mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-17 19:23:50 +02:00
570 lines
14 KiB
Modula-2
570 lines
14 KiB
Modula-2
//------------------------------------------------------------------------------
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// New Walker
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//
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//
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Vehicle Definition
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//------------------------------------------------------------------------------
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entityDef monster_q4x_walker
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{
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"editor_color" "1 .5 0"
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"editor_mins" "-8 -8 -8"
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"editor_maxs" "8 8 8"
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"inherit" "actor_default"
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"spawnclass" "riMonsterWalker"
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"model" "model_monster_q4x_walker"
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//"size" "110 110 140"
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//"use_aas" "aas96"
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"size" "32 32 32"
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"use_aas" "aas32"
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"health" "1000"
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"mass" "30000"
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"awareRange" "30000"
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"snd_footstep" "vehicle_walker_steps"
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"snd_servo" "vehicle_walker_servo"
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"snd_start" "vehicle_walker_power_up"
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"snd_stop" "vehicle_walker_power_down"
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"snd_voiceHazard" "vehicle_walker_hazard1"
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"snd_voiceSafe" "vehicle_walker_hazard2"
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"snd_voiceLowHealth" "vehicle_walker_armor"
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"snd_voiceNoExit" "vehicle_walker_denied"
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"snd_shieldWarning" "vehicle_walker_shield_warning"
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"snd_shieldRecharge" "vehicle_walker_shield_recharge"
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"snd_malfunction" "vehicle_walker_malfunction"
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"snd_incomingProjectile" "ambient_incoming_klaxon"
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"fx_death" "effects/vehicles/walker/explosion.fx"
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"fx_shield" "effects/vehicles/walker/shield.fx"
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"fx_electrical_stall" "effects/monsters/lightning_death.fx"
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"fx_machinegun_flash" "effects/monsters/tank/machinegun_flash.fx"
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"joint_eyeOffset" "eye"
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"joint_chestOffset" "Cockpit"
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"action_evadeRight" "1"
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"action_evadeLeft" "1"
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"action_rangedAttack" "1"
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"action_rangedAttack_rate" "1"
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"action_rangedAttack_minRange" "64"
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"action_rangedAttack_maxRange" "30000"
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"action_meleeAttack" "1"
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"action_meleeAttack_maxRange" "100"
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"tactical_rush" "1"
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"tactical_hide" "0"
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"tactical_ranged" "1"
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"tactical_cover" "0"
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"tactical_passive" "0"
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"forceEnemy" "0"
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"af_push_moveables" "1"
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"turn_rate" "135"
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"def_attack_cannon" "hitscan_q4x_walker_bullet"
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"attack_cannon_hitscan" "1"
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"def_attack_rocket" "projectile_q4x_walker_rocket"
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"def_attack_melee" "melee_q4x_walkerCrush"
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"bleed" "0"
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"melee_range" "50"
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"canBePinned" "0"
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"team" "0"
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"attackRange" "0 30000"
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"aggressiveRange" "30000"
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"kick_force" "1000"
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"directionalMovement" "1"
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"fov" "120"
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"look_joint Cockpit" "0.4 0.4 0"
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}
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model model_monster_q4x_walker
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{
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mesh models/vehicles/walker/walker_base.md5mesh
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offset ( -20 0 0 )
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channel legs ( *origin -*Cannon_Pivot )
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channel torso ( *Cannon_Pivot )
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anim idle models/vehicles/walker/idleoff.md5anim
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anim pain models/vehicles/walker/idleoff.md5anim
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anim idle_offline models/vehicles/walker/offline_idle.md5anim
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anim forward_start models/vehicles/walker/forward_start.md5anim
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{
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rate 1.5
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}
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anim walk models/vehicles/walker/forward.md5anim
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{
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sync_cycle
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rate 1.5
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frame 5,25 sound snd_footstep
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frame 7,29 sound snd_servo
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}
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anim melee_attack1 models/vehicles/walker/forward.md5anim
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{
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//sync_cycle
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rate 1.5
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frame 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16 ai_attack_melee melee
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frame 17,18,19,20,21,22,23,24,25,26,27,28,29 ai_attack_melee melee
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frame 5,25 sound snd_footstep
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frame 7,29 sound snd_servo
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}
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anim run models/vehicles/walker/forward.md5anim
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{
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sync_cycle
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rate 1.5
