MP_Salute.ma -dest salute anim MP_Taunt_1.ma -dest taunt_1 anim grab.ma -dest grab_a anim grab_b.ma -dest grab_b anim aim_tpose.ma -dest aim_tpose /* addoptions -keep l_index_01 l_thumb_03 r_index_01 r_thumb_03 l_toe r_toe -sourcedir work/models/multiplayer_rigs/animations mesh tac_transfer_idle.ma -dest player_tactical_transfer mesh officer_idle.ma -dest player_officer mesh corpse_idle.ma -dest player_corpse mesh failed_transfer_idle.ma -dest player_failed_transfer mesh slimy_transfer_idle.ma -dest player_slimy_transfer mesh kane_idle.ma -dest player_strogg mesh fatigue_marine_idle.ma -dest player_fatigue_marine mesh hurtbody_idle.ma -dest underwear_marine */ } /* =============================================================================== Player Model =============================================================================== */ model model_player_marine { offset ( 0 0 1 ) mesh models/characters/player/player.md5mesh channel torso ( *waist) channel legs ( *origin *hips -*waist ) anim head models/characters/player/idle.md5anim anim af_pose models/characters/player/af_pose.md5anim // anim ik_pose models/characters/player/idle.md5anim anim initial models/characters/player/idle.md5anim anim idle_loadscreen models/characters/player/idle_loadscreen.md5anim anim teleport models/characters/player/idle.md5anim anim exit models/characters/player/idle.md5anim anim idle models/characters/player/idle.md5anim anim crouch_down models/characters/player/crouch_down.md5anim anim crouch models/characters/player/crouch.md5anim anim crouch_up models/characters/player/crouch_up.md5anim anim crouch_walk models/characters/player/crouch_walk_forward.md5anim anim crouch_walk_backward models/characters/player/crouch_walk_backward.md5anim anim mp_crouch_walk models/characters/player/mp_crouch_walk.md5anim anim mp_crouch_walk_backward models/characters/player/mp_crouch_walk_backward.md5anim anim strafe_jump_right models/characters/player/strafe_jump_right.md5anim anim strafe_jump_left models/characters/player/strafe_jump_left.md5anim anim run_forward models/characters/player/run.md5anim { frame 2 sound snd_gear2 frame 2 leftfoot frame 9 sound snd_gear2 frame 9 rightfoot } anim run_backwards models/characters/player/run_backwards.md5anim { frame 4 sound snd_gear2 frame 4 rightfoot frame 10 sound snd_gear2 frame 10 leftfoot } anim run_strafe_left models/characters/player/strafe_left.md5anim { frame 1 leftfoot frame 1 sound snd_gear2 frame 10 sound snd_gear2 frame 10 rightfoot } anim run_strafe_right models/characters/player/strafe_right.md5anim { frame 1 leftfoot frame 1 sound snd_gear2 frame 10 sound snd_gear2 frame 10 rightfoot } anim walk_forward models/characters/player/walk.md5anim anim walk_backwards models/characters/player/walk_backwards.md5anim anim walk_right models/characters/player/walk_right.md5anim anim walk_left models/characters/player/walk_left.md5anim anim jump models/characters/player/jump.md5anim { frame 1 sound player_gear_movement } anim run_jump models/characters/player/jump.md5anim { frame 1 sound player_gear_movement } anim soft_land models/characters/player/soft_land.md5anim anim hard_land models/characters/player/idle.md5anim anim fall models/characters/player/fall.md5anim anim turn_left models/characters/player/idle.md5anim anim turn_right models/characters/player/idle.md5anim anim pain models/characters/player/pain.md5anim anim pain_head models/characters/player/pain.md5anim anim pain_right_arm models/characters/player/pain.md5anim anim pain_left_arm models/characters/player/pain.md5anim anim pain_chest models/characters/player/pain.md5anim anim blaster_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } anim blaster_idle models/characters/player/pistol_aim_down.md5anim, models/characters/player/pistol_aim.md5anim, models/characters/player/pistol_aim_up.md5anim anim blaster_aim models/characters/player/pistol_aim_down.md5anim, models/characters/player/pistol_aim.md5anim, models/characters/player/pistol_aim_up.md5anim anim blaster_fire1 models/characters/player/pistol_fire_down.md5anim, models/characters/player/pistol_fire.md5anim, models/characters/player/pistol_fire_up.md5anim // anim blaster_reload models/characters/player/shotgun_reload.md5anim anim blaster_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } anim shotgun_raise models/characters/player/grenadelauncher_raise.md5anim { rate 1.3 } anim shotgun_idle models/characters/player/shotgun_aim_down.md5anim, models/characters/player/shotgun_aim.md5anim, models/characters/player/shotgun_aim_up.md5anim anim shotgun_aim models/characters/player/shotgun_aim_down.md5anim, models/characters/player/shotgun_aim.md5anim, models/characters/player/shotgun_aim_up.md5anim anim shotgun_fire models/characters/player/shotgun_fire_down.md5anim, models/characters/player/shotgun_fire.md5anim, models/characters/player/shotgun_fire_up.md5anim anim shotgun_reload models/characters/player/shotgun_reload.md5anim // anim shotgun_reload_loop models/characters/player/shotgun_reload_loop.md5anim // anim shotgun_reload_end models/characters/player/shotgun_reload_end.md5anim anim shotgun_lower models/characters/player/grenadelauncher_lower.md5anim { rate 1.3 } anim machinegun_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } anim machinegun_idle models/characters/player/machinegun_aim_down.md5anim, models/characters/player/machinegun_aim.md5anim, models/characters/player/machinegun_aim_up.md5anim anim machinegun_aim models/characters/player/machinegun_aim_down.md5anim, models/characters/player/machinegun_aim.md5anim, models/characters/player/machinegun_aim_up.md5anim anim machinegun_fire1 models/characters/player/machinegun_fire_down.md5anim, models/characters/player/machinegun_fire.md5anim, models/characters/player/machinegun_fire_up.md5anim anim machinegun_reload models/characters/player/shotgun_reload.md5anim anim machinegun_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } anim nailgun_raise models/characters/player/grenadelauncher_raise.md5anim { rate 1.3 } anim nailgun_idle models/characters/player/nailgun_aim_down.md5anim, models/characters/player/nailgun_aim.md5anim, models/characters/player/nailgun_aim_up.md5anim anim nailgun_aim models/characters/player/nailgun_aim_down.md5anim, models/characters/player/nailgun_aim.md5anim, models/characters/player/nailgun_aim_up.md5anim anim nailgun_fire1 models/characters/player/nailgun_fire_down.md5anim, models/characters/player/nailgun_fire.md5anim, models/characters/player/nailgun_fire_up.md5anim anim nailgun_reload models/characters/player/nailgun_reload.md5anim anim nailgun_lower models/characters/player/grenadelauncher_lower.md5anim { rate 1.3 } anim hyperblaster_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } anim hyperblaster_idle models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim anim hyperblaster_aim models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim anim hyperblaster_fire1 models/characters/player/hyperblaster_fire_down.md5anim, models/characters/player/hyperblaster_fire.md5anim, models/characters/player/hyperblaster_fire_up.md5anim anim hyperblaster_reload models/characters/player/hyperblaster_reload.md5anim anim hyperblaster_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } anim railgun_raise models/characters/player/grenadelauncher_raise.md5anim { rate 1.3 } anim railgun_idle models/characters/player/railgun_aim_down.md5anim, models/characters/player/railgun_aim.md5anim, models/characters/player/railgun_aim_up.md5anim anim railgun_aim models/characters/player/railgun_aim_down.md5anim, models/characters/player/railgun_aim.md5anim, models/characters/player/railgun_aim_up.md5anim anim railgun_fire1 models/characters/player/railgun_fire_down.md5anim, models/characters/player/railgun_fire.md5anim, models/characters/player/railgun_fire_up.md5anim anim railgun_reload models/characters/player/shotgun_reload.md5anim anim railgun_lower models/characters/player/grenadelauncher_lower.md5anim { rate 1.3 } anim rocketlauncher_raise models/characters/player/rocketlauncher_raise.md5anim { rate 1.3 } anim rocketlauncher_idle models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim anim rocketlauncher_aim models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim anim rocketlauncher_fire1 models/characters/player/rocketlauncher_fire_down.md5anim, models/characters/player/rocketlauncher_fire.md5anim, models/characters/player/rocketlauncher_fire_up.md5anim anim rocketlauncher_reload models/characters/player/rocketlauncher_reload.md5anim anim rocketlauncher_lower models/characters/player/rocketlauncher_lower.md5anim { rate 1.3 } anim goobgun_raise models/characters/player/rocketlauncher_raise.md5anim { rate 1.3 } anim goobgun_idle models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim anim goobgun_aim models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim anim goobgun_fire1 models/characters/player/rocketlauncher_fire_down.md5anim, models/characters/player/rocketlauncher_fire.md5anim, models/characters/player/rocketlauncher_fire_up.md5anim anim goobgun_fire_alt models/characters/player/lightninggun_fire_down.md5anim, models/characters/player/lightninggun_fire.md5anim, models/characters/player/lightninggun_fire_up.md5anim anim goobgun_reload models/characters/player/rocketlauncher_reload.md5anim anim goobgun_lower models/characters/player/rocketlauncher_lower.md5anim { rate 1.3 } anim spikegun_raise models/characters/player/grenadelauncher_raise.md5anim { rate 1.3 } anim spikegun_idle models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim anim spikegun_aim models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim anim spikegun_fire1 models/characters/player/grenadelauncher_fire_down.md5anim, models/characters/player/grenadelauncher_fire.md5anim, models/characters/player/grenadelauncher_fire_up.md5anim anim spikegun_reload models/characters/player/grenadelauncher_reload.md5anim anim spikegun_lower models/characters/player/grenadelauncher_lower.md5anim { rate 1.3 } anim grenadelauncher_raise