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Quake_4_Alpha/q4xbase/def/ai/monster_q4x_walker.def
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2026-08-06 14:45:27 -07:00

570 lines
14 KiB
Modula-2

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