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frame 5,25 sound snd_footstep
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frame 7,29 sound snd_servo
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}
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anim ad_intro_walker models/vehicles/walker/ad_intro_walker.md5anim
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{
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rate 1.2
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frame 21,41,62 sound snd_footstep
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frame 7,29 sound snd_servo
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}
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anim forward_stop_left models/vehicles/walker/forward_stop_left.md5anim
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{
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rate 1.5
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frame 18 sound snd_footstep
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}
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anim forward_stop_right models/vehicles/walker/forward_stop_right.md5anim
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{
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rate 1.5
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frame 18 sound snd_footstep
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}
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anim forward_stop_rightmid models/vehicles/walker/forward_stop_rightmid.md5anim
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{
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rate 1.5
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frame 5,24 sound snd_footstep
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frame 7 sound snd_servo
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}
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anim forward_stop_leftmid models/vehicles/walker/forward_stop_leftmid.md5anim
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{
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rate 1.5
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frame 5,24 sound snd_footstep
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frame 7 sound snd_servo
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}
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anim backward_start models/vehicles/walker/backward_start.md5anim
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{
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rate 1.5
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}
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anim walk_backwards models/vehicles/walker/backward.md5anim
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{
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rate 1.5
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frame 5,25 sound snd_footstep
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frame 7,29 sound snd_servo
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}
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anim run_backwards models/vehicles/walker/backward.md5anim
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{
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rate 1.5
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frame 5,25 sound snd_footstep
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frame 7,29 sound snd_servo
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}
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anim backward_stop_left models/vehicles/walker/backward_stop_left.md5anim
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{
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rate 1.5
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frame 18 sound snd_footstep
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}
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anim backward_stop_right models/vehicles/walker/backward_stop_right.md5anim
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{
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rate 1.5
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frame 18 sound snd_footstep
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}
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anim backward_stop_rightmid models/vehicles/walker/backward_stop_rightmid.md5anim
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{
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rate 1.5
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frame 5,23 sound snd_footstep
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frame 7 sound snd_servo
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}
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anim backward_stop_leftmid models/vehicles/walker/backward_stop_leftmid.md5anim
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{
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rate 1.5
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frame 5,24 sound snd_footstep
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frame 7 sound snd_servo
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}
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anim start models/vehicles/walker/start.md5anim
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{
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frame 1 sound snd_start
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}
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anim stop models/vehicles/walker/stop.md5anim
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{
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frame 1 sound snd_stop
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}
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/*
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anim range_attack1 models/vehicles/walker/cannon.md5anim
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{
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frame 1 ai_attack cannon Cannon1
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frame 2 ai_attack cannon Cannon2
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}
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anim range_attack2 models/vehicles/walker/cannon.md5anim
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{
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frame 1 ai_attack rocket rocket1
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frame 2 ai_attack rocket rocket2
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frame 2 ai_attack rocket rocket3
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}
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anim range_attack3 models/vehicles/walker/cannon.md5anim
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{
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frame 1 ai_attack rocket rocket4
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frame 2 ai_attack rocket rocket5
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frame 2 ai_attack rocket rocket6
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}
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*/
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anim range_attack1 models/vehicles/walker/stand_and_fire.md5anim
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{
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frame 12,92 sound snd_servo
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frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 ai_attack cannon cannon2
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frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 ai_attack cannon cannon1
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frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 fx fx_machinegun_flash cannon2
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frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 fx fx_machinegun_flash cannon1
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frame 52 ai_attack rocket rocket1
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frame 57 ai_attack rocket rocket2
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frame 64 ai_attack rocket rocket3
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frame 18 sound snd_footstep
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frame 26 sound snd_start
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frame 46 sound snd_stop