models/characters/player/grenadelauncher_raise.md5anim { rate 1.3 } anim grenadelauncher_idle models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim anim grenadelauncher_aim models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim anim grenadelauncher_fire1 models/characters/player/grenadelauncher_fire_down.md5anim, models/characters/player/grenadelauncher_fire.md5anim, models/characters/player/grenadelauncher_fire_up.md5anim anim grenadelauncher_reload models/characters/player/grenadelauncher_reload.md5anim anim grenadelauncher_lower models/characters/player/grenadelauncher_lower.md5anim { rate 1.3 } anim lightninggun_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } anim lightninggun_idle models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim anim lightninggun_aim models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim anim lightninggun_fire1 models/characters/player/lightninggun_fire_down.md5anim, models/characters/player/lightninggun_fire.md5anim, models/characters/player/lightninggun_fire_up.md5anim anim lightninggun_reload models/characters/player/shotgun_reload.md5anim anim lightninggun_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } anim dmg_raise models/characters/player/rocketlauncher_raise.md5anim { rate 1.3 } anim dmg_idle models/characters/player/darkmattergun_aim_down.md5anim, models/characters/player/darkmattergun_aim.md5anim, models/characters/player/darkmattergun_aim_up.md5anim anim dmg_reload models/characters/player/darkmattergun_reload.md5anim anim dmg_aim models/characters/player/darkmattergun_aim_down.md5anim, models/characters/player/darkmattergun_aim.md5anim, models/characters/player/darkmattergun_aim_up.md5anim anim dmg_fire models/characters/player/darkmattergun_fire_down.md5anim, models/characters/player/darkmattergun_fire.md5anim, models/characters/player/darkmattergun_fire_up.md5anim anim dmg_lower models/characters/player/rocketlauncher_lower.md5anim { rate 1.3 } anim gauntlet_fire models/characters/player/gauntlet_fire_down.md5anim, models/characters/player/gauntlet_fire.md5anim, models/characters/player/gauntlet_fire_up.md5anim anim gauntlet_aim models/characters/player/gauntlet_aim_down.md5anim, models/characters/player/gauntlet_aim.md5anim, models/characters/player/gauntlet_aim_up.md5anim anim gauntlet_idle models/characters/player/gauntlet_aim_down.md5anim, models/characters/player/gauntlet_aim.md5anim, models/characters/player/gauntlet_aim_up.md5anim anim gauntlet_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } anim gauntlet_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } /* anim concussiongun_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } anim concussiongun_idle models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim anim concussiongun_aim models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim anim concussiongun_fire1 models/characters/player/hyperblaster_fire_down.md5anim, models/characters/player/hyperblaster_fire.md5anim, models/characters/player/hyperblaster_fire_up.md5anim anim concussiongun_reload models/characters/player/hyperblaster_reload.md5anim anim concussiongun_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } */ anim freezegun_raise models/characters/player/machinegun_raise.md5anim { rate 1.3 } anim freezegun_idle models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim anim freezegun_aim models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim anim freezegun_fire1 models/characters/player/lightninggun_fire_down.md5anim, models/characters/player/lightninggun_fire.md5anim, models/characters/player/lightninggun_fire_up.md5anim anim freezegun_reload models/characters/player/hyperblaster_reload.md5anim anim freezegun_lower models/characters/player/machinegun_lower.md5anim { rate 1.3 } anim cheer models/characters/player/cheer.md5anim anim salute models/characters/player/salute.md5anim anim taunt models/characters/player/taunt_1.md5anim anim grab_a models/characters/player/grab_a.md5anim anim grab_b models/characters/player/grab_b.md5anim } model model_player_strogg { inherit model_player_marine mesh models/characters/player/player_strogg.md5mesh } /* =============================================================================== PlayerView Definition =============================================================================== */ entityDef playerView_marine { "mtr_doubleVision" "view/doublevision" "mtr_doubleVisionBlend" "view/doublevisionblend" "mtr_tunnel" "textures/decals/tunnelvision" "mtr_armourEffect" "armorViewEffect" "mtr_bloodspray" "textures/decals/bloodspray" } /* =============================================================================== Player Entity Definition =============================================================================== */ entityDef player_marine { "spawnclass" "idPlayer" "hud" "guis/q4xhud.gui" "mphud" "guis/mphud.gui" // mphud is overlayed on hud in multiplayer "cursor" "guis/cursor.gui" "cinematicHud" "guis/cinematic.gui" "wristcomm" "guis/wristcomm.gui" "blink_min" "0.5" "blink_max" "4.8" "bleed" "1" "gib" "1" "joint_head" "chest" "joint_hips" "hips" "joint_chest" "chest" "joint_eyeOffset" "" "joint_chestOffset" "chest" "model" "model_player_marine" "articulatedFigure" "player" "ragdoll" "player" "def_head" "char_marinehead_kane2" //NOTE: fov really only used to determine if a monster spawner spawn point is visible to the player // on second thought, let's leave these alone unless we NEED to override the defaults //-MCG //"fov" "200" //"fovClose" "200" "copy_joint neckcontrol" "neckcontrol" "copy_joint shoulders" "shoulders" "copy_joint legs_channel" "legs_channel" // weapon slots "def_weapon0" "weapon_blaster" "weapon0_best" "1" // whether weapon should be chosen when out of ammo "weapon0_cycle" "1" // whether weapon should be selected when using next/prev weapon "weapon0_toggle" "0" // whether selecting weapon twice switches between current and previous weapons "weapon0_flashlight" "1" "def_weapon1" "weapon_machinegun" "weapon1_best" "1" "weapon1_cycle" "1" "weapon1_flashlight" "1" "def_weapon2" "weapon_shotgun" "weapon2_best" "1" "weapon2_cycle" "1" "weapon2_flashlight" "0" "def_weapon3" "weapon_hyperblaster" "weapon3_best" "1" "weapon3_cycle" "1" "def_weapon4" "weapon_grenadelauncher" "weapon4_best" "0" "weapon4_cycle" "1" "def_weapon5" "weapon_nailgun" "weapon5_best" "1" "weapon5_cycle" "1" "def_weapon6" "weapon_rocketlauncher" "weapon6_best" "0" "weapon6_cycle" "1" "def_weapon7" "weapon_railgun" "weapon7_best" "0" "weapon7_cycle" "1" "def_weapon8" "weapon_lightninggun" "weapon8_best" "1" "weapon8_cycle" "1" "def_weapon9" "weapon_dmg" "weapon9_best" "0" "weapon9_cycle" "1" "def_weapon10" "weapon_spikegun" "weapon10_best" "1" "weapon10_cycle" "1" "def_weapon11" "weapon_goobgun" "weapon11_best" "1" "weapon11_cycle" "1" "def_weapon12" "weapon_freezegun" "weapon12_best" "1" "weapon12_cycle" "1" //Give all q4 weapon mods "give_mod0" "wpmod_shotgun_ammo" "give_mod1" "wpmod_hyperblaster_bounce1" "give_mod2" "wpmod_lightninggun_chain" "give_mod3" "wpmod_machinegun_ammo" "give_mod4" "wpmod_nailgun_power" "give_mod5" "wpmod_nailgun_seek" "give_mod6" "wpmod_railgun_penetrate" "give_mod7" "wpmod_rocketlauncher_burst" "give_mod8" "wpmod_rocketlauncher_homing" "fx_grapplebeam" "effects/weapons/lightninggun/trail.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" // default weapons // seperate multiple weapons with commas (no spaces). // NOTE: default ammo must be specified explicitly. "weapon" "weapon_blaster" "current_weapon" "0" "pm_jumpheight" "48" "pm_stepsize" "16" "pm_speed" "160" //DOOM speed was 140 "pm_walkspeed" "80" "pm_crouchspeed" "80" "pm_noclipspeed" "270" "pm_minviewpitch" "-89" // looking up // "pm_maxviewpitch" "53" // looking down // "pm_maxviewpitch" "73" // looking down "pm_maxviewpitch" "89" // looking down "pm_stamina" "12" "pm_staminathreshold" "4" "pm_staminarate" "0.75" "pm_crouchheight" "38" "pm_crouchviewheight" "32" "pm_normalheight" "74" "pm_normalviewheight" "68" "pm_deadheight" "20" "pm_deadviewheight" "10" "pm_crouchrate" "0.87" "pm_bboxwidth" "32" "pm_crouchbob" "0.5" // ducked characters bob much faster "pm_walkbob" "0.3" // walking bobs slow "pm_runbob" "0.4" // faster speeds bob faster "pm_modelview" "0" // 0 == normal, 1 == view inside model, 2 == view inside model when dead "pain_delay" "0.5" // how long to wait before playing pain sound "respawn_delay" "1.7" // minimum delay for respawning after death // stats "health" "100" "maxhealth" "100" "armor" "0" "maxarmor" "100" "minRestoreHealth0" "20" // Minimum health when loading a game for skill level 0 "minRestoreHealth1" "10" // Minimum health when loading a game for skill level 1 // ammo "ammo_railgun" "0" "ammo_machinegun" "0" "ammo_nailgun" "0" "ammo_blaster" "-1" "ammo_shotgun" "0" "ammo_hyperblaster" "0" "ammo_spikegun" "0" "ammo_goobgun" "0" "ammo_rocketlauncher" "0" "ammo_grenadelauncher" "0" "ammo_lightninggun" "0" "ammo_freezegun" "0" "ammo_none" "-1" "max_ammo_blaster" "-1" "max_ammo_railgun" "50" "max_ammo_machinegun" "300" "max_ammo_nailgun" "300" "max_ammo_shotgun" "50" "max_ammo_hyperblaster" "400" "max_ammo_spikegun" "50" "max_ammo_goobgun" "100" "max_ammo_rocketlauncher" "40" "max_ammo_grenadelauncher" "50" "max_ammo_lightninggun" "400" "max_ammo_dmg" "25" "max_ammo_freezegun" "80" "max_ammo_none" "-1" // inventory items "key_blue" "0" "key_red" "0" "data_linker" "0" "pda" "0" "video" "" "snd_death" "player_sounds_death" "snd_water_wade" "player_sounds_water_wade" "snd_pain_small" "player_sounds_pain_small" "snd_pain_medium" "player_sounds_pain_medium" "snd_pain_large" "player_sounds_pain_large" "snd_pain_huge" "player_sounds_pain_huge" "snd_footstep" "player_sounds_footstep" "snd_footstep_sand" "player_steps_dirt" "snd_footstep_dirt" "player_steps_dirt" "snd_footstep_hollowmetal" "player_steps_hollow_metal" "snd_footstep_rock" "player_sounds_footstep" "snd_footstep_flesh" "player_steps_liquid" "snd_footstep_water" "player_sounds_water" "snd_gear2" "player_gear_movement2" "snd_jump" "player_gear_movement" "snd_stepladder" "player_steps_ladder" "snd_land_hard" "player_jump_land_hard" "snd_land_soft" "player_jump_land" //todo: different landing sound for soft versus hard? "snd_type" "weapon_blaster_fire" "snd_guienter" "player_sounds_guienter" "snd_guiexit" "player_sounds_guiexit" // mekberg: this is a temp fix until I can determine why // gui sounds aren't pre-cached when the gui is loaded "snd_wristcomm" "guisounds_click" "snd_powerup_regen" "player_sounds_powerup_regen" "snd_powerup_wearoff" "player_sounds_powerup_wearoff" "fx_lightning_crawl" "effects/weapons/lightninggun/crawl.fx" "fx_whizby" "effects/weapons/bullet/whizby.fx" // these used to be hard coded values from id // doom 3 SP values, fatal 65, hard 45, soft 30, no fall 7 "fatal_fall_delta" "65" "hard_fall_delta" "45" "soft_fall_delta" "30" "no_fall_delta" "7" "def_playerView" "playerView_marine" "grapple_crosshair_mtr" "gfx/guis/crosshairs/crosshair_rocketlauncher" "grapple_crosshair_color" "1.0 1.0 0.0 1.0" "grapple_beam_mtr" "textures/grapplehook/grapplebeam" "grapple_beam_color" "0.0235 0.843 0.969 0.2" } entityDef player_strogg { "inherit" "player_marine" "hud" "guis/hud_strogg.gui" "wristcomm" "guis/wristcomm_strogg.gui" "pm_speed" "230" "pm_walkspeed" "115" "strogg" "1" "def_head" "char_marinehead_kanestrg" "model" "model_player_strogg" // stats "health" "125" "maxhealth" "125" "armor" "0" "maxarmor" "125" } /* =============================================================================== Multiplayer Player Entity Definition =============================================================================== */ model model_player_officer { inherit model_player_marine mesh models/characters/player/player_officer.md5mesh } model model_player_fatigue_marine { inherit model_player_marine mesh models/characters/player/player_fatigue_marine.md5mesh } model model_player_tactical_transfer { inherit model_player_marine mesh models/characters/player/player_tactical_transfer.md5mesh } model model_player_failed_transfer { inherit model_player_marine mesh models/characters/player/player_failed_transfer.md5mesh } model model_player_slimy_transfer { inherit model_player_marine mesh models/characters/player/player_slimy_transfer.md5mesh } model model_player_corpse { inherit model_player_marine mesh models/characters/player/player_corpse.md5mesh } model model_player_underwear_marine { inherit model_player_marine mesh models/characters/player/underwear_marine.md5mesh } model model_player_marine_ui { offset ( 0 0 1 ) mesh models/characters/player/player.md5mesh channel torso ( *waist) channel legs ( *origin *hips -*waist ) anim head models/characters/player/idle.md5anim anim af_pose models/characters/player/af_pose.md5anim // anim ik_pose models/characters/player/idle.md5anim anim initial models/characters/player/idle.md5anim anim teleport models/characters/player/idle.md5anim anim exit models/characters/player/idle.md5anim anim idle models/characters/player/idle.md5anim } // Team-less models (for DM) entityDef model_player_failed_transfer { "model" "model_player_failed_transfer" "def_head" "" "skin" "" "description" "#str_108000" } entityDef model_player_slimy_transfer { "model" "model_player_slimy_transfer" "def_head" "" "skin" "" "description" "#str_108001" } entityDef model_player_corpse { "model" "model_player_corpse" "def_head" "" "skin" "" "team" "" "description" "#str_108002" } entityDef model_player_marine_tech { "model" "model_player_marine" "def_head" "char_marinehead_strassa" "skin" "skins/characters/marine/tech_strauss_mp" "description" "#str_108008" } entityDef model_player_tactical_elite { "model" "model_player_strogg" "def_head" "char_marinehead_kanestrg" "skin" "skins/characters/kane_strogg/tactical_elite" "description" "#str_108017" } entityDef model_player_tactical_command { "model" "model_player_strogg" "def_head" "char_marinehead_kanestrg" "skin" "skins/characters/kane_strogg/tactical_command" "description" "#str_108018" } // Marine team models entityDef model_player_marine { "model" "model_player_marine" "def_head" "char_marinehead_kane2" "skin" "skins/multiplayer/marine" "team" "marine" "description" "#str_108003" } entityDef model_player_marine_morris { "model" "model_player_marine" "def_head" "char_marinehead_morris" "skin" "skins/multiplayer/marine" "team" "marine" "description" "#str_108004" } entityDef model_player_marine_voss { "model" "model_player_marine" "def_head" "char_marinehead_voss" "skin" "skins/multiplayer/marine" "team" "marine" "description" "#str_108005" } entityDef model_player_marine_cortez { "model" "model_player_marine" "def_head" "char_marinehead_cortez" "skin" "skins/multiplayer/marine" "team" "marine" "description" "#str_108006" } entityDef model_player_marine_helmeted { "model" "model_player_marine" "def_head" "char_marinehead_helmet" "skin" "skins/multiplayer/marine" "team" "marine" "description" "#str_108007" } entityDef model_player_marine_tech { "model" "model_player_marine" "def_head" "char_marinehead_strassa" "skin" "skins/characters/marine/tech_strauss" "team" "marine" "description" "Strauss" } entityDef