//------------------------------------------------------------------------------ // walker.def // // Copyright 2002-2004 Raven Software //------------------------------------------------------------------------------ export walker { options -prefix MECH_ -scale .80 -rotate 90 -keep Eye Mgun1 Mgun2 Cannon1 Cannon2 Rocket1 Rocket2 Rocket3 Rocket4 Rocket5 Rocket6 mesh work/models/vehicles/gunbot/animation/MECH_idle.ma -dest models/vehicles/walker/walker_base.md5mesh anim work/models/vehicles/gunbot/animation/MECH_E3_bgmech.ma -dest models/vehicles/walker/e3_bg_mech.md5anim // anim work/models/monsters/Harvester/animations/E3_harvester_walker.ma -dest models/vehicles/walker/e3_cam_mech.md5anim anim work/models/vehicles/gunbot/animation/MECH_idle.ma -dest models/vehicles/walker/idleoff.md5anim anim work/models/vehicles/gunbot/animation/MECH_forward_03.ma -dest models/vehicles/walker/forward.md5anim anim work/models/vehicles/gunbot/animation/MECH_Start_forward_03.ma -dest models/vehicles/walker/forward_start.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_forward_left_03.ma -dest models/vehicles/walker/forward_stop_left.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_forward_right_03.ma -dest models/vehicles/walker/forward_stop_right.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_forward_rightmid_03.ma -dest models/vehicles/walker/forward_stop_rightmid.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_forward_leftmid_03.ma -dest models/vehicles/walker/forward_stop_leftmid.md5anim anim work/models/vehicles/gunbot/animation/MECH_backward_03.ma -dest models/vehicles/walker/backward.md5anim anim work/models/vehicles/gunbot/animation/MECH_start_backward_03.ma -dest models/vehicles/walker/backward_start.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_backward_left_03.ma -dest models/vehicles/walker/backward_stop_left.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_backward_right_03.ma -dest models/vehicles/walker/backward_stop_right.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_backward_rightmid_03.ma -dest models/vehicles/walker/backward_stop_rightmid.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop_backward_leftmid_03.ma -dest models/vehicles/walker/backward_stop_leftmid.md5anim anim work/models/vehicles/gunbot/animation/MECH_offline_idle.ma -dest models/vehicles/walker/offline_idle.md5anim anim work/models/vehicles/gunbot/animation/MECH_start.ma -dest models/vehicles/walker/start.md5anim anim work/models/vehicles/gunbot/animation/MECH_stop.ma -dest models/vehicles/walker/stop.md5anim anim work/models/vehicles/gunbot/animation/MECH_Cannon.ma -dest models/vehicles/walker/cannon.md5anim anim work/models/vehicles/gunbot/animation/ad_intro_walker.ma -dest models/vehicles/walker/ad_intro_walker.md5anim anim work/models/vehicles/gunbot/animation/MECH_turn_left.ma -dest models/vehicles/walker/turn_left.md5anim anim work/models/vehicles/gunbot/animation/MECH_turn_right.ma -dest models/vehicles/walker/turn_right.md5anim anim work/models/vehicles/gunbot/animation/MECH_knocked_down.ma -dest models/vehicles/walker/knocked_down.md5anim anim work/models/vehicles/gunbot/animation/MECH_stand_and_fire.ma -dest models/vehicles/walker/stand_and_fire.md5anim anim work/models/vehicles/gunbot/animation/MECH_backing_into_dock.ma -dest models/vehicles/walker/backing_into_dock.md5anim anim work/models/vehicles/gunbot/animation/vista_overlook_1.ma -dest models/vehicles/walker/vista_overlook.md5anim anim work/models/vehicles/GunBot/Animation/MECH_strafe_left.ma -dest models/vehicles/walker/strafe_left.md5anim anim work/models/vehicles/GunBot/Animation/MECH_strafe_right.ma -dest models/vehicles/walker/strafe_right.md5anim anim work/models/vehicles/GunBot/Animation/diagnostic_start.ma -dest models/vehicles/walker/diagnostic_start.md5anim anim work/models/vehicles/GunBot/Animation/diagnostic_sweep.ma -dest models/vehicles/walker/diagnostic_sweep.md5anim anim work/models/vehicles/GunBot/Animation/diagnostic_stop.ma -dest models/vehicles/walker/diagnostic_stop.md5anim } entityDef damage_walkerCrush { "damage" "60" "radius" "64" "push" "3000" "gib" "1" } //------------------------------------------------------------------------------ // Vehicle Definition //------------------------------------------------------------------------------ entityDef vehicle_walker { "editor_color" "1 .5 0" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Walker Vehicle." "editor_rotatable" "1" "spawnclass" "rvVehicleWalker" "model" "model_vehicle_walker" "def_position_driver" "vehicle_walker_driver" "gui_hud" "guis/vehicles/hud.gui" "gui" "guis/vehicles/mdisp.gui" "hudid" "1" "crashSpeedSmall" "150" "crashSpeedMedium" "200" "crashSpeedLarge" "250" "def_crashDamage" "damage_gev_crash" "def_stompDamage" "damage_walkerCrush" "team" "0" "mass" "1800" "size" "110 110 140" "turnRate" "120" "stepheight" "32" "health" "1000" "lowhealth" "150" "nav_active" "1" "damageStaticChance" ".05" "shieldMins" "-90 -86 0" "shieldMaxs" "100 86 170" "shieldSides" "10" "shieldHealth" "100" "shieldRegenDelay" "6" "shieldRegenTime" "3" // wait 6 seconds after taking damage before starting recharge "healthRegenDelay" "6" // regain 100 health per second "healthRegenRate" "100" "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" "touchtriggers" "1" "joint_eyeOffset" "eye" "alignment_joint" "hip" "strafe_delta" "0 0 2.8" "noFriendlyDamage" "1" //Added to prevent end-of-level progression stop in walker -aweldon "exit_vehicle_delay" "500" } entityDef vehicle_walker_convoy { "inherit" "vehicle_walker" "editor_usage" "Convoy-specific Walker Vehicle with smaller machine-gun impact effect on rock" "def_position_driver" "vehicle_walker_driver_convoy" } //------------------------------------------------------------------------------ // Positions //------------------------------------------------------------------------------ entityDef vehicle_walker_driver { "internalSurface" "models/vehicles/walker/console" // "def_part_weapon_main" "vehicle_walker_weapon_main" "def_part_weapon_mgun" "vehicle_walker_weapon_mgun" "def_part_weapon_rocket" "vehicle_walker_weapon_rocket" "def_part_cockpit" "vehicle_walker_cockpit" "def_part_cockpit_pitch" "vehicle_walker_cockpit_pitch" //NOTE: twhitaker: Required Submission Modifications for Move (commented out) "def_part_light" "vehicle_walker_light" "eyeJoint" "eye" "eyeoffset" "-9 0 -1" "snd_loop" "vehicle_walker_engine" "depthHack" "1" } entityDef vehicle_walker_driver_convoy { "inherit" "vehicle_walker_driver" "def_part_weapon_mgun" "vehicle_walker_weapon_mgun_convoy" } //------------------------------------------------------------------------------ // Model //------------------------------------------------------------------------------ model model_vehicle_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 idle_offline "models/vehicles/walker/offline_idle.md5anim" anim forward_start "models/vehicles/walker/forward_start.md5anim" { rate 1.5 } anim forward "models/vehicles/walker/forward.md5anim" { rate 1.5 frame 5,25 sound snd_footstep frame 7,29 sound snd_servo frame 4 object_call ForwardLeft frame 24 object_call ForwardRight } 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 backward "models/vehicles/walker/backward.md5anim" { rate 1.5 frame 5,25 sound snd_footstep frame 7,29 sound snd_servo frame 4 object_call BackwardLeft frame 24 object_call BackwardRight } 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 cannon "models/vehicles/walker/cannon.md5anim" anim turn_left "models/vehicles/walker/turn_left.md5anim" { frame 14,28 sound snd_footstep frame 3 sound snd_servo } anim turn_right "models/vehicles/walker/turn_right.md5anim" { frame 14,28 sound snd_footstep frame 3 sound snd_servo } anim knocked_down "models/vehicles/walker/knocked_down.md5anim" { frame 1 sound snd_malfunction frame 9 sound snd_footstep frame 17 sound snd_footstep } anim stand_and_fire "models/vehicles/walker/stand_and_fire.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 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 strafe_left "models/vehicles/walker/strafe_left.md5anim" anim strafe_right "models/vehicles/walker/strafe_right.md5anim" 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 } } //------------------------------------------------------------------------------ // Parts //------------------------------------------------------------------------------ entityDef vehicle_walker_cockpit_pitch { "spawnclass" "rvVehicleTurret" "joint" "origin" "yaw" "0" // yaw controlled by pitch on joint "turnrate" "275" //was 110 "allowDisableMovement" "0" } entityDef vehicle_walker_cockpit { "spawnclass" "rvVehicleTurret" "joint" "cockpit" //NOTE: twhitaker: Required Submission Modifications for Move (reverted, delete me) "pitch" "1" // pitch controlled by roll on joint "minpitch" "-45" //was -30 "maxpitch" "40" //was 30 // "yaw" "0" // yaw controlled by pitch on joint // "minyaw" "-35" // "maxyaw" "35" // "yawinvert" "1" "turnrate" "150" //was 110 "angles_offset" "0 0 90" "snd_loop" "vehicle_turret_move" "volume" "-5 5" "allowDisableMovement" "0" } entityDef vehicle_walker_weapon_mgun { "spawnclass" "rvVehicleWeapon" "joint" "Cannon1" "joint2" "Cannon2" "firedelay" ".1" "def_hitscan" "hitscan_walker_bullet" "spread" "2" // "mtr_flashShader" "lights/muzzleflash" // "flashColor" "1 0.8 0.4" // "flashRadius" "400" // "flashPointLight" "1" // "flashTime" ".1" // "flashOffset" "0 0 0" "recoilTime" "100" "recoilAngles" "-.25 .25 0" "fx_muzzleflash" "effects/vehicles/walker/machinegun/muzzleflash.fx" "snd_fire" "vehicle_walker_machinegun" "mtr_crosshair" "gfx/guis/crosshairs/crosshair_machinegun" } entityDef vehicle_walker_weapon_mgun_convoy { "inherit" "vehicle_walker_weapon_mgun" "def_hitscan" "hitscan_walker_bullet_convoy" } entityDef vehicle_walker_weapon_rocket { "spawnclass" "rvVehicleWeapon" "joint" "Rocket1" "joint2" "Rocket2" "joint3" "Rocket3" "joint4" "Rocket4" "joint5" "Rocket5" "joint6" "Rocket6" "firedelay" ".3" "def_projectile" "projectile_walker_rocket" "spread" "2" "convergeRate" ".5" "launchFromJoint" "1" "ammopercharge" "6" "chargetime" "3" "lockrange" "4095" "mtr_flashShader" "lights/muzzleflash" "flashColor" "1 0.8 0.4" "flashRadius" "350" "flashPointLight" "1" "flashTime" ".1" "flashOffset" "30 0 0" "shakeTime" "400" "shakeMagnitude" "2" "fx_muzzleflash" "effects/vehicles/walker/rocket/muzzleflash.fx" "snd_fire" "vehicle_walker_rockets" "snd_reload" "vehicle_walker_rocket_reload" "mtr_crosshair" "gfx/guis/crosshairs/crosshair_nailgun" "guideTowardsDir" "1" "lockScanning" "1" "fx_guide" "effects/vehicles/walker/rocket/guide.fx" } entityDef vehicle_walker_weapon_main { "spawnclass" "rvVehicleWeapon" "joint" "Cannon1" "joint2" "Cannon2" "firedelay" ".6" "def_projectile" "projectile_walker_main" "spread" ".5" "mtr_flashShader" "lights/muzzleflash" "flashColor" "1 0.8 0.4" "flashRadius" "500" "flashPointLight" "1" "flashTime" ".1" "flashOffset" "20 0 0" "recoilTime" "150" "recoilAngles" "-1 -.5 0" "shakeTime" "500" "shakeMagnitude" "3.5" "anim" "cannon" "animchannel" "1" "fx_muzzleflash" "effects/vehicles/walker/maingun/muzzleflash.fx" "snd_fire" "vehicle_walker_cannon" "mtr_crosshair" "gfx/guis/crosshairs/vehicle_cannon" } entityDef vehicle_walker_light { "spawnclass" "rvVehicleLight" "joint" "Cannon2" "mtr_light" "lights/walker" "color" "1 1 .9" "radius" "800" "angle" "15.0" "target" "2000 0 0" "up" "0 900 0" "right" "0 0 -1300" "pointLight" "0" "offset" "5 0 0" "snd_on" "big_metal_open" "snd_off" "big_metal_close" "start_on" "0" "flaresurface" "models/vehicles/flare" } //------------------------------------------------------------------------------ // Projectiles //------------------------------------------------------------------------------ entityDef hitscan_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 hitscan_walker_bullet_convoy { "inherit" "hitscan_walker_bullet" "fx_impact_rock" "effects/vehicles/walker/machinegun/impact_default.fx" } entityDef projectile_walker_rocket { "spawnclass" "idGuidedProjectile" "mins" "-2 -2 -2" "maxs" "2 2 2" "cone" "1" "noshadows" "1" "model" "models/weapons/nailgun/nail.ase" "def_damage" "damage_walker_rocket" "def_splash_damage" "damage_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_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" } entityDef projectile_walker_main_cin { "inherit" "projectile_walker_main" "fx_fly" "effects/vehicles/walker/maingun/fly.fx" "fx_impact" "" "def_damage" "" } //------------------------------------------------------------------------------ // Damage Defs //------------------------------------------------------------------------------ entityDef damage_walker_rocket { "inherit" "damage_bullet" "damage" "200" "push" "60000" "gib" "1" } entityDef damage_walker_rocket_splash { "inherit" "damage_walker_rocket" "damage" "150" "radius" "180" } entityDef damage_walker_crash { "inherit" "damage_bullet" "damage" "250" "push" "2000" "knockback" "20000" }