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frame 105 sound snd_footstep
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}
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anim range_attack2 models/vehicles/walker/stand_and_fire.md5anim
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{
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frame 12,92 sound snd_servo
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frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 ai_attack cannon cannon2
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frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 ai_attack cannon cannon1
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frame 18,20,22,24,26,28,30,32,36,38,40,42,44,46,48 fx fx_machinegun_flash cannon2
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frame 19,21,23,25,27,29,31,33,37,39,41,43,45,47,49 fx fx_machinegun_flash cannon1
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frame 54 ai_attack rocket rocket4
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frame 58 ai_attack rocket rocket5
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frame 65 ai_attack rocket rocket6
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frame 18 sound snd_footstep
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frame 26 sound snd_start
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frame 46 sound snd_stop
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frame 105 sound snd_footstep
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}
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anim turn_left models/vehicles/walker/turn_left.md5anim
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{
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sync_cycle
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frame 14,28 sound snd_footstep
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frame 3 sound snd_servo
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}
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anim turn_right models/vehicles/walker/turn_right.md5anim
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{
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sync_cycle
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frame 14,28 sound snd_footstep
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frame 3 sound snd_servo
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}
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anim death models/vehicles/walker/knocked_down.md5anim
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{
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frame 1 sound snd_malfunction
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frame 9 sound snd_footstep
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frame 17 sound snd_footstep
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frame 10 fx fx_death cockpit
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}
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anim backing_into_dock models/vehicles/walker/backing_into_dock.md5anim
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{
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frame 1 disableClip
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frame 1,21,42,74,90 sound snd_servo
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frame 14,38,63,82,100 sound snd_footstep
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frame 115 sound snd_stop
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frame 149 enableClip
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}
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anim vista_overlook models/vehicles/walker/vista_overlook.md5anim
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{
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frame 43 call map_airdefense::vistaWalkerActions1
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frame 166 call map_airdefense::vistaWalkerActions2
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frame 321 call map_airdefense::vistaWalkerActions1
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frame 400 call map_airdefense::vistaWalkerActions3
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//walker is knocked over.
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//frame 477 call map_airdefense::vistaWalkerActions5
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//walker explodes all kafoom like
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frame 540 call map_airdefense::vistaWalkerActions4
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}
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anim evade_left models/vehicles/walker/strafe_left.md5anim
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anim evade_right models/vehicles/walker/strafe_right.md5anim
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anim walk_left models/vehicles/walker/strafe_left.md5anim
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{
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frame 5,24 sound snd_footstep
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frame 7,24 sound snd_servo
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}
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anim walk_right models/vehicles/walker/strafe_right.md5anim
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{
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frame 5,24 sound snd_footstep
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frame 7,24 sound snd_servo
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}
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anim run_left models/vehicles/walker/strafe_left.md5anim
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{
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frame 5,24 sound snd_footstep
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frame 7,24 sound snd_servo
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}
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anim run_right models/vehicles/walker/strafe_right.md5anim
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{
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frame 5,24 sound snd_footstep
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frame 7,24 sound snd_servo
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}
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anim diagnostic_start models/vehicles/walker/diagnostic_start.md5anim
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{
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frame 1 sound snd_start
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}
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anim diagnostic_sweep models/vehicles/walker/diagnostic_sweep.md5anim
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{
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frame 12,92 sound snd_servo
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frame 18 sound snd_footstep
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frame 26 sound snd_start
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frame 46 sound snd_stop
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frame 105 sound snd_footstep
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}
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anim diagnostic_stop models/vehicles/walker/diagnostic_stop.md5anim
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{
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frame 1 sound snd_stop
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}
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anim trench_dead_idle models/vehicles/walker/trench_dead_idle.md5anim
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{
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}
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anim trench_push_leg models/vehicles/walker/trench_push_leg.md5anim
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{
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}
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anim trench_push_leg_idle models/vehicles/walker/trench_push_leg_idle.md5anim
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{
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}
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}
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//------------------------------------------------------------------------------