model_player_marine_medic { "model" "model_player_marine" "def_head" "char_marinehead_anderson" "skin" "skins/characters/marine/medic_anderson_mp" "team" "marine" "description" "#str_108009" } entityDef model_player_marine_officer { "model" "model_player_officer" "def_head" "char_marinehead_general_harper" "team" "marine" "description" "#str_108010" } entityDef model_player_marine_fatigues { "model" "model_player_fatigue_marine" "def_head" "char_marinehead_bidwell" "skin" "skins/models/characters/marine/fatigues5_armsb" "team" "marine" "description" "#str_108011" } /* entityDef model_player_marine_underwear { "model" "model_player_underwear_marine" "def_head" "" "team" "marine" "description" "#str_108012" } */ // Strogg team models entityDef model_player_tactical_transfer { "model" "model_player_tactical_transfer" "def_head" "" "team" "strogg" "description" "#str_108013" } entityDef model_player_kane_strogg { "model" "model_player_strogg" "def_head" "char_marinehead_kanestrg" "skin" "" "team" "strogg" "description" "#str_108014" } /* entityDef model_player_corpse_1 { "model" "model_player_corpse" "def_head" "" "skin" "skins/models/characters/bodies_parts/corpses/corpse_mp" "team" "strogg" "description" "#str_108019" } entityDef model_player_corpse_2 { "model" "model_player_corpse" "def_head" "" "skin" "skins/models/characters/bodies_parts/corpses/corpse3_mp" "team" "strogg" "description" "#str_108020" } entityDef model_player_corpse_3 { "model" "model_player_corpse" "def_head" "" "skin" "skins/models/characters/bodies_parts/corpses/corpse4_mp" "team" "strogg" "description" "#str_108021" } */ // RITUAL BEGIN entityDef model_player_marine_dekard { "model" "model_player_marine" "def_head" "char_q4x_marinehead_dekard" "skin" "skins/multiplayer/marine" "team" "marine" "description" "Dekard" } /* entityDef model_player_marine_navajas { "model" "model_player_marine" "def_head" "char_q4x_marinehead_navajas" "skin" "skins/multiplayer/marine" "team" "marine" "description" "Navajas" } */ // RITUAL END entityDef player_marine_mp { "inherit" "player_marine" "weapon" "weapon_machinegun,weapon_gauntlet" "current_weapon" "1" // replce blaster with gauntlet in MP "def_weapon0" "weapon_gauntlet" "weapon0_best" "1" "weapon0_cycle" "1" "weapon0_flashlight" "0" // remove MG flashlight in MP "weapon1_flashlight" "0" // re-add gren, rocket, rail and DMG to weapon switch list "weapon4_best" "1" "weapon6_best" "1" "weapon7_best" "1" "weapon9_best" "1" // stats "health" "125" "armor" "0" "ammo_none" "-1" "ammo_railgun" "0" "ammo_machinegun" "100" "ammo_nailgun" "0" "ammo_blaster" "-1" "ammo_shotgun" "0" "ammo_hyperblaster" "0" "ammo_freezegun" "0" "ammo_rocketlauncher" "0" "ammo_grenadelauncher" "0" "powerup_effect_joints" "*body -*r_wrist r_wrist -*l_wrist l_wrist" "pm_crouchspeed" "160" "pm_speed" "320" "pm_walkspeed" "160" "fx_teleport" "effects/mp/player/teleport.fx" "fx_spawn" "effects/mp/player/spawn.fx" // Quad Damage Effects "fx_quaddamage_crawl" "effects/mp/quaddamage_player.fx" "fx_quaddamage" "effects/mp/quaddamage_chest.fx" "mtr_quaddamage_overlay" "models/quaddamage_overlay" "snd_quaddamage_idle" "quad_hum" // Regeneration Effects "fx_regeneration" "effects/mp/regen_player.fx" "mtr_regeneration_overlay" "models/regeneration_overlay" // Haste Effects "fx_haste" "effects/mp/haste_player.fx" "mtr_haste_overlay" "models/haste_overlay" // Invisibility Effects "skin_invisibility" "skins/characters/player/invisibility" "mtr_invisibility_overlay" "models/invisibility_overlay" // Guard Effects "fx_guard" "effects/mp/guard_player.fx" // Scout Effects "fx_scout" "effects/mp/scout_player.fx" // Ammo Regen Effects "fx_ammoregen" "effects/mp/ammoregen_player.fx" // Doubler Effects "fx_doubler" "effects/mp/doubler_player.fx" // Gib FX "fx_gib" "effects/mp/gib.fx" "joint_leftEye" "Lfteye_Focus" "joint_rightEye" "Rteye_Focus" "articulatedFigure" "player" "ragdoll" "player" // Gib information "skin_gibskin" "skins/characters/player/marine_mp_death" "def_clientgib1" "moveable_gib_head_pork" "clientgib1_joint" "head_channel" "def_clientgib2" "moveable_gib_torso_pork" "clientgib2_joint" "chest" "def_clientgib3" "moveable_gib_rup_arm_pork" "clientgib3_joint" "r_up_arm" "def_clientgib4" "moveable_gib_left_waist_pork" "clientgib4_joint" "waist" "def_clientgib5" "moveable_gib_lup_leg_pork" "clientgib5_joint" "l_upleg" "def_clientgib6" "moveable_gib_rup_leg_pork" "clientgib6_joint" "r_upleg" "def_clientgib7" "moveable_gib_rup2_leg_pork" "clientgib7_joint" "r_loleg" "def_clientgib8" "moveable_gib_pelvis_pork" "clientgib8_joint" "hips" "def_clientgib9" "moveable_gib_skull" "clientgib9_joint" "shoulders" "snd_weaponHit" "weapon_hit" "snd_armorHit" "armor_hit" "snd_chat" "mp_incoming_message" "snd_teamchat" "mp_incoming_message_team" "snd_dzpulse_happy" "mp_dz_happy_pulse" "snd_dzpulse_unhappy" "mp_dz_unhappy_pulse" "snd_land_hard" "player_jump_land_hard_mp" "snd_land_hard_pain" "player_jump_land_hard_pain_mp" "snd_footstep" "player_mp_footstep" "snd_footstep_sand" "player_mp_footstep" "snd_footstep_dirt" "player_mp_footstep" "snd_footstep_hollowmetal" "player_mp_footstep" "snd_footstep_rock" "player_mp_footstep" "snd_footstep_flesh" "player_mp_footstep" "snd_footstep_water" "player_mp_footstep" "snd_jump" "player_jump_mp" // these