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Quake_4_Alpha/q4xbase/def/ai/monster_q4x_valkaryne.def
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2026-08-06 14:45:27 -07:00

1055 lines
30 KiB
Modula-2

/*
===============================================================================
Q4X valkaryne
===============================================================================
*/
export valkaryne
{
options -game q4xbase/ -prefix VALK_ -align ALL -parent body origin -scale .3 -keep r_melee_tip l_melee_tip r_ranged_barrell_top l_ranged_barrell_top l_ranged_barrell_middle l_ranged_barrell_bottom r_ranged_barrell_middle r_ranged_barrell_bottom -sourcedir models/monsters/valkaryne/animations -destdir models/monsters/valkaryne
mesh idle.ma -dest valkaryne
anim plugin.ma -dest idle_plugin
anim idle.ma -range 1 31 -dest idle
anim idle.ma -range 32 161 -dest idle_ambient
anim idle.ma -dest af_pose
anim run.ma -dest run
anim evade_left.ma -dest evade_left
anim evade_right.ma -dest evade_right
anim run_left.ma -dest run_left
anim run_right.ma -dest run_right
anim turn_left.ma -dest turn_left
anim turn_right.ma -dest turn_right
anim run_backward.ma -dest run_backward
anim ranged01.ma -dest ranged01
anim ranged02.ma -dest ranged02
anim ranged03.ma -dest ranged03
anim ranged_wave_attack.ma -dest ranged_wave_attack
anim plugin_wave_attack.ma -dest plugin_wave_attack
anim run_to_plugin.ma -dest run_to_plugin
anim plugin_ranged01.ma -dest plugin_ranged01
anim plugin_ranged02.ma -dest plugin_ranged02
anim plugin_ranged03.ma -dest plugin_ranged03
anim plugin_to_idle.ma -dest plugin_to_idle
anim leanleft.ma -dest leanleft
anim leanright.ma -dest leanright
anim melee01.ma -dest melee01
anim melee02.ma -dest melee02
anim melee03.ma -dest melee03
anim pain01.ma -dest pain01
anim pain02.ma -dest pain02
anim pain03.ma -dest pain03
anim pain04.ma -dest pain04
anim pain05.ma -dest pain05
anim pain06.ma -dest pain06
anim plugin_pain01.ma -dest plugin_pain01
anim plugin_pain02.ma -dest plugin_pain02
anim va_najavas_dies.ma -dest va_najavas_dies
anim cr_idle.ma -dest cr_idle
anim cr_idle_upside_down.ma -dest cr_idle_upside_down
anim cr_idle_land_attack.ma -range 0 193 -dest cr_idle_land_attack
anim cr_idle_land_attack.ma -range 194 260 -dest cr_ceiling_idle
anim cr_kill_tak.ma -dest cr_kill_tak
}
/*
===============================================================================
valkaryne Model
===============================================================================
*/
model model_monster_q4x_valkaryne
{
mesh models/monsters/valkaryne/valkaryne.md5mesh
channel torso ( *body -*waist)
channel legs ( *waist origin )
anim af_pose models/monsters/valkaryne/af_pose.md5anim
anim idle models/monsters/valkaryne/idle.md5anim
{
frame 1 sound_body snd_idle
}
anim walk models/monsters/valkaryne/run.md5anim
{
rate 1.5
frame 22, 29, 50, 57 footstep
frame 22, 29, 50, 57 sound snd_step
frame 1 sound_body snd_walk
}
anim walk_backwards models/monsters/valkaryne/run_backward.md5anim
{
rate 2.0
frame 24, 30, 50, 52 footstep
frame 24, 30, 50, 52 sound snd_step
frame 1 sound_body snd_walk_backwards
}
anim walk_right models/monsters/valkaryne/run_right.md5anim
{
