/* =============================================================================== Strogg Marine =============================================================================== */ /* export strogg_marine { options -prefix SMAR_ -align ALL -scale .3937 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir models/monsters/Stroggified_Marine/animations -destdir models/monsters/strogg_marine anim onfire.ma -dest onfire } */ /* export strogg_marine { options -prefix SMAR_ -align ALL -scale .455 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir work/models/monsters/Stroggified_Marine/animations -destdir models/monsters/q4x_strogg_marine mesh walk.ma -dest strogg_marine anim walk.ma -dest walk anim run.ma -dest run anim jog.ma -dest jog anim idle.ma -dest idle anim idle_alert.ma -dest idle_alert anim idle_cover.ma -dest idle_cover anim idle_attack.ma -dest idle_attack anim attack.ma -dest attack anim attack_01_fixed.ma -dest attack_01_fixed // anim attack_start.ma -dest attack_start // anim attack_loop.ma -dest attack_loop // anim attack_end.ma -dest attack_end anim attack_2.ma -dest attack_2 anim attack_3_1.ma -dest attack_3 anim attack_4_1.ma -dest attack_4 // anim attack_2_start.ma -dest attack_2_start // anim attack_2_loop.ma -dest attack_2_loop // anim attack_2_end.ma -dest attack_2_end anim melee01.ma -dest melee01 anim melee02.ma -dest melee02 anim melee03.ma -dest melee03 anim melee04.ma -dest melee04 anim sidestep_right.ma -dest sidestep_right anim sidestep_left.ma -dest sidestep_left // anim strafe.ma -dest strafe anim pain_gut.ma -dest pain_gut anim pain_head.ma -dest pain_head anim pain_head.ma -dest pain_crouch anim pain2.ma -dest pain3 anim pain3.ma -dest pain4 anim ragdoll.ma -dest ragdoll // anim crouch_attack_start.ma -dest crouch_attack_start anim crouch_attack.ma -dest crouch_attack // anim crouch_attack_end.ma -dest crouch_attack_end anim dive_roll.ma -dest dive_roll // anim crouch_start.ma -dest crouch_start // anim crouch_loop.ma -dest crouch_loop // anim crouch_end.ma -dest crouch_end anim lean_right.ma -dest lean_right anim attackPoint_left.ma -dest attackPoint_left anim attackPoint_long_left.ma -dest attackPoint_long_left anim attackPoint_right.ma -dest attackPoint_right anim attackPoint_long_right.ma -dest attackPoint_long_right anim lean_left.ma -dest lean_left anim leap.ma -dest leap anim step_back.ma -dest step_back anim attack_shotgun.ma -dest attack_shotgun anim crouch_shotgun.ma -dest crouch_shotgun anim eye_test.ma -dest eye_test anim jump_trench4.ma -dest jump_trench anim digestport_script.ma -dest digestport_script anim catwalk_jump02.ma -dest putra_catwalk_jump anim openhatch_below03.ma -range 35 76 -dest putra_openhatch_below anim openhatch_below03.ma -range 47 76 -dest climb_out anim openhatch_above.ma -dest drop_down anim elevator_jump05.ma -dest core_elevator_jump anim sm_exam_table.ma -dest exam_table anim teleport_2.ma -dest teleport // anim lean_right_loop.ma -dest models/monsters/q4x_strogg_marine/lean_right_loop // anim lean_right_end.ma -dest models/monsters/q4x_strogg_marine/lean_right_end // anim evade_right.ma -dest models/monsters/q4x_strogg_marine/evade_right // anim evade_left.ma -dest models/monsters/q4x_strogg_marine/evade_left // BELOW ARE THE NEW ANIMS anim pain_con.ma -dest models/monsters/q4x_strogg_marine/pain_con anim pain_std.ma -dest models/monsters/q4x_strogg_marine/pain_std anim pain_std2.ma -dest models/monsters/q4x_strogg_marine/pain_std2 anim pain_strm.ma -range 1 6 -dest models/monsters/q4x_strogg_marine/pain_strm_start anim pain_strm.ma -range 6 14 -dest models/monsters/q4x_strogg_marine/pain_strm_loop anim pain_strm.ma -range 14 21 -dest models/monsters/q4x_strogg_marine/pain_strm_stop // anim knockdown.ma -dest models/monsters/q4x_strogg_marine/knockdown anim angry5.ma -dest models/monsters/q4x_strogg_marine/scream anim angry5.ma -dest models/monsters/q4x_strogg_marine/angry1 anim angry2.ma -dest models/monsters/q4x_strogg_marine/gunjam anim dodge_right.ma -dest models/monsters/q4x_strogg_marine/dodge_left anim dodge_left.ma -dest models/monsters/q4x_strogg_marine/dodge_right anim sidestep_right2.ma -dest models/monsters/q4x_strogg_marine/dodge_right2 anim sidestep_left2.ma -dest models/monsters/q4x_strogg_marine/dodge_left2 anim sprayleft.ma -range 1 10 -dest models/monsters/q4x_strogg_marine/sprayleft_start anim sprayleft.ma -range 10 24 -dest models/monsters/q4x_strogg_marine/sprayleft_sweep anim sprayleft.ma -range 24 30 -dest models/monsters/q4x_strogg_marine/sprayleft_end anim sprayright.ma -range 1 8 -dest models/monsters/q4x_strogg_marine/sprayright_start anim sprayright.ma -range 8 21 -dest models/monsters/q4x_strogg_marine/sprayright_sweep anim sprayright.ma -range 21 30 -dest models/monsters/q4x_strogg_marine/sprayright_end anim attack_shotgun_new.ma -dest models/monsters/q4x_strogg_marine/attack_shotgun_new anim fire1.ma -range 5 19 -dest models/monsters/q4x_strogg_marine/fire1_start anim fire1.ma -range 19 23 -dest models/monsters/q4x_strogg_marine/fire1_loop anim fire1.ma -range 39 46 -dest