mirror of
https://github.com/jmarshall23/Quake_4_Alpha.git
synced 2026-08-16 16:21:10 +02:00
1554 lines
58 KiB
Modula-2
1554 lines
58 KiB
Modula-2
/*
|
|
===============================================================================
|
|
|
|
Player
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
export player
|
|
{
|
|
options -scale .4 -prefix PLAYER_ -align ALL -keep l_forarm_mp r_forarm_mp l_index_02 l_index_03 l_ring_01 l_ring_02 l_ring_03 r_index_02 r_index_03 r_ring_01 r_ring_02 r_ring_03 l_elbo_tweak r_elbo_tweak body neckcontrol SPINNER legs_channel head_channel PST_ATTACHER SG_ATTACHER MG_ATTACHER NG_ATTACHER HB_ATTACHER RKT_ATTACHER GN_ATTACHER LG_ATTACHER RG_ATTACHER DMG_ATTACHER GNT_ATTACHER -parent PST_ATTACHER r_wrist -parent SG_ATTACHER r_wrist -parent MG_ATTACHER r_wrist -parent NG_ATTACHER r_wrist -parent HB_ATTACHER r_wrist -parent RKT_ATTACHER r_wrist -parent GN_ATTACHER r_wrist -parent LG_ATTACHER r_wrist -parent RG_ATTACHER r_wrist -parent DMG_ATTACHER r_wrist -parent GNT_ATTACHER r_wrist -parent hips body -parent waist SPINNER -parent SPINNER body -sourcedir work/models/characters/marine/multiplayer -destdir models/characters/player
|
|
|
|
addoptions -skipmesh dummy_head
|
|
addoptions -skipmesh dummyHair1
|
|
addoptions -skipmesh dummyHair2
|
|
addoptions -skipmesh dummyHair3
|
|
addoptions -skipmesh dummyEyeR
|
|
addoptions -skipmesh dummyEyeL
|
|
addoptions -skipmesh PST_pistol_mesh
|
|
addoptions -skipmesh SG_stock_mesh
|
|
addoptions -skipmesh SG_clip_mesh f
|
|
addoptions -skipmesh SG_pump_mesh
|
|
addoptions -skipmesh MG_stock_mesh
|
|
addoptions -skipmesh MG_clip_mesh
|
|
addoptions -skipmesh MG_flare_mesh
|
|
addoptions -skipmesh NG_stock_mesh
|
|
addoptions -skipmesh NG_handle_mesh
|
|
addoptions -skipmesh NG_handlebase_mesh
|
|
addoptions -skipmesh NG_drum_mesh
|
|
addoptions -skipmesh NG_clip_mesh
|
|
addoptions -skipmesh NG_clip_left_mesh
|
|
addoptions -skipmesh NG_clip_right_mesh
|
|
addoptions -skipmesh NG_scope_mesh
|
|
addoptions -skipmesh NG_a1_mesh
|
|
addoptions -skipmesh NG_a2_mesh
|
|
addoptions -skipmesh NG_b1_mesh
|
|
addoptions -skipmesh NG_b2_mesh
|
|
addoptions -skipmesh NG_c1_mesh
|
|
addoptions -skipmesh NG_c2_mesh
|
|
addoptions -skipmesh NG_d1_mesh
|
|
addoptions -skipmesh NG_d2_mesh
|
|
addoptions -skipmesh NG_e1_mesh
|
|
addoptions -skipmesh NG_e2_mesh
|
|
addoptions -skipmesh NG_f1_mesh
|
|
addoptions -skipmesh NG_f2_mesh
|
|
addoptions -skipmesh HB_battery_mesh
|
|
addoptions -skipmesh HB_barrel_mesh
|
|
addoptions -skipmesh HB_stock_mesh
|
|
addoptions -skipmesh HB_pump_mesh
|
|
addoptions -skipmesh RKT_stock_mesh
|
|
addoptions -skipmesh RKT_trigger_lft_mesh
|
|
addoptions -skipmesh RKT_trigger_rt_mesh
|
|
addoptions -skipmesh RKT_laser_sight_front_mesh
|
|
addoptions -skipmesh RKT_laser_sight_back_mesh
|
|
addoptions -skipmesh RKT_rack_mesh
|
|
addoptions -skipmesh RKT_clasp_front_lft_mesh
|
|
addoptions -skipmesh RKT_clasp_back_lft_mesh
|
|
addoptions -skipmesh RKT_clasp_front_rt_mesh
|
|
addoptions -skipmesh RKT_clasp_back_rt_mesh
|
|
addoptions -skipmesh RKT_rocket_mesh
|
|
addoptions -skipmesh RKT_fin_top_mesh
|
|
addoptions -skipmesh RKT_fin_left_mesh
|
|
addoptions -skipmesh RKT_fin_right_mesh
|
|
addoptions -skipmesh GN_stock_mesh
|
|
addoptions -skipmesh GN_ammo_mesh