rate 1.5
frame 23, 34, 40, 48 footstep
frame 23, 34, 40, 48 sound snd_step
frame 1 sound_body snd_walk_side
}
anim walk_left models/monsters/valkaryne/run_left.md5anim
{
rate 1.5
frame 23, 39, 46, 57 footstep
frame 23, 39, 46, 57 sound snd_step
frame 1 sound_body snd_walk_side
}
anim turn_right_90 models/monsters/valkaryne/turn_right.md5anim, models/monsters/valkaryne/turn_right.md5anim
{
rate 2.5
anim_turn
frame 22, 29, 50, 57 footstep
frame 22, 29, 50, 57 sound snd_step
frame 1 sound_body snd_turn
}
anim turn_left_90 models/monsters/valkaryne/turn_left.md5anim, models/monsters/valkaryne/turn_left.md5anim
{
rate 2.5
anim_turn
frame 22, 23, 46, 53 footstep
frame 22, 23, 46, 53 sound snd_step
frame 1 sound_body snd_turn
}
anim run models/monsters/valkaryne/run.md5anim
{
rate 1.5
frame 22, 29, 50, 57 footstep
frame 22, 29, 50, 57 sound snd_step
frame 1 sound_body snd_run
}
anim run_right models/monsters/valkaryne/run_right.md5anim
{
rate 1.5
frame 23, 34, 40, 48 footstep
frame 23, 34, 40, 48 sound snd_step
frame 1 sound_body snd_run
}
anim run_left models/monsters/valkaryne/run_left.md5anim
{
rate 1.5
frame 23, 39, 46, 57 footstep
frame 23, 39, 46, 57 sound snd_step
frame 1 sound_body snd_run
}
anim run_backwards models/monsters/valkaryne/run_backward.md5anim
{
rate 1.5
frame 24, 30, 50, 52 footstep
frame 24, 30, 50, 52 sound snd_step
frame 1 sound_body snd_run
}
anim evade_right models/monsters/valkaryne/evade_right.md5anim
{
rate 3.0
frame 22, 33, 40, 48 footstep
frame 22, 33, 40, 48 sound snd_step
frame 1 sound_body snd_evade
}
anim evade_left models/monsters/valkaryne/evade_left.md5anim
{
rate 3.0
frame 22, 38, 50, 56 footstep
frame 22, 38, 50, 56 sound snd_step
frame 1 sound_body snd_evade
}
anim crouch models/monsters/valkaryne/idle.md5anim
{
frame 1 sound_body snd_crouch
}
anim jump_back models/monsters/valkaryne/run_backward.md5anim
{
rate 3.0
frame 24, 30, 50, 52 footstep
frame 24, 30, 50, 52 sound snd_step
frame 1 sound_body snd_jumpback
}
anim plugin models/monsters/valkaryne/idle_plugin.md5anim
{
frame 1 sound_body snd_plugin
}
anim plugin_to_idle models/monsters/valkaryne/plugin_to_idle.md5anim
{
frame 44, 52, 71, 72 footstep
frame 44, 52, 71, 72 sound snd_step
frame 1 sound_body snd_plugintoidle
//frame 44 fx fx_stomp_wave rf_5
//frame 52 fx fx_stomp_wave lf_5
//frame 45 object_call Frame_StompAttack
//frame 38, 67, 96, 120 sound snd_plugout
}
anim run_to_plugin models/monsters/valkaryne/run_to_plugin.md5anim
{
frame 44, 52, 71, 72 footstep
frame 44, 52, 71, 72 sound snd_step
frame 1 sound_body snd_runtoplugin
}
//anim plugin_shockwave_attack models/monsters/valkaryne/idle_plugin.md5anim
//{
//frame 1 fx fx_stomp_wave origin
//frame 1 object_call Frame_StompAttack
//}
anim plugin_range_attack1 models/monsters/valkaryne/plugin_ranged01.md5anim
{
rate 2.0
frame 1 sound_weapon snd_plugin_range_attack_one
frame 23, 29 sound_weapon snd_range_fire_one
frame 17 fx fx_railgun_charge l_ranged_barrell_top
frame 20 fx fx_railgun_charge r_ranged_barrell_bottom
frame 17 ai_lockEnemyOrigin
frame 23, 29 ai_attack railgun l_ranged_barrell_top
frame 23, 29 fx fx_railgun_flash l_ranged_barrell_top
frame 24, 30 ai_attack railgun r_ranged_barrell_bottom