models/monsters/q4x_strogg_marine/fire1_end anim fire3.ma -range 1 10 -dest models/monsters/q4x_strogg_marine/fire3_start anim fire3.ma -range 10 14 -dest models/monsters/q4x_strogg_marine/fire3_loop anim fire3.ma -range 22 30 -dest models/monsters/q4x_strogg_marine/fire3_end anim fire4.ma -range 1 8 -dest models/monsters/q4x_strogg_marine/fire4_start anim fire4.ma -range 8 13-dest models/monsters/q4x_strogg_marine/fire4_loop anim fire4.ma -range 13 21 -dest models/monsters/q4x_strogg_marine/fire4_end // anim runfire_torso.ma -dest models/monsters/q4x_strogg_marine/runfire_torso anim run_attack_upper.ma -dest models/monsters/q4x_strogg_marine/runfire_torso anim runback_attack_upper.ma -dest models/monsters/q4x_strogg_marine/runbackfire_torso anim runfire_torso_tpose.ma -dest models/monsters/q4x_strogg_marine/runfire_torso2 anim runfire.ma -dest models/monsters/q4x_strogg_marine/runfire anim walkfire.ma -dest models/monsters/q4x_strogg_marine/walkfire anim walkfire_backwards.ma -dest models/monsters/q4x_strogg_marine/back_walk anim walk_left.ma -dest models/monsters/q4x_strogg_marine/left_walk anim walk_right.ma -dest models/monsters/q4x_strogg_marine/right_walk anim run_backward.ma -dest models/monsters/q4x_strogg_marine/back_run anim run_left2.ma -dest models/monsters/q4x_strogg_marine/left_run anim run_right2.ma -dest models/monsters/q4x_strogg_marine/right_run anim climbing_out2.ma -dest models/monsters/q4x_strogg_marine/climbing_out2 anim jumpdown.ma -range 1 14 -dest models/monsters/q4x_strogg_marine/jumpdown_start anim jumpdown2.ma -range 16 17 -dest models/monsters/q4x_strogg_marine/jumpdown_loop anim jumpdown2.ma -range 19 45 -dest models/monsters/q4x_strogg_marine/jumpdown_end anim teleport_fail.ma -dest models/monsters/q4x_strogg_marine/teleport_fail anim run_right_attack_upper.ma -dest models/monsters/q4x_strogg_marine/run_right_attack_upper anim run_left_attack_upper.ma -dest models/monsters/q4x_strogg_marine/run_left_attack_upper anim recomp_strogg_marine.ma -sourcedir work/models/cinematics/recomp_lt_tank/animations -dest models/monsters/q4x_strogg_marine/recomp_strogg_cinematic addoptions -sourcedir work/models/mapobjects/strogg/machines/biggun_chair/big_gun_chair/animation anim big_gun_chair_idle.ma -range 100 153 -dest models/monsters/q4x_strogg_marine/big_gun_chair_getup anim big_gun_chair_idle.ma -range 98 100 -dest models/monsters/q4x_strogg_marine/big_gun_chair_idle } */ export strogg_marine { options -prefix SMAR_ -align ALL -scale .455 -keep eye_target Lfteye_Focus Rteye_Focus -parent eye_target head_1 -parent Lfteye_Focus Lft_EyeBall -parent Rteye_Focus Rt_EyeBall -keep rWrist muzzle -parent waist hips -sourcedir models/monsters/Stroggified_Marine/animations -destdir models/monsters/q4x_strogg_marine anim melee05.ma -dest melee05 anim onfire.ma -dest onfire } /* =============================================================================== Strogg Marine Model =============================================================================== */ model model_monster_q4x_strogg_marine { mesh models/monsters/q4x_strogg_marine/strogg_marine.md5mesh channel torso ( *waist ) channel legs ( *hips origin -*waist ) anim af_pose models/monsters/q4x_strogg_marine/ragdoll.md5anim // anim ik_pose models/monsters/q4x_strogg_marine/ragdoll.md5anim anim eye_test models/monsters/q4x_strogg_marine/eye_test.md5anim offset ( -8 0 0 ) // anim knockdown models/monsters/q4x_strogg_marine/knockdown.md5anim anim jumpdown_start models/monsters/q4x_strogg_marine/jumpdown_start.md5anim { frame 7 sound snd_grunt frame 10 sound snd_gear } anim jumpdown_loop models/monsters/q4x_strogg_marine/jumpdown_loop.md5anim anim jumpdown_end models/monsters/q4x_strogg_marine/jumpdown_end.md5anim { frame 1 sound generic_creature_fall_small frame 1,2,6 footstep frame 23 sound snd_ready_weapon } //anim big_gun_chair_getup models/monsters/q4x_strogg_marine/big_gun_chair_getup.md5anim //anim big_gun_chair_idle models/monsters/q4x_strogg_marine/big_gun_chair_idle.md5anim anim walk models/monsters/q4x_strogg_marine/walk.md5anim { sync_cycle frame 1,11 footstep frame 6,16 sound snd_gear } anim walk_backwards models/monsters/q4x_strogg_marine/back_walk.md5anim { sync_cycle frame 1,11 footstep frame 6,16 sound snd_gear } anim walk_left models/monsters/q4x_strogg_marine/left_walk.md5anim { sync_cycle frame 1,8 footstep frame 4,10 sound snd_gear } anim walk_right models/monsters/q4x_strogg_marine/right_walk.md5anim { sync_cycle frame 1,8 footstep frame 4,10 sound snd_gear } anim run models/monsters/q4x_strogg_marine/run.md5anim { sync_cycle frame 4,14 footstep frame 6,16 sound snd_gear } anim run_backwards models/monsters/q4x_strogg_marine/back_run.md5anim { sync_cycle frame 1,8 footstep frame 4,10 sound snd_gear } anim run_left models/monsters/q4x_strogg_marine/left_run.md5anim { sync_cycle frame 1,8 footstep frame 4,10 sound snd_gear } anim run_right models/monsters/q4x_strogg_marine/right_run.md5anim { sync_cycle frame 1,8 footstep frame 4,10 sound snd_gear } anim idle models/monsters/q4x_strogg_marine/idle_attack.md5anim { frame 1 sound snd_breathe } anim idle_alert models/monsters/q4x_strogg_marine/idle_alert.md5anim { frame 1 sound snd_breathe } anim pain1 models/monsters/q4x_strogg_marine/pain_std.md5anim { frame 3 sound_voice snd_pain } anim pain2 models/monsters/q4x_strogg_marine/pain_std2.md5anim { frame 3 sound_voice snd_pain } anim pain_head models/monsters/q4x_strogg_marine/pain_head.md5anim { frame 3 sound_voice snd_pain } anim pain_guts models/monsters/q4x_strogg_marine/pain_gut.md5anim { frame 3 sound_voice snd_pain } anim pain_concussive models/monsters/q4x_strogg_marine/pain_con.md5anim { frame 3 sound_voice snd_pain } anim pain_stream_start models/monsters/q4x_strogg_marine/pain_strm_start.md5anim { frame 3 sound_voice snd_pain } anim pain_stream models/monsters/q4x_strogg_marine/pain_strm_loop.md5anim anim pain_stream_end models/monsters/q4x_strogg_marine/pain_strm_stop.md5anim anim teleport models/monsters/q4x_strogg_marine/teleport.md5anim // ----------------------------------- Melee Attacks ---------------------- anim melee_attack models/monsters/q4x_strogg_marine/melee01.md5anim { frame 8 fx fx_swipe l_wrist frame 8 sound smarine_swing frame 12 ai_attack_melee melee_right } anim melee_attack2 models/monsters/q4x_strogg_marine/melee03.md5anim { frame 8 fx fx_swipe l_wrist frame 8 sound smarine_swing frame 12 ai_attack_melee melee_right } anim melee_attack3 models/monsters/q4x_strogg_marine/melee02.md5anim { frame 7 ai_attack_melee melee_left frame 7 sound smarine_swing frame 8 fx fx_swipe muzzle } anim melee_attack4 models/monsters/q4x_strogg_marine/melee04.md5anim { frame 8 fx fx_swipe l_wrist frame 8 sound smarine_swing frame 12 ai_attack_melee melee_right frame 23 fx fx_swipe muzzle frame 24 ai_attack_melee melee_left } //===================================================================================================== // AI ANIMS NO LONGER USED (as of 4/11/05) //===================================================================================================== /* anim reload models/monsters/q4x_strogg_marine/gunjam.md5anim { frame 2 sound snd_grunt frame 11 sound snd_weapon_slap frame 19 sound snd_weapon_slap frame 23 sound snd_ready_weapon frame 28 sound snd_weapon_slap } */ /* anim cover_idle models/monsters/q4x_strogg_marine/idle_alert.md5anim { frame 1 sound snd_breathe } */ /* anim range_move_attack models/monsters/q4x_strogg_marine/attack_2.md5anim { frame 1 sound snd_ready_weapon frame 7 footstep frame 13 sound snd_gear frame 10,11,12,13,14,16,18,17,15 ai_attack base muzzle frame 10,11,12,13,14,16,18,17,15 fx fx_blaster_muzzleflash muzzle frame 10,11,12,13,14,16,18,17,15 sound_weapon snd_weapon_fire } anim range_move_attack2 models/monsters/q4x_strogg_marine/crouch_attack.md5anim { frame 1 sound snd_ready_weapon frame 2 sound snd_gear frame 7 footstep frame 10,11,12,13,14,15,16,17,18,19,20,21,22 ai_attack base muzzle frame 10,11,12,13,14,15,16,17,18,19,20,21,22 fx fx_blaster_muzzleflash muzzle frame 10,11,12,13,14,15,16,17,18,19,20,21,22 sound_weapon snd_weapon_fire } anim range_move_attack3 models/monsters/q4x_strogg_marine/attack.md5anim { frame 6 sound snd_gear frame 11 sound snd_ready_weapon frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 ai_attack base muzzle frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 fx fx_blaster_muzzleflash muzzle frame 20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37 sound_weapon snd_weapon_fire } */ /* anim attackPoint_long_right models/monsters/q4x_strogg_marine/attackPoint_long_right.md5anim { frame 22 ai_attack base muzzle frame 22 fx fx_blaster_muzzleflash muzzle frame 22 sound_weapon snd_weapon_fire frame 25,28,30 ai_attack base muzzle frame 25,28,30 fx fx_second_attack_flash muzzle frame 25,28,30 sound_weapon snd_weapon_fire } anim attackPoint_long_left models/monsters/q4x_strogg_marine/attackPoint_long_left.md5anim { frame 22 ai_attack base muzzle frame 22 fx fx_blaster_muzzleflash muzzle frame 22 sound_weapon snd_weapon_fire frame 25,28,30 ai_attack base muzzle frame 25,28,30 fx fx_second_attack_flash muzzle frame 25,28,30 sound_weapon snd_weapon_fire } */ /* anim idle_long models/monsters/q4x_strogg_marine/idle.md5anim { frame 1 sound snd_breathe } */ /* anim jog models/monsters/q4x_strogg_marine/jog.md5anim { frame 1,11 footstep frame 3 sound snd_breathe frame 6,16 sound snd_gear } */ /* anim walkfire models/monsters/q4x_strogg_marine/walkfire.md5anim anim runfire models/monsters/q4x_strogg_marine/runfire.md5anim */ /* anim range_attack models/monsters/q4x_strogg_marine/attack_3.md5anim { frame 1 sound snd_ready_weapon frame 5 footstep frame 13 sound_body snd_gear frame 13,14,15,16,17,18,19,20,21 ai_attack base muzzle frame 13,14,15,16,17,18,19,20,21 fx fx_blaster_muzzleflash muzzle frame 13,14,15,16,17,18,19,20,21 sound_weapon snd_weapon_fire } anim range_attack2 models/monsters/q4x_strogg_marine/attack_4.