are new values for mp // quake3 values: FAR fall = 60, Medium = 40, Short = 7 "fatal_fall_delta" "0" "hard_fall_delta" "60" "soft_fall_delta" "40" "no_fall_delta" "7" // snd_award_X, X must match an award name as in StatManager.cpp/inGameAwardInfo "snd_award_capture" "mp_announce_award_capture" "snd_award_humiliation" "mp_announce_award_humiliation" "snd_award_impressive" "mp_announce_award_impressive" "snd_award_excellent" "mp_announce_award_excellent" "snd_award_assist" "mp_announce_award_assist" "snd_award_defense" "mp_announce_award_defense" "snd_award_combo_kill" "mp_announce_award_combo_kill" "snd_award_rampage" "mp_announce_award_rampage" "snd_award_holy_shit" "mp_announce_award_holy_shit" "snd_teleport_enter" "mp_player_sounds_teleport" // mtr_award_X, X must match an award name as in StatManager.cpp/inGameAwardInfo "mtr_award_capture" "textures/mp/awards/capture" "mtr_award_humiliation" "textures/mp/awards/humiliation" "mtr_award_impressive" "textures/mp/awards/impressive" "mtr_award_excellent" "textures/mp/awards/excellent" "mtr_award_assist" "textures/mp/awards/assist" "mtr_award_defense" "textures/mp/awards/defense" "mtr_award_combo_kill" "textures/mp/awards/combo_kill" "mtr_award_rampage" "textures/mp/awards/rampage" "mtr_award_holy_shit" "textures/mp/awards/holy_shit" // Custom Crosshairs "mtr_crosshair1" "gfx/guis/crosshairs/crosshair_blaster.tga" "mtr_crosshair2" "gfx/guis/crosshairs/crosshair_grenadelauncher.tga" "mtr_crosshair3" "gfx/guis/crosshairs/crosshair_lightninggun.tga" "mtr_crosshair4" "gfx/guis/crosshairs/crosshair_machinegun.tga" "mtr_crosshair5" "gfx/guis/crosshairs/crosshair_nailgun.tga" "mtr_crosshair6" "gfx/guis/crosshairs/crosshair_railgun.tga" "mtr_crosshair7" "gfx/guis/crosshairs/crosshair_rocketlauncher.tga" "mtr_crosshair8" "gfx/guis/crosshairs/crosshair_shotgun.tga" "mtr_crosshair9" "gfx/guis/crosshairs/crosshair_q3_1.tga" "mtr_crosshair10" "gfx/guis/crosshairs/crosshair_q3_2.tga" "mtr_crosshair11" "gfx/guis/crosshairs/crosshair_q3_3.tga" "mtr_crosshair12" "gfx/guis/crosshairs/crosshair_q3_4.tga" "mtr_crosshair13" "gfx/guis/crosshairs/crosshair_q3_5.tga" "mtr_crosshair14" "gfx/guis/crosshairs/crosshair_q3_6.tga" "mtr_crosshair15" "gfx/guis/crosshairs/crosshair_q3_7.tga" "mtr_crosshair16" "gfx/guis/crosshairs/crosshair_q3_8.tga" "mtr_crosshair17" "gfx/guis/crosshairs/crosshair_q3_9.tga" "mtr_crosshair18" "gfx/guis/crosshairs/crosshair_q3_10.tga" // enabled friend icon "icon fde" "gfx/guis/hud/icons/icon_friend.tga" // disabled friend icon "icon fdd" "gfx/guis/hud/icons/icon_friend_disabled.tga" // enabled voice chat icon "icon vce" "gfx/guis/hud/icons/icon_speaker.tga" // disabled voice chat icon (mute) "icon vcd" "gfx/guis/hud/icons/icon_speaker_disabled.tga" // marine flag "icon flm" "gfx/guis/hud/icons/sb_flag_marine.tga" // strogg flag "icon fls" "gfx/guis/hud/icons/sb_flag_strogg.tga" // ** -> If you change these, change the wkX_text and dmX_text messages below <- ** // VV "icon w00" "gfx/guis/hud/icons/item_gauntlet_colored" "icon w01" "gfx/guis/hud/icons/item_machinegun_colored" "icon w02" "gfx/guis/hud/icons/item_shotgun_colored" "icon w03" "gfx/guis/hud/icons/item_hyperblaster_colored" "icon w04" "gfx/guis/hud/icons/item_grenade_colored" "icon w05" "gfx/guis/hud/icons/item_nailgun_colored" "icon w06" "gfx/guis/hud/icons/item_rocket_colored" "icon w07" "gfx/guis/hud/icons/item_railgun_colored" "icon w08" "gfx/guis/hud/icons/item_lightning_colored" "icon w09" "gfx/guis/hud/icons/item_darkmatter_colored" "icon dm0" "gfx/guis/hud/icons/kill_self.tga" "icon dm1" "gfx/guis/hud/icons/kill_telefrag.tga" // ^^ // Text equivalents for console death messages // First %s will be substituted with victim name, second with attacker "w00_text" "%s was pummeled by %s" "w01_text" "%s was machinegunned by %s" "w02_text" "%s ate %s's boomstick" "w03_text" "%s was hyperblasted by %s" "w04_text" "%s ate %s's pineapple" "w05_text" "%s was nailed by %s" "w06_text" "%s rode %s's rocket" "w07_text" "%s was railed by %s" "w08_text" "%s accepted %s's discharge" "w09_text" "%s was compressed into a singularity by %s" "dm0_text" "%s was killed by %s" "dm1_text" "%s was telefragged by %s" "mtr_team_icon_strogg" "textures/mp/strogg_icon" "team_icon_height_strogg" "0 0 85" "mtr_team_icon_marine" "textures/mp/marine_icon" "team_icon_height_marine" "0 0 85" // chat bubble over head "mtr_icon_chatting" "gfx/guis/hud/chat" // these are the model/skin/head combos that players will be presented with in MP // the player could select an alternative by manually setting the ui_model* cvars /* "def_model0" "model_player_marine" "def_model1" "model_player_marine_morris" "def_model2" "model_player_marine_cortez" "def_model3" "model_player_marine_voss" "def_model4" "model_player_marine_medic" "def_model5" "model_player_marine_tech" "def_model6" "model_player_marine_fatigues" "def_model7" "model_player_marine_helmeted" "def_model8" "model_player_marine_officer" "def_model9" "model_player_kane_strogg" "def_model10" "model_player_tactical_transfer" "def_model11" "model_player_tactical_elite" "def_model12" "model_player_tactical_command" "def_model13" "model_player_failed_transfer" "def_model14" "model_player_failed_transfer_strogg" "def_model15" "model_player_slimy_transfer" "def_model16" "model_player_slimy_transfer_strogg" "def_model17" "model_player_corpse" */ "def_model0" "model_player_marine" "def_model1" "model_player_marine_morris" "def_model2" "model_player_marine_cortez" "def_model3" "model_player_marine_voss" "def_model4" "model_player_marine_medic" "def_model5" "model_player_marine_tech" "def_model6" "model_player_marine_fatigues" "def_model7" "model_player_marine_helmeted" "def_model8" "model_player_marine_officer" "def_model9" "model_player_kane_strogg" "def_model10" "model_player_tactical_transfer" "def_model11" "model_player_tactical_elite" "def_model12" "model_player_tactical_command" "def_model13" "model_player_failed_transfer" "def_model14" "model_player_slimy_transfer" "def_model15" "model_player_corpse" "def_model16" "model_player_marine_dekard" //"def_model17" "model_player_marine_navajas" "def_default_model" "model_player_marine" "def_default_model_marine" "model_player_marine" "def_default_model_strogg" "model_player_kane_strogg" "pm_crouchheight" "49" "pm_normalheight" "77" "anim crouch_walk" "mp_crouch_walk" "anim crouch_walk_backward" "mp_crouch_walk_backward" "fx_ctf_marine_flag_world" "effects/mp/carryflag_marine.fx" "fx_ctf_strogg_flag_world" "effects/mp/carryflag_strogg.fx" "flagEffectOrigin" "0 0 0" "flagEffectJoint" "shoulders" // make sure ctf models get precached "def_flag_pole" "mp_ctf_flag_pole" "def_flag_marine_world" "mp_ctf_marine_flag_world" "def_flag_strogg_world" "mp_ctf_strogg_flag_world" // max ammo changes from SP "max_ammo_railgun" "50" "max_ammo_rocketlauncher" "40" "max_ammo_dmg" "20" } entityDef player_ui_anims { "model" "model_player_marine_ui" } entityDef player_marine_mp_ui { "joint_head" "chest" "joint_hips" "hips" "joint_chest" "chest" "joint_eyeOffset" "" "joint_chestOffset" "chest" // these are the model/skin/head combos that players will be presented with in MP // the player could select an alternative by manually setting the ui_model* cvars "def_model0" "model_player_marine" "def_model1" "model_player_marine_morris" "def_model2" "model_player_marine_cortez" "def_model3" "model_player_marine_voss" "def_model4" "model_player_marine_medic" "def_model5" "model_player_marine_tech" "def_model6" "model_player_marine_fatigues" "def_model7" "model_player_marine_helmeted" "def_model8" "model_player_marine_officer" "def_model9" "model_player_kane_strogg" "def_model10" "model_player_tactical_transfer" "def_model11" "model_player_tactical_elite" "def_model12" "model_player_tactical_command" "def_model13" "model_player_failed_transfer" "def_model14" "model_player_slimy_transfer" "def_model15" "model_player_corpse" "def_model16" "model_player_marine_dekard" //"def_model17" "model_player_marine_navajas" "def_default_model" "model_player_marine" "def_default_model_marine" "model_player_marine" "def_default_model_strogg" "model_player_kane_strogg" "powerup_effect_joints" "*body -*r_wrist r_wrist -*l_wrist l_wrist" "joint_leftEye" "Lfteye_Focus" "joint_rightEye" "Rteye_Focus" "articulatedFigure" "player" "ragdoll" "player" // Custom Crosshairs "mtr_crosshair1" "gfx/guis/crosshairs/crosshair_blaster.tga" "mtr_crosshair2" "gfx/guis/crosshairs/crosshair_grenadelauncher.tga" "mtr_crosshair3" "gfx/guis/crosshairs/crosshair_lightninggun.tga" "mtr_crosshair4" "gfx/guis/crosshairs/crosshair_machinegun.tga" "mtr_crosshair5" "gfx/guis/crosshairs/crosshair_nailgun.tga" "mtr_crosshair6" "gfx/guis/crosshairs/crosshair_railgun.tga" "mtr_crosshair7" "gfx/guis/crosshairs/crosshair_rocketlauncher.tga" "mtr_crosshair8" "gfx/guis/crosshairs/crosshair_shotgun.tga" "mtr_crosshair9" "gfx/guis/crosshairs/crosshair_q3_1.tga" "mtr_crosshair10" "gfx/guis/crosshairs/crosshair_q3_2.tga" "mtr_crosshair11" "gfx/guis/crosshairs/crosshair_q3_3.tga" "mtr_crosshair12" "gfx/guis/crosshairs/crosshair_q3_4.tga" "mtr_crosshair13" "gfx/guis/crosshairs/crosshair_q3_5.tga" "mtr_crosshair14" "gfx/guis/crosshairs/crosshair_q3_6.tga" "mtr_crosshair15" "gfx/guis/crosshairs/crosshair_q3_7.tga" "mtr_crosshair16" "gfx/guis/crosshairs/crosshair_q3_8.tga" "mtr_crosshair17" "gfx/guis/crosshairs/crosshair_q3_9.tga" "mtr_crosshair18" "gfx/guis/crosshairs/crosshair_q3_10.tga" "spawnclass" "idPlayer" "blink_min" "0.5" "blink_max" "8.0" "model" "model_player_marine_ui" "def_head" "char_marinehead_default" "copy_joint neckcontrol" "neckcontrol" "copy_joint shoulders" "shoulders" "copy_joint legs_channel" "legs_channel" "weapon" "weapon_blaster_gui" }