frame 24, 30 fx fx_railgun_flash r_ranged_barrell_bottom
}
anim plugin_range_attack2 models/monsters/valkaryne/plugin_ranged02.md5anim
{
rate 2.0
frame 1 sound_weapon snd_plugin_range_attack_one
frame 20, 22 sound_weapon snd_range_fire_two
frame 20 ai_attack grenade r_ranged_barrell_middle
frame 20 fx fx_grenade_flash r_ranged_barrell_middle
frame 15 ai_lockEnemyOrigin
frame 22 ai_attack grenade l_ranged_barrell_middle
frame 22 fx fx_grenade_flash l_ranged_barrell_middle
}
anim plugin_range_attack_big models/monsters/valkaryne/plugin_ranged03.md5anim
{
rate 2.0
frame 1 sound_weapon snd_plugin_range_attack_big
frame 25 fx fx_deathray_charge l_ranged_barrell_top
frame 26 fx fx_deathray_charge r_ranged_barrell_bottom
frame 97, 99, 101, 103, 105, 107, 109, 111, 113, 115 ai_attack deathray r_ranged_barrell_top
frame 96, 98, 100, 102, 104, 106, 108, 110, 112, 114 ai_attack deathray r_ranged_barrell_bottom
frame 97 ai_attack deathrayvis l_ranged_barrell_top
frame 97, 98, 99, 100, 101 ai_attack deathrayburn l_ranged_barrell_top
frame 65 fx fx_deathray_flash l_ranged_barrell_top
frame 70 ai_lockEnemyOrigin
frame 97, 99, 101, 103, 105, 107, 109, 111, 113, 115 ai_attack deathray l_ranged_barrell_top
frame 96, 98, 100, 102, 104, 106, 108, 110, 112, 114 ai_attack deathray l_ranged_barrell_bottom
frame 96 ai_attack deathrayvis r_ranged_barrell_bottom
frame 97, 98, 99, 100, 101 ai_attack deathrayburn r_ranged_barrell_bottom
frame 92 fx fx_deathray_flash r_ranged_barrell_bottom
}
anim range_attack1 models/monsters/valkaryne/ranged01.md5anim
{
rate 2.0
frame 1 sound_body snd_range_one
frame 23, 29 sound_weapon snd_range_fire_one
frame 17 fx fx_railgun_charge l_ranged_barrell_top
frame 20 fx fx_railgun_charge r_ranged_barrell_bottom
frame 17 ai_lockEnemyOrigin
frame 23, 29 ai_attack railgun l_ranged_barrell_top
frame 23, 29 fx fx_railgun_flash l_ranged_barrell_top
frame 24, 30 ai_attack railgun r_ranged_barrell_bottom
frame 24, 30 fx fx_railgun_flash r_ranged_barrell_bottom
}
anim range_attack2 models/monsters/valkaryne/ranged02.md5anim
{
rate 2.0
frame 1 sound_body snd_range_two
frame 20, 22 sound_weapon snd_range_fire_two
frame 22 ai_attack grenade r_ranged_barrell_middle
frame 22 fx fx_grenade_flash r_ranged_barrell_middle
frame 20 ai_attack grenade l_ranged_barrell_middle
frame 20 fx fx_grenade_flash l_ranged_barrell_middle
}
anim range_attack3 models/monsters/valkaryne/ranged02.md5anim
{
rate 2.0
frame 1 sound_body snd_range_two
frame 20, 22 sound_weapon snd_range_fire_two
frame 22 ai_attack rocket r_ranged_barrell_middle
frame 22 fx fx_grenade_flash r_ranged_barrell_middle
frame 20 ai_attack rocket l_ranged_barrell_middle
frame 20 fx fx_grenade_flash l_ranged_barrell_middle
}
anim range_attack4 models/monsters/valkaryne/ranged01.md5anim
{
rate 2.0
frame 1 sound_body snd_range_one
frame 23, 29 sound_weapon snd_range_fire_one
frame 17 fx fx_railgun_charge l_ranged_barrell_top
frame 17 fx fx_railgun_charge r_ranged_barrell_top
frame 17 ai_lockEnemyOrigin
frame 23 ai_attack railgun l_ranged_barrell_top
frame 23 fx fx_railgun_flash l_ranged_barrell_top
frame 23 ai_attack railgun r_ranged_barrell_top
frame 23 fx fx_railgun_flash r_ranged_barrell_top