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep frame 5,6,7,8,9,10,11,12,13,14 ai_attack base muzzle frame 5,6,7,8,9,10,11,12,13,14 fx fx_blaster_muzzleflash muzzle frame 5,6,7,8,9,10,11,12,13,14 sound_weapon snd_weapon_fire } */ //===================================================================================================== // REFERENCED BY SOME SCRIPTS OR MAPS (as of 4/11/05) - SHOULDN'T BE IN BASE AI MARINE!!! //===================================================================================================== anim dive models/monsters/q4x_strogg_marine/dive_roll.md5anim { ai_no_turn frame 1 ai_disablePain frame 2 sound_voice snd_grunt frame 4,8,17,22 sound snd_gear frame 10,20,22 footstep } anim jump_trench models/monsters/q4x_strogg_marine/jump_trench.md5anim { frame 1 disableClip frame 1 disableGravity frame 7 sound snd_growl frame 21 sound generic_creature_fall_small frame 26 sound snd_gear frame 30 enableClip frame 30 enableGravity } anim elevator_jump models/monsters/q4x_strogg_marine/core_elevator_jump.md5anim { frame 5 sound snd_growl frame 16 sound generic_creature_fall_small frame 1 disableGravity frame 23 enableGravity } anim catwalk_jump models/monsters/q4x_strogg_marine/putra_catwalk_jump.md5anim { frame 1 disableGravity frame 1 disableClip frame 9 footstep frame 30 sound generic_creature_fall_small frame 38 enableClip frame 38 enableGravity frame 42 sound snd_gear frame 44 sound snd_breathe } anim climb_out models/monsters/q4x_strogg_marine/climb_out.md5anim { frame 1 disableGravity frame 1 disableClip frame 23 footstep frame 23 enableGravity frame 23 enableClip } anim openhatch_below models/monsters/q4x_strogg_marine/putra_openhatch_below.md5anim { frame 1 disableGravity frame 1 disableClip frame 25 sound generic_creature_fall_small frame 30,35 footstep frame 41 enableGravity frame 41 enableClip } anim digestport_script models/monsters/q4x_strogg_marine/digestport_script.md5anim { frame 1 ai_disablePain frame 1 event show frame 21 sound_voice snd_pain } anim drop_down models/monsters/q4x_strogg_marine/drop_down.md5anim { frame 1 disableGravity frame 1 disableClip frame 3 sound snd_growl frame 11 sound_item generic_creature_fall_small frame 23 sound snd_breathe frame 34 enableGravity frame 34 enableClip } anim nav_leap models/monsters/q4x_strogg_marine/leap.md5anim { frame 1 ai_disablePain frame 1 disableClip frame 2 sound snd_gear frame 5 sound_voice snd_grunt frame 11 enableClip frame 11 enableGravity frame 11,14 footstep } //===================================================================================================== // NOT REFERENCED BY ANY SCRIPT OR MAP (as of 4/11/05) //===================================================================================================== // anim climbing_out2 models/monsters/q4x_strogg_marine/climbing_out2.md5anim anim teleport_fail models/monsters/q4x_strogg_marine/teleport_fail.md5anim { frame 6 fx fx_lcrawl chest frame 6 fx fx_lcrawl r_clavicle frame 6 fx fx_lcrawl shoulders frame 6 fx fx_lcrawl hips frame 6 fx fx_lcrawl waist frame 6 fx fx_lcrawl rt_eyeball frame 6 fx fx_lcrawl lft_eyeball frame 6 fx fx_lcrawl r_femur frame 6 fx fx_lcrawl r_knee frame 6 fx fx_lcrawl r_ankle frame 6 fx fx_lcrawl l_femur frame 6 fx fx_lcrawl l_knee frame 6 fx fx_lcrawl l_ankle frame 6 fx fx_fleshhit chest frame 10 fx fx_fleshhit shoulders frame 6 fx fx_fleshhit rt_eyeball frame 6 fx fx_fleshhit waist frame 6 fx fx_fleshhit r_clavicle frame 23 fx fx_fleshhit lelbo frame 23 fx fx_fleshhit l_wrist frame 23 fx fx_fleshhit relbo frame 23 fx fx_fleshhit r_wrist frame 23 fx fx_lcrawl lelbo frame 23 fx fx_lcrawl l_wrist frame 23 fx fx_lcrawl relbo frame 23 fx fx_lcrawl r_wrist frame 93 fx fx_tpsteam chest frame 93 fx fx_tpsteam head frame 94 fx fx_tpsteam waist frame 47 fx fx_lcrawl chest frame 47 fx fx_lcrawl shoulders frame 47 fx fx_lcrawl hips frame 47 fx fx_lcrawl rt_eyeball frame 47 fx fx_lcrawl lft_eyeball frame 47 fx fx_lcrawl r_femur frame 47 fx fx_lcrawl r_knee frame 47 fx fx_lcrawl r_ankle frame 47 fx fx_lcrawl l_femur frame 47 fx fx_lcrawl l_knee frame 47 fx fx_lcrawl l_ankle frame 47 fx fx_fleshhit chest frame 47 fx fx_fleshhit shoulders frame 47 fx fx_fleshhit lft_eyeball frame 47 fx fx_fleshhit waist frame 47 fx fx_fleshhit l_clavicle } //Q4X Melee addition anim melee_attack5 models/monsters/q4x_strogg_marine/melee05.md5anim { frame 8 fx fx_swipe R_ankle frame 8 sound smarine_swing frame 12 ai_attack_melee melee_right } //Q4X Onfire Animations anim pain_fire models/monsters/q4x_strogg_marine/onfire.md5anim { } } model monster_q4x_strogg_marine_blaster { inherit model_monster_q4x_strogg_marine anim jump_back models/monsters/q4x_strogg_marine/step_back.md5anim { frame 3 sound snd_jump frame 8 sound snd_gear frame 11,14 footstep frame 21,22,23 ai_attack base muzzle frame 21,22,23 fx fx_blaster_muzzleflash muzzle frame 21,22,23 sound_weapon snd_weapon_fire } anim range_attack1_start models/monsters/q4x_strogg_marine/fire3_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim range_attack1_loop models/monsters/q4x_strogg_marine/fire3_loop.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack1_end models/monsters/q4x_strogg_marine/fire3_end.md5anim anim range_attack2_start models/monsters/q4x_strogg_marine/fire4_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim range_attack2_loop models/monsters/q4x_strogg_marine/fire4_loop.