|
|
addoptions -skipmesh LG_stock_mesh
|
|
addoptions -skipmesh LG_center_rod_mesh
|
|
addoptions -skipmesh LG_spire_1_mesh
|
|
addoptions -skipmesh LG_spire_2_mesh
|
|
addoptions -skipmesh LG_spire_3_mesh
|
|
addoptions -skipmesh LG_spire_4_mesh
|
|
addoptions -skipmesh LG_flap_top_1
|
|
addoptions -skipmesh LG_flap_top_2
|
|
addoptions -skipmesh LG_flap_left_1
|
|
addoptions -skipmesh LG_flap_left_2
|
|
addoptions -skipmesh LG_flap_right_1
|
|
addoptions -skipmesh LG_flap_right_2
|
|
addoptions -skipmesh RG_stock_mesh
|
|
addoptions -skipmesh DMG_body_mesh
|
|
addoptions -skipmesh DMG_l_magnet_mesh
|
|
addoptions -skipmesh DMG_r_magnet_mesh
|
|
addoptions -skipmesh DMG_outer_ring_mesh
|
|
addoptions -skipmesh DMG_middle_ring_mesh
|
|
addoptions -skipmesh DMG_inner_ring_mesh
|
|
addoptions -skipmesh GNT_gauntlet_body_mesh
|
|
addoptions -skipmesh GNT_blade_1_mesh
|
|
addoptions -skipmesh GNT_blade_2_mesh
|
|
addoptions -skipmesh GNT_blade_3_mesh
|
|
addoptions -skipmesh GNT_blade_4_mesh
|
|
addoptions -skipmesh GNT_blade_5_mesh
|
|
addoptions -skipmesh GNT_blade_6_mesh
|
|
addoptions -skipmesh GNT_blade_7_mesh
|
|
addoptions -skipmesh GNT_blade_8_mesh
|
|
addoptions -skipmesh GNT_blade_hub_top_mesh
|
|
addoptions -skipmesh GNT_blade_hub_bottom_mesh
|
|
addoptions -skipmesh GNT_fins_mesh1
|
|
addoptions -skipmesh r_fatigue_arm
|
|
addoptions -skipmesh l_fatigue_arm
|
|
|
|
// addoptions -skipmesh MAR_body_mesh
|
|
addoptions -skipmesh KANE_strogg_mesh
|
|
addoptions -skipmesh CORPSE_mesh
|
|
addoptions -skipmesh TT_tactical_transfer_mesh
|
|
addoptions -skipmesh HURTBODY_marine_body_mesh
|
|
addoptions -skipmesh OFFICER_body_mesh
|
|
addoptions -skipmesh OFFICER_sidearm_mesh
|
|
addoptions -skipmesh FATIGUE_marine_l_arm_mesh
|
|
addoptions -skipmesh FATIGUE_marine_body_mesh
|
|
addoptions -skipmesh FATIGUE_marine_r_arm_mesh
|
|
addoptions -skipmesh FT_gut_1_mesh
|
|
addoptions -skipmesh FT_gut_2_mesh
|
|
addoptions -skipmesh FT_gut_3_mesh
|
|
addoptions -skipmesh FT_up_teeth_mesh
|
|
addoptions -skipmesh FT_lo_teeth_mesh
|
|
addoptions -skipmesh FT_torso_mesh
|
|
addoptions -skipmesh FT_legs_mesh
|
|
addoptions -skipmesh ST_gut1_mesh
|
|
addoptions -skipmesh ST_gut2_mesh
|
|
addoptions -skipmesh ST_gut3_mesh
|
|
addoptions -skipmesh ST_legs_mesh
|
|
addoptions -skipmesh ST_torso_mesh
|
|
addoptions -skipmesh r_eye_mesh1
|
|
addoptions -skipmesh l_eye_mesh1
|
|
addoptions -skipmesh HURTBODY_marine_r_eye_mesh
|
|
addoptions -skipmesh HURTBODY_marine_l_eye_mesh
|
|
addoptions -skipmesh FT_l_eye_mesh
|
|
addoptions -skipmesh FT_r_eye_mesh
|
|
addoptions -skipmesh ST_left_eye_mesh
|
|
addoptions -skipmesh ST_right_eye_mesh
|
|
|
|
|
|
mesh idle.ma -dest player
|
|
anim run.ma -dest run
|
|
anim run_backwards.ma -dest run_backwards
|
|
anim idle.ma -dest idle
|
|
anim idle_loadscreen.ma -dest idle_loadscreen
|
|
anim crouch_walk_forward.ma -dest crouch_walk_forward
|
|
anim crouch_walk_forward.ma -dest crouch_walk_backward
|
|
|
|
anim mp_walk4.ma -dest walk
|
|
anim mp_walk_backwards.ma -dest walk_backwards
|
|
anim mp_walk_right.ma -dest walk_right
|
|
anim mp_walk_left.ma -dest walk_left
|
|
anim mp_crouch_walk_forward.ma -dest mp_crouch_walk
|
|
anim mp_crouch_walk_backward.ma -dest mp_crouch_walk_backward
|
|
|
|