frame 29 ai_attack rocket r_ranged_barrell_middle
frame 29 fx fx_grenade_flash r_ranged_barrell_middle
frame 30 ai_attack rocket l_ranged_barrell_middle
frame 30 fx fx_grenade_flash l_ranged_barrell_middle
}
anim lean_attack_left models/monsters/valkaryne/leanleft.md5anim
{
rate 2.0
frame 11, 14, 20, 40, 46 footstep
frame 11, 14, 20, 40, 46 sound snd_step
frame 1 sound_body snd_leanattack_L
frame 17 fx fx_railgun_charge l_ranged_barrell_top
frame 20 fx fx_railgun_charge l_ranged_barrell_bottom
frame 17 ai_lockEnemyOrigin
frame 23, 29 ai_attack railgun l_ranged_barrell_top
frame 23, 29 fx fx_railgun_flash l_ranged_barrell_top
frame 26, 32 ai_attack railgun l_ranged_barrell_bottom
frame 26, 32 fx fx_railgun_flash l_ranged_barrell_bottom
}
anim lean_attack_right models/monsters/valkaryne/leanright.md5anim
{
rate 2.0
frame 10, 15, 23, 39, 41, 46 footstep
frame 10, 15, 23, 39, 41, 46 sound snd_step
frame 1 sound_body snd_leanattack_R
frame 17 fx fx_railgun_charge r_ranged_barrell_top
frame 20 fx fx_railgun_charge r_ranged_barrell_bottom
frame 17 ai_lockEnemyOrigin
frame 24, 30 ai_attack railgun r_ranged_barrell_top
frame 24, 30 fx fx_railgun_flash r_ranged_barrell_top
frame 27, 33 ai_attack railgun r_ranged_barrell_bottom
frame 27, 33 fx fx_railgun_flash r_ranged_barrell_bottom
}
anim melee_attack1 models/monsters/valkaryne/melee01.md5anim
{
frame 1 sound_body snd_melee_one
frame 23, 26 ai_attack_melee melee
}
anim melee_attack2 models/monsters/valkaryne/melee02.md5anim
{
frame 1 sound_body snd_melee_one
frame 24, 24 ai_attack_melee melee
}
anim leap_attack models/monsters/valkaryne/melee03.md5anim
{
frame 1 sound snd_leapattack
frame 22, 29, 50, 54 footstep
frame 22, 29, 50, 54 sound snd_step
frame 21, 43 ai_attack_melee melee
}
anim pain1 models/monsters/valkaryne/pain01.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_pain
frame 9, 10, 22, 25 sound snd_step
}
anim pain2 models/monsters/valkaryne/pain02.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_pain
frame 9, 10, 22, 25 sound snd_step
}
anim pain3 models/monsters/valkaryne/pain03.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_pain
frame 9, 10, 22, 25 sound snd_step
}
anim pain4 models/monsters/valkaryne/pain04.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_pain
frame 9, 10, 22, 25 sound snd_step
}
anim pain5 models/monsters/valkaryne/pain05.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_pain
frame 9, 10, 22, 25 sound snd_step
}
anim pain6 models/monsters/valkaryne/pain06.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_pain
frame 9, 10, 22, 25 sound snd_step
}
anim death models/monsters/valkaryne/pain06.md5anim
{
frame 9, 10, 22, 25 footstep
frame 1 sound_body2 snd_death
frame 9, 10, 22, 25 sound snd_step
}
anim plugin_pain1 models/monsters/valkaryne/plugin_pain01.md5anim
{
frame 1 sound_body2 snd_pain
}
anim plugin_pain2 models/monsters/valkaryne/plugin_pain02.md5anim
{
frame 1 sound_body2 snd_pain
}
anim va_najavas_dies models/monsters/valkaryne/va_najavas_dies.md5anim
{
}
anim cr_idle models/monsters/valkaryne/cr_idle.md5anim
{
}
anim cr_idle_upside_down models/monsters/valkaryne/cr_idle_upside_down.md5anim
{
}