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack2_end models/monsters/q4x_strogg_marine/fire4_end.md5anim // anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso2.md5anim anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_back models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_right models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_left models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim { rate 2 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } //FIXME: only here due to scripting/trigger_anim usage! anim shuffle_right models/monsters/q4x_strogg_marine/dodge_right2.md5anim // UNIQUE TO BLASTER anim angry2 models/monsters/q4x_strogg_marine/scream.md5anim { frame 5 sound snd_growl } anim angry models/monsters/q4x_strogg_marine/angry1.md5anim { frame 5 sound snd_growl } anim evade_right models/monsters/q4x_strogg_marine/sidestep_right.md5anim { frame 1 ai_disablePain frame 3 sound snd_jump frame 8 sound snd_gear frame 11,14 footstep } anim evade_left models/monsters/q4x_strogg_marine/sidestep_left.md5anim { frame 1 ai_disablePain frame 3 sound snd_gear frame 8,13 footstep } anim evade_right_long models/monsters/q4x_strogg_marine/attackPoint_right.md5anim { // This isn't an evade. // frame 22,25,28,30 ai_attack base muzzle // frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle // frame 22,25,28,30 sound_weapon snd_weapon_fire } anim evade_left_long models/monsters/q4x_strogg_marine/attackPoint_left.md5anim { // This isn't an evade. // frame 22,25,28,30 ai_attack base muzzle // frame 22,25,28,30 fx fx_blaster_muzzleflash muzzle // frame 22,25,28,30 sound_weapon snd_weapon_fire } } model monster_q4x_strogg_marine_mgun { inherit model_monster_q4x_strogg_marine anim jump_back models/monsters/q4x_strogg_marine/step_back.md5anim { frame 3 sound snd_jump frame 8 sound snd_gear frame 11,14 footstep frame 21,22,23 ai_attack base muzzle frame 21,22,23 fx fx_blaster_muzzleflash muzzle frame 21,22,23 sound_weapon snd_weapon_fire } anim range_attack1_start models/monsters/q4x_strogg_marine/fire1_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim range_attack1_loop models/monsters/q4x_strogg_marine/fire1_loop.md5anim { rate 3.0 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack1_end models/monsters/q4x_strogg_marine/fire1_end.md5anim anim range_attack2_start models/monsters/q4x_strogg_marine/fire1_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim range_attack2_loop models/monsters/q4x_strogg_marine/fire1_loop.md5anim { rate 3.0 frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack2_end models/monsters/q4x_strogg_marine/fire1_end.md5anim /* // anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso2.md5anim anim range_attack_torso models/monsters/q4x_strogg_marine/runfire_torso.md5anim { frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_back models/monsters/q4x_strogg_marine/runbackfire_torso.md5anim { frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_right models/monsters/q4x_strogg_marine/run_right_attack_upper.md5anim { frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } anim range_attack_torso_left models/monsters/q4x_strogg_marine/run_left_attack_upper.md5anim { frame 1 ai_attack base muzzle frame 1 fx fx_blaster_muzzleflash muzzle frame 1 sound_weapon snd_weapon_fire } */ // UNIQUE TO MGUN anim sprayleft_start models/monsters/q4x_strogg_marine/sprayleft_start.md5anim { frame 1 sound snd_ready_weapon frame 5 footstep } anim sprayleft_sweep models/monsters/q4x_strogg_marine/sprayleft_sweep.md5anim { frame 1,3,5,7,9,11,13 ai_attack jointDir muzzle frame 1,3,5,7,9,11,13 fx fx_blaster_muzzleflash muzzle frame 1,3,5,7,9,11,13 sound_weapon snd_weapon_fire } anim sprayleft_end models/monsters/q4x_strogg_marine/sprayleft_end.md5anim { frame 5 footstep } anim sprayright_start models/monsters/q4x_strogg_marine/sprayright_start.md5anim { frame 1 sound snd_ready_weapon frame 4 footstep } anim sprayright_sweep models/monsters/q4x_strogg_marine/sprayright_sweep.md5anim { frame 1,2,3,4,5,6,7,8,9,10,11,12,13 ai_attack jointDir muzzle frame 1,2,3,4,5,6,7,8,9,10,11,12,13 fx fx_blaster_muzzleflash muzzle frame 1,2,3,4,5,6,7,8,9,10,11,12,13 sound_weapon snd_weapon_fire } anim sprayright_end models/monsters/q4x_strogg_marine/sprayright_end.md5anim { frame 8 footstep } //anim dodge_right models/monsters/q4x_strogg_marine/dodge_right.md5anim //anim dodge_left models/monsters/q4x_strogg_marine/dodge_left.md5anim } model monster_q4x_strogg_marine_sgun { inherit model_monster_q4x_strogg_marine //UNIQUE TO SGUN anim shuffle_right models/monsters/q4x_strogg_marine/dodge_right2.md5anim anim shuffle_left models/monsters/q4x_strogg_marine/dodge_left2.md5anim /* anim shotgun_jump_back models/monsters/q4x_strogg_marine/step_back.md5anim { frame 3 sound snd_jump frame 8 sound snd_gear frame 11,14 footstep frame 21 ai_attack base muzzle frame 21 fx fx_blaster_muzzleflash muzzle frame 21 sound_weapon