// anim crouch.ma -range 30 142 -dest crouch
|
|
// anim crouch.ma -range 20 30 -dest crouch_down
|
|
// anim crouch.ma -range 142 150 -dest crouch_up
|
|
|
|
anim crouch_lower.ma -range 30 142 -dest crouch
|
|
anim crouch_lower.ma -range 20 30 -dest crouch_down
|
|
anim crouch_lower.ma -range 142 150 -dest crouch_up
|
|
|
|
anim strafe_left.ma -dest strafe_left
|
|
anim strafe_right.ma -dest strafe_right
|
|
anim strafe_jump_right.ma -dest strafe_jump_right
|
|
anim strafe_jump_left.ma -dest strafe_jump_left
|
|
|
|
anim pistol_idle.ma -dest pistol_idle
|
|
anim pistol_idle_up.ma -dest pistol_idle_up
|
|
anim pistol_idle_down.ma -dest pistol_idle_down
|
|
anim pistol_aim.ma -dest pistol_aim
|
|
anim pistol_aim_up.ma -dest pistol_aim_up
|
|
anim pistol_aim_down.ma -dest pistol_aim_down
|
|
anim pistol_fire.ma -dest pistol_fire
|
|
anim pistol_fire_up.ma -dest pistol_fire_up
|
|
anim pistol_fire_down.ma -dest pistol_fire_down
|
|
anim pistol_lower.ma -dest pistol_lower
|
|
anim pistol_raise.ma -dest pistol_raise
|
|
|
|
anim machinegun_idle.ma -dest machinegun_idle
|
|
anim machinegun_idle_up.ma -dest machinegun_idle_up
|
|
anim machinegun_idle_down.ma -dest machinegun_idle_down
|
|
anim machinegun_aim.ma -dest machinegun_aim
|
|
anim machinegun_aim_up.ma -dest machinegun_aim_up
|
|
anim machinegun_aim_down.ma -dest machinegun_aim_down
|
|
anim machinegun_fire.ma -dest machinegun_fire
|
|
anim machinegun_fire_up.ma -dest machinegun_fire_up
|
|
anim machinegun_fire_down.ma -dest machinegun_fire_down
|
|
anim machinegun_raise.ma -dest machinegun_raise
|
|
anim machinegun_lower.ma -dest machinegun_lower
|
|
|
|
anim hyperblaster_idle.ma -dest hyperblaster_idle
|
|
anim hyperblaster_idle_up.ma -dest hyperblaster_idle_up
|
|
anim hyperblaster_idle_down.ma -dest hyperblaster_idle_down
|
|
anim hyperblaster_aim.ma -dest hyperblaster_aim
|
|
anim hyperblaster_aim_up.ma -dest hyperblaster_aim_up
|
|
anim hyperblaster_aim_down.ma -dest hyperblaster_aim_down
|
|
anim hyperblaster_fire.ma -dest hyperblaster_fire
|
|
anim hyperblaster_fire_up.ma -dest hyperblaster_fire_up
|
|
anim hyperblaster_fire_down.ma -dest hyperblaster_fire_down
|
|
anim hyperblaster_reload.ma -dest hyperblaster_reload
|
|
|
|
anim nailgun_idle.ma -dest nailgun_idle
|
|
anim nailgun_idle_up.ma -dest nailgun_idle_up
|
|
anim nailgun_idle_down.ma -dest nailgun_idle_down
|
|
anim nailgun_aim.ma -dest nailgun_aim
|
|
anim nailgun_aim_up.ma -dest nailgun_aim_up
|
|
anim nailgun_aim_down.ma -dest nailgun_aim_down
|
|
anim nailgun_fire.ma -dest nailgun_fire
|
|
anim nailgun_fire_up.ma -dest nailgun_fire_up
|
|
anim nailgun_fire_down.ma -dest nailgun_fire_down
|
|
anim nailgun_reload.ma -dest nailgun_reload
|
|
anim nailgun_raise.ma -dest nailgun_raise
|
|
anim nailgun_lower.ma -dest nailgun_lower
|
|
|
|
anim grenadelauncher_idle.ma -dest grenadelauncher_idle
|
|
anim grenadelauncher_idle_up.ma -dest grenadelauncher_idle_up
|
|
anim grenadelauncher_idle_down.ma -dest grenadelauncher_idle_down
|
|
anim grenadelauncher_aim.ma -dest grenadelauncher_aim
|
|
anim grenadelauncher_aim_up.ma -dest grenadelauncher_aim_up
|
|
anim grenadelauncher_aim_down.ma -dest grenadelauncher_aim_down
|
|
anim grenadelauncher_fire.ma -dest grenadelauncher_fire
|
|
anim grenadelauncher_fire_up.ma -dest grenadelauncher_fire_up