anim cr_idle_land_attack models/monsters/valkaryne/cr_idle_land_attack.md5anim
{
frame 1 ai_disablePain
frame 1 disableGravity
frame 1 disableClip
frame 193 enableGravity
frame 193 enableClip
}
anim cr_kill_tak models/monsters/valkaryne/cr_kill_tak.md5anim
{
}
anim cr_ceiling_idle models/monsters/valkaryne/cr_ceiling_idle.md5anim
{
frame 1 ai_disablePain
frame 1 disableGravity
frame 1 disableClip
frame 66 enableGravity
frame 66 enableClip
}
}
/*===============================================================================
valkaryne Attacks
===============================================================================
*/
entityDef damage_q4x_valkaryne_grenade
{
"inherit" "damage_monster_base"
"knockback" "0"
"damage" "60"
"push" "10000"
"tv_scale" "0.7"
"tv_time" "4200"
// Hearing Loss
"hl_volumeDB" "-25"
"hl_fadeOutTime" ".5"
"hl_time" "3.5"
"hl_fadeInTime" "1"
"snd_hl" "player_sounds_ringing2"
}
entityDef damage_q4x_valkaryne_grenade_splash
{
"inherit" "damage_monster_base"
"knockback" "0"
"damage" "80"
"radius" "200"
"push" "10000"
"tv_scale" "0.7"
"tv_time" "4200"
// Hearing Loss
"hl_volumeDB" "-25"
"hl_fadeOutTime" ".5"
"hl_time" "2.5"
"hl_fadeInTime" "1"
"snd_hl" "player_sounds_ringing"
}
entityDef projectile_q4x_valkaryne_grenade
{
"inherit" "projectile_grenade_base"
"model" "models/weapons/grenadelauncher/w_grenade.lwo"
"mins" "-4 -4 -4"
"maxs" "4 4 4"
"cone" ""
"noshadows" "1"
"clipmask_largeshot" "1"
"fuse_atrest" ".4"
"fx_fly" "effects/monsters/valkaryne/grenade_fly.fx"
"fx_detonate" "effects/monsters/valkaryne/grenade_burst.fx"
"fx_impact" "effects/monsters/valkaryne/grenade_burst.fx"
"def_splash_damage" "damage_q4x_valkaryne_grenade_splash"
"def_damage" "damage_q4x_valkaryne_grenade"
"linear_friction" "0"
"angular_friction" "0"
"contact_friction" "10"
"bounce_count" "-1"
"gravity" "1"
"bounce" ".3"
"health" "10"
"solid" "1"
"delay_splash" ".2"
"snd_ricochet" "grenade_bounce"
}
entityDef damage_valkaryne_railgunSplash
{
"inherit" "damage_nailSplash"
"damage" "20"
"radius" "150"
}
entityDef damage_valkaryne_railgun
{
"inherit" "damage_railgun_base"
"damage" "20"
"kickdir" "1 0 0"
"deathPush" "150"
"deathPushMin" "3000 2000"
"deathPushMax" "5000 3000"
}
entityDef hitscan_valkaryne_railgun
{
"inherit" "hitscan_base"
"push" "40000"
"def_damage" "damage_valkaryne_railgun"
"def_splash_damage" "damage_valkaryne_railgunSplash"
"fx_impact" "effects/monsters/valkaryne/railgun_burst.fx"
"fx_path" "effects/monsters/valkaryne/railgun_trail.fx"
}
entityDef damage_valkaryne_rocket_direct
{
"damage" "50"
"knockback" "140"
"push" "140"
"mtr_splat" ""
"gib" "1"
"deathPush" "100"
"deathPushMin" "3000 2000"
"deathPushMax" "5000 3000"
}
entityDef damage_valkaryne_rocket_splash
{
"damage" "20"
"radius" "500"
"knockback" "80"
"push" "80"
"gib" "1"
"deathPush" "100"
"deathPushMin" "3000 2000"
"deathPushMax" "5000 3000"
}
entityDef projectile_valkaryne_rocket
{
"inherit" "projectile_rocket"
"spawnclass" "rvDriftingProjectile"
"driftOffset" "15"
"driftSpeed" "100"
"driftTime" ".35"
"speed" "850"
"def_damage" "damage_valkaryne_rocket_direct"
"def_splash_damage" "damage_valkaryne_rocket_splash"
"fx_fly" "effects/monsters/tank/rocket_fly.fx"
"snd_fly" "tank_missile_loop"