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// Parts
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//------------------------------------------------------------------------------
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//------------------------------------------------------------------------------
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// Projectiles
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//------------------------------------------------------------------------------
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entityDef hitscan_q4x_walker_bullet
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{
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"inherit" "hitscan_gev_bullet"
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"fx_impact" "effects/vehicles/walker/machinegun/impact_default.fx"
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"fx_impact_water" "effects/ambient/splash_smll.fx"
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"fx_impact_concrete" "effects/vehicles/walker/machinegun/impact_concrete.fx"
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"fx_impact_electronics" "effects/vehicles/walker/machinegun/impact_electronics.fx"
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"fx_impact_flesh" "effects/vehicles/walker/machinegun/impact_flesh.fx"
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"fx_impact_glass" "effects/vehicles/walker/machinegun/impact_glass.fx"
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"fx_impact_monstermetal" "effects/vehicles/walker/machinegun/impact_monstermetal.fx"
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"fx_impact_rock" "effects/vehicles/walker/machinegun/impact_rock.fx"
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"fx_tracer" "effects/vehicles/walker/machinegun/tracer.fx"
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}
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entityDef projectile_q4x_walker_rocket
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{
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//"spawnclass" "idGuidedProjectile"
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"inherit" "projectile_rocket"
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"spawnclass" "rvDriftingProjectile"
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"mins" "-2 -2 -2"
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"maxs" "2 2 2"
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"cone" "1"
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"noshadows" "1"
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"model" "models/weapons/nailgun/nail.ase"
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"def_damage" "damage_q4x_walker_rocket"
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"def_splash_damage" "damage_q4x_walker_rocket_splash"
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"decal_scale" "8"
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"min_dist" "160"
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"turn_max" "3600"
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"speed" "1000"
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"mass" "6"
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"gravity" "0"
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"fuse" "8"
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"detonate_on_fuse" "1"
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"detonate_on_death" "0"
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"detonate_on_world" "1"
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"detonate_on_actor" "1"
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"impact_gib" "1"
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"decal_bounce" ""
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"decal_size" "8"
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"fx_fly" "effects/vehicles/walker/rocket/fly.fx"
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"fx_detonate" "effects/vehicles/walker/rocket/detonate.fx"
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"fx_impact" "effects/vehicles/walker/rocket/impact.fx"
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"fx_impact_rock" "effects/vehicles/walker/rocket/impact_rock.fx"
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"fx_impact_dirt" "effects/vehicles/walker/rocket/impact_rock.fx"
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"fx_impact_sand" "effects/vehicles/walker/rocket/impact_rock.fx"
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"fx_impact_gravel" "effects/vehicles/walker/rocket/impact_rock.fx"
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"fx_impact_concrete" "effects/vehicles/walker/rocket/impact_rock.fx"
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"light_shader" ""
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"light_color" "0 0 0"
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"light_radius" "0"
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"light_offset" "0 0 0"
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"detonate_light_shader" ""
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"detonate_light_color" "0 0 0"
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"detonate_light_radius" "0"
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"detonate_light_removetime" "0"
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}
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entityDef projectile_q4x_walker_main
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{
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"inherit" "projectile_gev_main"
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"fx_fly" "effects/vehicles/walker/maingun/fly.fx"
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"fx_impact" "effects/vehicles/walker/maingun/impact.fx"
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"fx_impact_rock" "effects/vehicles/walker/maingun/impact_rock.fx"
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"fx_impact_dirt" "effects/vehicles/walker/maingun/impact_rock.fx"
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"fx_impact_sand" "effects/vehicles/walker/maingun/impact_rock.fx"
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"fx_impact_gravel" "effects/vehicles/walker/maingun/impact_rock.fx"
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"fx_impact_concrete" "effects/vehicles/walker/maingun/impact_rock.fx"
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"fx_detonate" "effects/vehicles/walker/maingun/detonate.fx"
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}
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//------------------------------------------------------------------------------
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// Damage Defs
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//------------------------------------------------------------------------------
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entityDef damage_q4x_walker_rocket
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{
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"inherit" "damage_bullet"
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"damage" "200"
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"push" "60000"
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"gib" "1"
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}
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entityDef damage_q4x_walker_rocket_splash
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{
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"inherit" "damage_walker_rocket"
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"damage" "150"
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"radius" "180"
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}
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entityDef melee_q4x_walkerCrush
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{
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"inherit" "melee_monster_base"
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"damage" "10000"
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"knockback" "350"
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"push" "350"
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"pushdir" "0 10 -10"
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"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
|
|
{
|
|
}
|
|
|
|
} |