|
|
anim grenadelauncher_fire_down.ma -dest grenadelauncher_fire_down
|
|
anim grenadelauncher_reload.ma -dest grenadelauncher_reload
|
|
anim grenadelauncher_raise.ma -dest grenadelauncher_raise
|
|
anim grenadelauncher_lower.ma -dest grenadelauncher_lower
|
|
|
|
anim rocketlauncher_idle.ma -dest rocketlauncher_idle
|
|
anim rocketlauncher_idle_up.ma -dest rocketlauncher_idle_up
|
|
anim rocketlauncher_idle_down.ma -dest rocketlauncher_idle_down
|
|
anim rocketlauncher_aim.ma -dest rocketlauncher_aim
|
|
anim rocketlauncher_aim_up.ma -dest rocketlauncher_aim_up
|
|
anim rocketlauncher_aim_down.ma -dest rocketlauncher_aim_down
|
|
anim rocketlauncher_fire.ma -dest rocketlauncher_fire
|
|
anim rocketlauncher_fire_up.ma -dest rocketlauncher_fire_up
|
|
anim rocketlauncher_fire_down.ma -dest rocketlauncher_fire_down
|
|
anim rocketlauncher_reload.ma -dest rocketlauncher_reload
|
|
anim rocketlauncher_lower.ma -dest rocketlauncher_lower
|
|
anim rocketlauncher_raise.ma -dest rocketlauncher_raise
|
|
|
|
anim lightninggun_idle.ma -dest lightninggun_idle
|
|
anim lightninggun_idle_up.ma -dest lightninggun_idle_up
|
|
anim lightninggun_idle_down.ma -dest lightninggun_idle_down
|
|
anim lightninggun_aim.ma -dest lightninggun_aim
|
|
anim lightninggun_aim_up.ma -dest lightninggun_aim_up
|
|
anim lightninggun_aim_down.ma -dest lightninggun_aim_down
|
|
anim lightninggun_fire.ma -dest lightninggun_fire
|
|
anim lightninggun_fire_up.ma -dest lightninggun_fire_up
|
|
anim lightninggun_fire_down.ma -dest lightninggun_fire_down
|
|
anim lightninggun_lower.ma -dest lightninggun_lower
|
|
anim lightninggun_raise.ma -dest lightninggun_raise
|
|
|
|
anim shotgun_aim.ma -dest shotgun_aim
|
|
anim shotgun_aim_up.ma -dest shotgun_aim_up
|
|
anim shotgun_aim_down.ma -dest shotgun_aim_down
|
|
anim shotgun_fire.ma -dest shotgun_fire
|
|
anim shotgun_fire_up.ma -dest shotgun_fire_up
|
|
anim shotgun_fire_down.ma -dest shotgun_fire_down
|
|
anim shotgun_reload.ma -dest shotgun_reload
|
|
// anim shotgun_reload.ma -dest shotgun_reload_loop
|
|
// anim shotgun_reload.ma -dest shotgun_reload_end
|
|
anim shotgun_idle.ma -dest shotgun_idle
|
|
anim shotgun_idle_up.ma -dest shotgun_idle_up
|
|
anim shotgun_idle_down.ma -dest shotgun_idle_down
|
|
|
|
anim railgun_aim.ma -dest railgun_aim
|
|
anim railgun_aim_up.ma -dest railgun_aim_up
|
|
anim railgun_aim_down.ma -dest railgun_aim_down
|
|
anim railgun_fire.ma -dest railgun_fire
|
|
anim railgun_fire_up.ma -dest railgun_fire_up
|
|
anim railgun_fire_down.ma -dest railgun_fire_down
|
|
|
|
anim darkmattergun_idle.ma -dest darkmattergun_idle
|
|
anim darkmattergun_idle_up.ma -dest darkmattergun_idle_up
|
|
anim darkmattergun_idle_down.ma -dest darkmattergun_idle_down
|
|
anim darkmattergun_aim.ma -dest darkmattergun_aim
|
|
anim darkmattergun_aim.ma -range 1 2 -dest darkmattergun_reload
|
|
anim darkmattergun_aim_up.ma -dest darkmattergun_aim_up
|
|
anim darkmattergun_aim_down.ma -dest darkmattergun_aim_down
|
|
anim darkmattergun_fire.ma -dest darkmattergun_fire
|
|
anim darkmattergun_fire_up.ma -dest darkmattergun_fire_up
|
|
anim darkmattergun_fire_down.ma -dest darkmattergun_fire_down
|
|
anim darkmattergun_raise.ma -dest darkmattergun_raise
|
|
anim darkmattergun_lower.ma -dest darkmattergun_lower
|