"fx_impact" "effects/monsters/tank/rocket_impact.fx"
}
entityDef melee_valkaryne
{
"inherit" "melee_monster_base"
"damage" "50"
"knockback" "250"
"push" "250"
"pushdir" "0 10 -10"
"deathPush" "250"
"deathPushMin" "3000 2000"
"deathPushMax" "5000 3000"
"snd_hit" "tank_punch"
"snd_miss" "tank_swing"
}
entityDef damage_valkaryne_deathray
{
"inherit" "damage_railgun_base"
"damage" "60"
"kickdir" "1 0 0"
"filter_valkaryne" "1"
"deathPush" "150"
"deathPushMin" "3000 2000"
"deathPushMax" "5000 3000"
}
entityDef hitscan_valkaryne_deathray
{
"inherit" "hitscan_base"
"push" "40000"
"def_damage" "damage_valkaryne_deathray"
"def_splash_damage" "damage_valkaryne_deathraySplash"
}
entityDef hitscan_valkaryne_deathrayvis
{
"inherit" "hitscan_base"
"push" "40000"
"def_damage" "damage_valkaryne_railgun"
"def_splash_damage" "damage_valkaryne_railgunSplash"
"fx_impact" "effects/monsters/valkaryne/deathray_burst.fx"
"fx_path" "effects/monsters/valkaryne/deathray_trail.fx"
//"fx_impact_actor" "effects/monsters/valkaryne/burn"
//"impactEntity" "effects/monsters/valkaryne/burn"
"fx_detonate" "effects/monsters/valkaryne/burn"
}
entityDef damage_valkaryne_deathraySplash
{
"inherit" "damage_nailSplash"
"damage" "20"
"radius" "250"
}
entityDef projectile_deathrayBurn
{
"velocity" "1500 0 0"
"fuse" "10"
"push" "7500"
"fx_impact" "effects/monsters/valkaryne/burn"
//"fx_impact_actor" "effects/monsters/valkaryne/burn"
//"impactEntity" "effects/monsters/valkaryne/burn"
"fx_detonate" "effects/monsters/valkaryne/burn"
"spawnclass" "idProjectile"
"size" "7 7 7"
"cone" "2"
"noshadows" "1"
"clipmask_largeshot" "1"
"no_contents" "0"
"angular_velocity" "10 10 10"
"settle_duration" "0.08"
"linear_friction" "0"
"angular_friction" "0"
"contact_friction" "10"
"bounce" "0"
"gravity" "1"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_gib" "1"
"decal_size" "75"
"flyEffectAttenuateSpeed" "200"
"airBurst_desc" "midair_"
"fx_impact_water" "effects/ambient/splash_med.fx"
"snd_ricochet" "weapon_goobgun_bounce"
"delay_residual" "1"
"residual_time" "1"
"def_residual_damage" "damage_lightTank_residualPlasma"
//spawn impact entity information
"numImpactEntities" "8"
"ieMinPitch" "200"
"ieMaxPitch" "80"
"ieSlicePercentage" "0.80"
}
entityDef impact_deathrayburn_projectile
{
"inherit" "projectile_lightTank_fireball"
"fx_impact" "effects/monsters/valkaryne/burn"
//"fx_impact_actor" "effects/monsters/valkaryne/burn"
"fx_fly" "effects/monsters/valkaryne/burn"
"def_damage" "damage_deathrayburnDirect"
//"def_splash_damage" "damage_deathrayburnSplash"
"mins" "-16 -16 -16"
"maxs" "16 16 16"
"no_contents" "0"
"angular_velocity" "10 10 10"
"gravity" "1"
"fuse" "1"
"velocity" "100"
"speed" "100"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"delay_residual" "1"
"residual_time" "1"
"def_residual_damage" "damage_lightTank_residualPlasma"
}
entityDef damage_deathrayburnDirect
{
"inherit" "damage_bullet"
"fx_dmgeffect" "effects/weapons/valkaryne/burn"
}
/*
===============================================================================
Valkaryne
===============================================================================
*/
entityDef monster_q4x_valkaryne
{