snd_weapon_fire frame 25 sound snd_ready_weapon } */ anim shotgun_range_attack models/monsters/q4x_strogg_marine/attack_shotgun_new.md5anim { rate 1.5 frame 8 footstep frame 18 ai_attack base muzzle frame 18 fx fx_blaster_muzzleflash muzzle frame 18 sound_weapon snd_weapon_fire frame 30 sound snd_ready_weapon } anim shotgun_crouch_range_attack models/monsters/q4x_strogg_marine/crouch_shotgun.md5anim { rate 1.5 frame 4 footstep frame 8 sound snd_gear frame 10 ai_attack base muzzle frame 10 fx fx_blaster_muzzleflash muzzle frame 10 sound_weapon snd_weapon_fire frame 16 sound snd_ready_weapon } anim ai_leap models/monsters/q4x_strogg_marine/leap.md5anim { frame 1 ai_disablePain frame 2 sound snd_gear frame 5 sound snd_grunt frame 11,14 footstep } anim dive_turn models/monsters/q4x_strogg_marine/dive_roll.md5anim { frame 1 ai_disablePain frame 2 sound snd_grunt frame 4,8,17,22 sound snd_gear frame 10,20,22 footstep } } /* =============================================================================== Strogg Marine Attacks =============================================================================== */ entityDef damage_q4x_strogg_marine_blaster { "inherit" "damage_bullet_base" "damage" "6" } entityDef projectile_q4x_strogg_marine_blaster { "inherit" "projectile_blaster_base" "def_damage" "damage_q4x_strogg_marine_blaster" "velocity" "650 0 0" "fx_fly" "effects/monsters/strogg_marine/blaster_fly.fx" "fx_impact" "effects/monsters/strogg_marine/blaster_burst.fx" "snd_fly" "weapon_energy_projectile_loop" } entityDef melee_q4x_strogg_marine_left { "inherit" "melee_monster_base" "damage" "10" "kickDir" "0 -1 0.5" "kick_time" "350" "kick_amplitude" "4" "knockback" "20" "snd_hit" "smarine_punch" "snd_miss" "smarine_swing" } entityDef melee_q4x_strogg_marine_right { "inherit" "melee_q4x_strogg_marine_left" "kickDir" "0 1 0.5" } /* =============================================================================== Strogg Marine Model Definition =============================================================================== */ entityDef monster_q4x_strogg_marine_base { "editor_usage" "DO NOT USE - FOR INHERITANCE ONLY" "editor_ignore" "1" "inherit" "actor_default" "spawnclass" "rvMonsterStroggMarine" "fov" "90" // --------------------------------- Actions ------------------------------------ "painThreshold" "15" "pain_threshold" "15" // --------------------------------- Body ------------------------------------ "model" "model_monster_q4x_strogg_marine" "ragdoll" "monster_strogg_marine" "use_aas" "aas32" "directionalMovement" "1" "walkRange" "50" "joint_eyeOffset" "Rt_EyeBall" "joint_chestOffset" "chest" "chatter_idle_rate" "8" "chatter_combat_rate" "8" // --------------------------------- Combat ---------------------------------- "health" "250" "attackRange" "300 600" "melee_range" "72" "maxLostVisTime" "5" "tactical_ranged" "1" "tactical_rush" "1" "tactical_cover" "0" "tactical_hide" "0" "def_attack_base" "projectile_q4x_strogg_marine_blaster" "attack_base_accuracy" "1" "def_attack_jointDir" "projectile_q4x_strogg_marine_blaster" "attack_jointDir_locktojoint" "1" "attack_jointDir_accuracy" "0" "def_attack_melee_left" "melee_q4x_strogg_marine_left" "def_attack_melee_right" "melee_q4x_strogg_marine_right" // --------------------------------- Damage Zones ----------------------------- "damage_zone head" "*head_1" "damage_zone guts" "*waist -*shoulders" "damage_scale head" "2" // --------------------------------- Look Joints ----------------------------- "look_joint waist" "0.2 0.2 0" "look_joint chest" "0.2 0.2 0" "look_joint shoulders" "0.2 0.2 0" "look_joint rElbo" "0.4 0.4 0" "look_joint neck_1" "0.2 0.2 0" "look_joint head_1" "0.2 0.2 0" // --------------------------------- IK -------------------------------------- /* "ik_numLegs" "2" "ik_footSize" "4" "ik_waist" "hips" "ik_hip1" "R_femur" "ik_hip2" "L_femur" "ik_knee1" "R_knee" "ik_knee2" "L_knee" "ik_ankle1" "R_ankle" "ik_ankle2" "L_ankle" "ik_foot1" "R_ball" "ik_foot2" "L_ball" */ // --------------------------------- Sounds ---------------------------------- "snd_slash" "smarine_slash" "snd_punch" "smarine_punch" "snd_swing" "smarine_swing" "snd_gun" "smarine_gun" "snd_ready_weapon" "smarine_ready_weapon" "snd_weapon_fire" "smarine_gun" "lipsync_chatter_idle" "smarine_chatter" "lipsync_chatter_combat" "smarine_chatter_combat" "snd_footstep" "smarine_steps" "snd_footstep_sand" "smarine_steps_dirt" "snd_footstep_dirt" "smarine_steps_dirt" "snd_footstep_hollowmetal" "smarine_steps_hollow_metal" "snd_footstep_rock" "smarine_steps_dirt" "snd_pain" "smarine_pain" "snd_death" "smarine_die" "lipsync_sight" "smarine_alert" "snd_charge" "smarine_charge" "snd_breathe" "smarine_breathe" "snd_growl" "smarine_growl" "snd_grunt" "smarine_grunt" "snd_gear" "smarine_gear" "snd_weapon_slap" "smarine_weapon_slap" "snd_flesh" "bullet_impact_flesh" "sound_bone" "chest" // --------------------------------- Effects --------------------------------- "fx_blaster_muzzleflash" "effects/monsters/strogg_marine/blaster_mflash.fx" "fx_swipe" "effects/monsters/grunt/swipe_attack.