|
|
|
// anim raise_lower.ma -range 1 4 -dest pistol_lower
|
|
// anim raise_lower.ma -range 4 12 -dest pistol_raise
|
|
anim jump.ma -range 1 7 -dest jump
|
|
anim jump.ma -range 17 26 -dest soft_land
|
|
anim jump_back_right.ma -dest jump_back_right
|
|
anim jump_back_left.ma -dest jump_back_left
|
|
anim jump.ma -range 7 17 -dest fall
|
|
anim pain.ma -dest pain
|
|
anim af_pose.ma -dest af_pose
|
|
|
|
anim gauntlet_fire_up.ma -dest gauntlet_fire_up
|
|
anim gauntlet_fire.ma -dest gauntlet_fire
|
|
anim gauntlet_fire_down.ma -dest gauntlet_fire_down
|
|
anim gauntlet_aim.ma -dest gauntlet_aim
|
|
anim gauntlet_aim_up.ma -dest gauntlet_aim_up
|
|
anim gauntlet_aim_down.ma -dest gauntlet_aim_down
|
|
anim gauntlet_lower.ma -dest gauntlet_lower
|
|
anim gauntlet_raise.ma -dest gauntlet_raise
|
|
|
|
anim MP_Cheer.ma -dest cheer
|
|
anim MP_Salute.ma -dest salute
|
|
anim MP_Taunt_1.ma -dest taunt_1
|
|
anim grab.ma -dest grab_a
|
|
anim grab_b.ma -dest grab_b
|
|
anim aim_tpose.ma -dest aim_tpose
|
|
/*
|
|
addoptions -keep l_index_01 l_thumb_03 r_index_01 r_thumb_03 l_toe r_toe -sourcedir work/models/multiplayer_rigs/animations
|
|
mesh tac_transfer_idle.ma -dest player_tactical_transfer
|
|
mesh officer_idle.ma -dest player_officer
|
|
mesh corpse_idle.ma -dest player_corpse
|
|
mesh failed_transfer_idle.ma -dest player_failed_transfer
|
|
mesh slimy_transfer_idle.ma -dest player_slimy_transfer
|
|
mesh kane_idle.ma -dest player_strogg
|
|
mesh fatigue_marine_idle.ma -dest player_fatigue_marine
|
|
mesh hurtbody_idle.ma -dest underwear_marine
|
|
*/
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Player Model
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
model model_player_marine
|
|
{
|
|
offset ( 0 0 1 )
|
|
|
|
mesh models/characters/player/player.md5mesh
|
|
|
|
channel torso ( *waist)
|
|
channel legs ( *origin *hips -*waist )
|
|
|
|
anim head models/characters/player/idle.md5anim
|
|
anim af_pose models/characters/player/af_pose.md5anim
|
|
// anim ik_pose models/characters/player/idle.md5anim
|
|
anim initial models/characters/player/idle.md5anim
|
|
|
|
anim idle_loadscreen models/characters/player/idle_loadscreen.md5anim
|
|
|
|
anim teleport models/characters/player/idle.md5anim
|
|
anim exit models/characters/player/idle.md5anim
|
|
|
|
anim idle models/characters/player/idle.md5anim
|
|
anim crouch_down models/characters/player/crouch_down.md5anim
|
|
anim crouch models/characters/player/crouch.md5anim
|
|
anim crouch_up models/characters/player/crouch_up.md5anim
|
|
anim crouch_walk models/characters/player/crouch_walk_forward.md5anim
|
|
anim crouch_walk_backward models/characters/player/crouch_walk_backward.md5anim
|
|
|
|
anim mp_crouch_walk models/characters/player/mp_crouch_walk.md5anim
|
|
anim mp_crouch_walk_backward models/characters/player/mp_crouch_walk_backward.md5anim
|
|
anim strafe_jump_right models/characters/player/strafe_jump_right.md5anim
|
|
anim strafe_jump_left models/characters/player/strafe_jump_left.md5anim
|
|
|
|
anim run_forward models/characters/player/run.md5anim {
|
|
frame 2 sound snd_gear2
|
|
frame 2 leftfoot
|
|
frame 9 sound snd_gear2
|
|
frame 9 rightfoot
|
|
}
|
|
anim run_backwards models/characters/player/run_backwards.md5anim {
|
|
frame 4 sound snd_gear2
|
|