// ---------------------------- General -----------------------------------------
"inherit" "actor_default"
"model" "model_monster_q4x_valkaryne"
"spawnclass" "riMonsterValkaryne"
"directionalMovement" "1"
"forceWalk" "1"
"ignore_obstacles" "1"
"size" "48 48 80"
"use_aas" "aas48"
"bleed" "1"
"removeDelay" "5"
"anim" "idle"
"no_drops" "0"
"focus_align_time" "0"
//"joint_leftEye" "Lfteye_Focus"
//"joint_rightEye" "Rteye_Focus"
"joint_eyeOffset" "head"
"joint_chestOffset" "spine"
"kick_force" "50"
"health" "4000"
"forceEnemy" "1"
"turn_rate" "60"
"fov" "140"
"remove_on_death" "0"
"melee_range" "400"
"painThreshold" "500"
"aggressiveRange" "1024"
"missile_visibility_joint" ""
"burnaway" "4"
"nodeHealth" "100"
"attackRange" "0 512"
// ---------------------------- Actions -----------------------------------------
"attackSightDelay" ".75"
//"action_talk_noturn" "0"
"actionTimer_rangedAttack_rate" "2"
"actionTimer_meleeAttack_rate" "2"
"actionTimer_specialAttack_rate" "3"
"actionTimer_evade_rate" "2"
"actionTimer_pain_rate" ".5"
"action_jumpBack_maxRange" "80"
"action_jumpBack_anim" "jump_back"
"action_meleeAttack_minRange" "0"
"action_meleeAttack_maxRange" "400"
"action_meleeAttack_anim" "melee_attack"
"action_pluginAttackBig_minRange" "200"
"action_pluginAttackBig_maxRange" "2048"
"action_pluginAttackBig_anim" "plugin_range_attack"
"action_pluginAttackBg_failRate" ".25"
//"action_pluginAttackShockwave_minRange" "0"
//"action_pluginAttackShockwave_maxRange" "200"
//"action_pluginAttackShockwave_anim" "plugin_shockwave_attack"
//"action_pluginAttackShockwave_failRate" ".25"
"action_rangedAttack_minRange" "400"
"action_rangedAttack_maxRange" "800"
"action_rangedAttack_anim" "range_attack"
"action_rangedAttack_failRate" ".25"
"action_leapAttack_rate" "3"
"action_leapAttack_noPain" "1" // Dont allow pain animations during a leap attack
"action_leapAttack_noTurn" "1"
"action_leapAttack_anim" "leap_attack"
"action_evadeLeft_anim" "evade_left"
"action_evadeRight_anim" "evade_right"
"action_leanLeftAttack_anim" "lean_attack_left"
"action_leanRightAttack_anim" "lean_attack_right"
"tactical_ranged" "1"
"tactical_rush" "0"
"tactical_cover" "0"
"tactical_hide" "0"
//"def_projectile" "projectile_blastewave"
"def_attack_melee" "melee_valkaryne"
"def_attack_jointDir" "hitscan_valkaryne_railgun"
"attack_jointDir_hitscan" "1"
"attack_jointDir_locktojoint" "1"
"attack_jointDir_accuracy" "0"
"def_attack_rocket" "projectile_valkaryne_rocket"
"attack_rocket_accuracy" "2"
"def_attack_railgun" "hitscan_valkaryne_railgun"
"attack_railgun_hitscan" "1"
"attack_railgun_accuracy" "1"
"attack_railgun_missFirstShot" "0"
"attack_railgun_predict" "1"
"def_attack_grenade" "projectile_q4x_valkaryne_grenade"
"attack_grenade_accuracy" "3"
"def_attack_deathray" "hitscan_valkaryne_deathray"
"attack_deathray_hitscan" "1"
"attack_deathray_spread" "10"
"attack_deathray_count" "10"
"attack_deathray_accuracy" "1"
"attack_deathray_missFirstShot" "0"
"attack_deathray_predict" "1"
"def_attack_deathrayvis" "hitscan_valkaryne_deathrayvis"
"attack_deathrayvis_hitscan" "1"
"attack_deathrayvis_accuracy" "1"
"attack_deathrayvis_missFirstShot" "0"
"attack_deathrayvis_predict" "1"
"def_attack_deathrayburn" "projectile_deathrayBurn"