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" //--------------------------------FX for tport fail---------------------------------- "fx_lcrawl" "effects/weapons/lightninggun/crawl.fx" "fx_fleshhit" "effects/weapons/machinegun/impact_flesh.fx" "fx_tpspark" "effects/levels/convoy/weld_sparks.fx" "fx_tpsteam" "effects/steam/steam_32_slow10.fx" // ---------------------------- Gibs ---------------------------------------------- "gib" "1" "fx_gib" "effects/monsters/gib.fx" "def_dropGibItem1" "moveable_gib_head_pork" "dropGibItem1Joint" "head_1" "def_dropGibItem2" "moveable_gib_torso_pork" "dropGibItem2Joint" "chest" "def_dropGibItem3" "moveable_gib_rup_arm_pork" "dropGibItem3Joint" "rUpArm" "def_dropGibItem4" "moveable_gib_left_waist_pork" "dropGibItem4Joint" "waist" "def_dropGibItem5" "moveable_gib_lup_leg_pork" "dropGibItem5Joint" "l_femur" "def_dropGibItem6" "moveable_gib_rup_leg_pork" "dropGibItem6Joint" "r_femur" "def_dropGibItem7" "moveable_gib_rup2_leg_pork" "dropGibItem7Joint" "r_knee" "def_dropGibItem8" "moveable_gib_pelvis_pork" "dropGibItem8Joint" "Hips" // --------------------------------- DB Info ------------------------------- "dbTitle" "Strogg Marine" "dbText" "Strogg marines are human marines that have been stroggified." "sg_name" "Strogg Marine (Blaster)" } entityDef monster_q4x_strogg_marine { "inherit" "monster_q4x_strogg_marine_base" "editor_usage" "Blaster Strogg Marine" "editor_ignore" "0" "model" "monster_q4x_strogg_marine_blaster" "skin" "skins/monsters/q4x_strogg_marine/q4x_smv_blaster" // --------------------------------- Actions ------------------------------------ "minShots" "3" "maxShots" "8" "aggressiveRange" "300" "actionTimer_evade_rate" "0.75" "actionTimer_rangedAttack_rate" ".5" "action_rangedAttack" "1" "action_rangedAttack_anim" "range_attack1_loop" "action_rangedAttack_minRange" "64" "action_rangedAttack_maxRange" "800" "action_rangedAttack_blendFrames" "1" // "action_rangedAttack_noturn" "0" "action_rangedAttack_state" "Torso_RangedAttack" "action_rangedAttack_overrideLegs" "0" "action_evadeLeft" "1" "action_evadeLeft_anim2" "evade_left_long" "action_evadeLeft_minRange" "120" "action_evadeLeft_noturn" "0" "action_evadeRight" "1" "action_evadeRight_anim2" "evade_right_long" "action_evadeRight_minRange" "120" "action_evadeRight_noturn" "0" "action_meleeAttack" "1" "action_meleeAttack_maxRange" "72" "action_jumpBack" "1" "action_jumpBack_maxRange" "300" "action_jumpBack_noturn" "0" // "action_pain_blendframes" "1" - obsolete "action_strafe" "1" "action_strafe_anim" "evade_left" "action_strafe_anim2" "evade_right" "action_strafe_minRange" "200" "action_strafe_maxRange" "800" "action_strafe_rate" "0.75" "action_strafe_chance" "0.5" "action_strafe_noturn" "0" "action_angry" "1" "action_angry_anim" "angry" "action_angry_minRange" "200" "action_angry_maxRange" "800" "action_angry_rate" "1" "snd_ready_weapon" "smarine_ready_blaster" } /* =============================================================================== Machinegun Strogg Marine =============================================================================== */ entityDef damage_q4x_strogg_marine_bullet { "inherit" "damage_bullet_base" "damage" "3" } entityDef hitscan_q4x_strogg_marine_bullet { "inherit" "hitscan_bullet_base" "def_damage" "damage_q4x_strogg_marine_bullet" "tracerchance" "1" } entityDef monster_q4x_strogg_marine_mgun { "inherit" "monster_q4x_strogg_marine_base" "editor_usage" "Machine Gunner Strogg Marine" "editor_ignore" "0" "model" "monster_q4x_strogg_marine_mgun" "skin" "skins/monsters/q4x_strogg_marine/q4x_smv_machinegun" // --------------------------------- Combat ---------------------------------- "minShots" "5" "maxShots" "25" "attackRange" "400 1000" "aggressiveRange" "400" "rangeAttackChance" "1" "actionTimer_evade_rate" "1" "actionTimer_rangedAttack_rate" "0.25" "action_rangedAttack" "1" "action_rangedAttack_anim" "range_attack1_loop" "action_rangedAttack_minRange" "64" "action_rangedAttack_maxRange" "1000" "action_rangedAttack_blendFrames" "1" // "action_rangedAttack_noturn" "0" "action_rangedAttack_state" "Torso_RangedAttack" // "action_rangedAttack_overrideLegs" "0" "action_evadeLeft" "1" // "action_evadeLeft_anim" "dodge_left" "action_evadeLeft_anim" "walk_left" "action_evadeLeft_minRange" "120" "action_evadeLeft_noturn" "0" "action_evadeRight" "1" // "action_evadeRight_anim" "dodge_right" "action_evadeRight_anim" "walk_right" "action_evadeRight_minRange" "120" "action_evadeRight_noturn" "0" "action_meleeAttack" "1" "action_meleeAttack_maxRange" "72" "action_meleeAttack_chance" ".5" "action_jumpBack" "1" "action_jumpBack_minRange" "0" "action_jumpBack_maxRange" "400" "action_jumpBack_anim" "jump_back" "action_jumpBack_noturn" "0" "action_strafe" "1" // "action_strafe_anim" "dodge_left" // "action_strafe_anim2" "dodge_right" "action_strafe_anim" "run_left" "action_strafe_anim2" "run_right" "action_strafe_minRange" "200" "action_strafe_maxRange" "800" "action_strafe_rate" "1" "action_strafe_chance" "0.25" "action_strafe_noturn" "0" "action_sprayAttack" "1" "action_sprayAttack_state" "Torso_SprayAttack" "action_sprayAttack_minRange" "200" "action_sprayAttack_maxRange" "800" "action_sprayAttack_rate" "2" // "action_sprayAttack_chance" "1" // "action_sprayAttack_noturn" "0" // "action_reload" "1" "action_reload" "0" "action_reload_anim" "reload" "action_reload_minRange" "200" "action_reload_maxRange" "800" "action_reload_rate" "4" "action_reload_chance" "0.2" // "action_pain_blendframes" "1" - obsolete // --------------------------------- Defs ---------------------------------- "def_attack_base" "hitscan_q4x_strogg_marine_bullet" "attack_base_hitscan" "1" "attack_base_accuracy" "2" "def_attack_jointDir" "hitscan_q4x_strogg_marine_bullet" "attack_jointDir_locktojoint" "1" "attack_jointDir_hitscan" "1" "attack_jointDir_accuracy" "0" // --------------------------------- Effects --------------------------------- "fx_blaster_muzzleflash" "effects/monsters/gunner/bullet_mflash.fx" // FX_REPLACE "snd_weapon_fire" "smarine_machinegun" "snd_ready_weapon" "smarine_ready_mgun" } /* =============================================================================== Shotgun Strogg Marine =============================================================================== */ entityDef damage_q4x_strogg_marine_shotgun { "inherit" "damage_bullet_base" "damage" "3" } entityDef hitscan_q4x_strogg_marine_shotgun { "inherit" "hitscan_shotgun_base" "def_damage" "damage_q4x_strogg_marine_shotgun" } entityDef monster_q4x_strogg_marine_sgun { "inherit" "monster_q4x_strogg_marine_base" "editor_usage" "Shotgun Strogg Marine" "editor_ignore" "0" "model" "monster_q4x_strogg_marine_sgun" "skin" "skins/monsters/q4x_strogg_marine/q4x_smv_shotgun" // --------------------------------- Defs ---------------------------------- "minShots" "1" "maxShots" "1" "actionTimer_rangedAttack_rate" "0.25" "attackRange" "0 400" // "aggressiveRange" "400" "rangeAttackChanceInverse" "1" "action_rangedAttack" "1" "action_rangedAttack_anim" "shotgun_range_attack" "action_rangedAttack_minRange" "0" "action_rangedAttack_maxRange" "400" "action_rangedAttack_failrate" "0.5" // "action_rangedAttack_noturn" "0" "action_crouchRangedAttack" "1" "action_crouchRangedAttack_minRange" "200" "action_crouchRangedAttack_maxRange" "400" "action_crouchRangedAttack_anim" "shotgun_crouch_range_attack" "action_crouchRangedAttack_blendFrames" "1" "action_crouchRangedAttack_failRate" ".25" // "action_crouchRangedAttack_noturn" "0" "action_strafe" "1" "action_strafe_anim" "shuffle_left" "action_strafe_anim2" "shuffle_right" "action_strafe_minRange" "0" "action_strafe_maxRange" "600" "action_strafe_rate" "0.35" "action_strafe_failrate" "2" "action_strafe_noturn" "0" "action_evadeLeft" "1" "action_evadeLeft_minRange" "120" "action_evadeLeft_anim" "shuffle_left" "action_evadeLeft_noturn" "0" "action_evadeRight" "1" "action_evadeRight_minRange" "120" "action_evadeRight_anim" "shuffle_right" "action_evadeRight_noturn" "0" "action_leapAttack" "1" "action_leapAttack_rate" "0.5" "action_leapAttack_minRange" "100" "action_leapAttack_maxRange" "300" "action_leapAttack_anim" "ai_leap" // "action_leapAttack_anim2" "dive" "action_leapAttack_chance" "0.5" "action_rollAttack" "1" "action_rollAttack_rate" "0.25" "action_rollAttack_minRange" "150" "action_rollAttack_maxRange" "400" "action_rollAttack_anim" "dive_turn" "action_rollAttack_state" "Torso_RollAttack" "action_rollAttack_failRate" ".25" "action_rollAttack_noturn" "0" "action_rollAttack_nopain" "1" "action_jumpBack" "0" // "action_jumpBack_maxRange" "200" // "action_jumpBack_anim" "shotgun_jump_back" "action_meleeAttack" "1" "action_meleeAttack_maxRange" "72" "action_meleeAttack_chance" "0.25" "def_attack_base" "hitscan_q4x_strogg_marine_shotgun" "attack_base_count" "12" "attack_base_spread" "10" "attack_base_hitscan" "1" "attack_base_accuracy" "0" "attack_base_pullback" "8" "def_attack_jointDir" "hitscan_q4x_strogg_marine_shotgun" "attack_jointDir_locktojoint" "1" "attack_jointDir_count" "12" "attack_jointDir_spread" "10" "attack_jointDir_hitscan" "1" "attack_jointDir_accuracy" "0" "attack_jointDir_pullback" "8" // --------------------------------- Effects --------------------------------- "fx_blaster_muzzleflash" "effects/monsters/strogg_marine/shotgun_mflash.fx" "snd_weapon_fire" "smarine_shotgun_fire" } entityDef monster_q4x_strogg_marine_convoy { "inherit" "monster_q4x_strogg_marine" "gib" "0" "bleed" "0" "burnaway" "2" } entityDef monster_q4x_strogg_marine_mgun_convoy { "inherit" "monster_q4x_strogg_marine_mgun" "gib" "0" "bleed" "0" "burnaway" "2" } entityDef monster_q4x_strogg_marine_sgun_convoy { "inherit" "monster_q4x_strogg_marine_sgun" "gib" "0" "bleed" "0" "burnaway" "2" } entityDef monster_q4x_strogg_marine_long_distance { "inherit" "monster_q4x_strogg_marine" "action_rangedAttack_maxRange" "1800" } entityDef monster_q4x_strogg_marine_mgun_long_distance { "inherit" "monster_q4x_strogg_marine_mgun" "action_rangedAttack_maxRange" "2400" } entityDef monster_q4x_strogg_marine_sgun_long_distance { "inherit" "monster_q4x_strogg_marine_sgun" "action_rangedAttack_maxRange" "800" }