frame 4 rightfoot
|
|
frame 10 sound snd_gear2
|
|
frame 10 leftfoot
|
|
}
|
|
anim run_strafe_left models/characters/player/strafe_left.md5anim {
|
|
frame 1 leftfoot
|
|
frame 1 sound snd_gear2
|
|
frame 10 sound snd_gear2
|
|
frame 10 rightfoot
|
|
}
|
|
anim run_strafe_right models/characters/player/strafe_right.md5anim {
|
|
frame 1 leftfoot
|
|
frame 1 sound snd_gear2
|
|
frame 10 sound snd_gear2
|
|
frame 10 rightfoot
|
|
}
|
|
|
|
anim walk_forward models/characters/player/walk.md5anim
|
|
anim walk_backwards models/characters/player/walk_backwards.md5anim
|
|
anim walk_right models/characters/player/walk_right.md5anim
|
|
anim walk_left models/characters/player/walk_left.md5anim
|
|
anim jump models/characters/player/jump.md5anim {
|
|
frame 1 sound player_gear_movement
|
|
}
|
|
anim run_jump models/characters/player/jump.md5anim {
|
|
frame 1 sound player_gear_movement
|
|
}
|
|
anim soft_land models/characters/player/soft_land.md5anim
|
|
anim hard_land models/characters/player/idle.md5anim
|
|
|
|
anim fall models/characters/player/fall.md5anim
|
|
|
|
anim turn_left models/characters/player/idle.md5anim
|
|
anim turn_right models/characters/player/idle.md5anim
|
|
|
|
anim pain models/characters/player/pain.md5anim
|
|
anim pain_head models/characters/player/pain.md5anim
|
|
anim pain_right_arm models/characters/player/pain.md5anim
|
|
anim pain_left_arm models/characters/player/pain.md5anim
|
|
anim pain_chest models/characters/player/pain.md5anim
|
|
|
|
anim blaster_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim blaster_idle models/characters/player/pistol_aim_down.md5anim, models/characters/player/pistol_aim.md5anim, models/characters/player/pistol_aim_up.md5anim
|
|
anim blaster_aim models/characters/player/pistol_aim_down.md5anim, models/characters/player/pistol_aim.md5anim, models/characters/player/pistol_aim_up.md5anim
|
|
anim blaster_fire1 models/characters/player/pistol_fire_down.md5anim, models/characters/player/pistol_fire.md5anim, models/characters/player/pistol_fire_up.md5anim
|
|
// anim blaster_reload models/characters/player/shotgun_reload.md5anim
|
|
anim blaster_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim shotgun_raise models/characters/player/grenadelauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim shotgun_idle models/characters/player/shotgun_aim_down.md5anim, models/characters/player/shotgun_aim.md5anim, models/characters/player/shotgun_aim_up.md5anim
|
|
anim shotgun_aim models/characters/player/shotgun_aim_down.md5anim, models/characters/player/shotgun_aim.md5anim, models/characters/player/shotgun_aim_up.md5anim
|
|
anim shotgun_fire models/characters/player/shotgun_fire_down.md5anim, models/characters/player/shotgun_fire.md5anim, models/characters/player/shotgun_fire_up.md5anim
|
|
anim shotgun_reload models/characters/player/shotgun_reload.md5anim
|
|
// anim shotgun_reload_loop models/characters/player/shotgun_reload_loop.md5anim
|
|
// anim shotgun_reload_end models/characters/player/shotgun_reload_end.md5anim
|
|
anim shotgun_lower models/characters/player/grenadelauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim machinegun_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim machinegun_idle models/characters/player/machinegun_aim_down.md5anim, models/characters/player/machinegun_aim.md5anim, models/characters/player/machinegun_aim_up.md5anim