"def_valkarye_shockwave_damage" "damage_makron_stomp_damage"
// ---------------------------- Look Joints ---------------------------------------
"look_joint spine" "0.1 0.2 0.4"
// "look_joint shoulders" "0.2 0.2 0"
"look_joint r_ranged_arm" "0.4 0.4 0.4"
"look_joint r_ranged_elbo" "0.4 0.4 0.4"
"look_joint l_ranged_arm" "0.4 0.4 0.4"
"look_joint l_ranged_elbo" "0.4 0.4 0.4"
"look_joint neck" "0.2 0.2 0.2"
"look_joint head" "0.2 0.2 0.2"
// ---------------------------- Damage Zones --------------------------------------------
//"damage_zone hit_1" "hit_1 r_top_underplate r_top_overplate"
//"damage_zone hit_2" "hit_2 l_top_underplate l_top_overplate"
//"damage_zone hit_3" "hit_3"
//"damage_zone hit_4" "hit_4 r_bottom_overplate r_bottom_underplate"
//"damage_zone hit_5" "hit_5 l_bottom_overplate l_bottom_underplate"
//"damage_zone hit_6" "hit_6 head_plate"
// ---------------------------- FX --------------------------------------------
"fx_pain" "effects/monsters/pain.fx"
"fx_pain10" "effects/monsters/pain25.fx"
"fx_pain_hollowmetal" "effects/monsters/pain_metal.fx"
"fx_pain10_hollowmetal" "effects/monsters/pain25_metal.fx"
"fx_railgun_flash" "effects/monsters/valkaryne/railgun_mflash.fx"
"fx_railgun_charge" "effects/monsters/valkaryne/railgun_charge.fx"
"fx_railglow" "effects/monsters/valkaryne/railgun_mflash.fx"
"fx_deathray_flash" "effects/monsters/valkaryne/deathray_mflash.fx"
"fx_deathray_charge" "effects/monsters/valkaryne/deathray_charge.fx"
"fx_deathraylow" "effects/monsters/valkaryne/deathray_mflash.fx"
"fx_testlight" "effects/test/testlight.fx"
"fx_grenade_flash" "effects/monsters/gunner/grenade_mflash.fx"
"fx_stomp_wave" "effects/monsters/makron/ground_impact.fx"
"mtr_light" "lights/rav_slowfalloff"
"light_color" "1 1 .9"
"light_radius" "1800"
"light_angle" "15.0"
"light_target" "2000 0 0"
"light_up" "0 900 0"
"light_right" "0 0 -1300"
"light_pointLight" "1"
"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"
// ---------------------------- Sounds -------------------------------------------
"snd_burn" "effects_burn_away"
"snd_bounce" "generic_creature_fall_beefy"
"snd_step" "valkaryne_footsteps"
"snd_idle" "valkaryne_idle"
"snd_walk" "valkaryne_walk"
"snd_walk_backwards" "valkaryne_walk_backwards"
"snd_walk_side" "valkaryne_walk_side"
"snd_turn" "valkaryne_turn"
"snd_run" "valkaryne_run"
"snd_runtoplugin" "valkaryne_runtoplugin"
"snd_evade" "valkaryne_evade"
"snd_crouch" "valkaryne_crouch"
"snd_jumpback" "valkaryne_jumpback"
"snd_plugin_range_attack_one" "valkaryne_plugin_range"
"snd_plugin_range_attack_big" "valkaryne_plugin_range_big"
"snd_plugin" "valkaryne_idle"
"snd_plugintoidle" "valkaryne_plugintoidle"
"snd_range_one" "valkaryne_range_one"
"snd_range_two" "valkaryne_range_two"
"snd_leanattack_L" "valkaryne_leanattack_L"
"snd_leanattack_R" "valkaryne_leanattack_R"
"snd_projectilespread" "valkaryne_projectilespread"
"snd_shockwave" "valkaryne_shockwave"
"snd_range_fire_one" "valkaryne_range_fire_one"
"snd_range_fire_two" "valkaryne_range_fire_two"
"snd_melee_one" "valkaryne_melee_one"
"snd_melee_two" "valkaryne_melee_two"
"snd_leapattack" "valkaryne_leapattack"
"snd_pain" "valkaryne_pain"
"snd_death" "valkaryne_death"
}