|
|
anim machinegun_aim models/characters/player/machinegun_aim_down.md5anim, models/characters/player/machinegun_aim.md5anim, models/characters/player/machinegun_aim_up.md5anim
|
|
anim machinegun_fire1 models/characters/player/machinegun_fire_down.md5anim, models/characters/player/machinegun_fire.md5anim, models/characters/player/machinegun_fire_up.md5anim
|
|
anim machinegun_reload models/characters/player/shotgun_reload.md5anim
|
|
anim machinegun_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim nailgun_raise models/characters/player/grenadelauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim nailgun_idle models/characters/player/nailgun_aim_down.md5anim, models/characters/player/nailgun_aim.md5anim, models/characters/player/nailgun_aim_up.md5anim
|
|
anim nailgun_aim models/characters/player/nailgun_aim_down.md5anim, models/characters/player/nailgun_aim.md5anim, models/characters/player/nailgun_aim_up.md5anim
|
|
anim nailgun_fire1 models/characters/player/nailgun_fire_down.md5anim, models/characters/player/nailgun_fire.md5anim, models/characters/player/nailgun_fire_up.md5anim
|
|
anim nailgun_reload models/characters/player/nailgun_reload.md5anim
|
|
anim nailgun_lower models/characters/player/grenadelauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim hyperblaster_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim hyperblaster_idle models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim
|
|
anim hyperblaster_aim models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim
|
|
anim hyperblaster_fire1 models/characters/player/hyperblaster_fire_down.md5anim, models/characters/player/hyperblaster_fire.md5anim, models/characters/player/hyperblaster_fire_up.md5anim
|
|
anim hyperblaster_reload models/characters/player/hyperblaster_reload.md5anim
|
|
anim hyperblaster_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim railgun_raise models/characters/player/grenadelauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim railgun_idle models/characters/player/railgun_aim_down.md5anim, models/characters/player/railgun_aim.md5anim, models/characters/player/railgun_aim_up.md5anim
|
|
anim railgun_aim models/characters/player/railgun_aim_down.md5anim, models/characters/player/railgun_aim.md5anim, models/characters/player/railgun_aim_up.md5anim
|
|
anim railgun_fire1 models/characters/player/railgun_fire_down.md5anim, models/characters/player/railgun_fire.md5anim, models/characters/player/railgun_fire_up.md5anim
|
|
anim railgun_reload models/characters/player/shotgun_reload.md5anim
|
|
anim railgun_lower models/characters/player/grenadelauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim rocketlauncher_raise models/characters/player/rocketlauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim rocketlauncher_idle models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim
|
|
anim rocketlauncher_aim models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim
|
|
anim rocketlauncher_fire1 models/characters/player/rocketlauncher_fire_down.md5anim, models/characters/player/rocketlauncher_fire.md5anim, models/characters/player/rocketlauncher_fire_up.md5anim
|
|
anim rocketlauncher_reload models/characters/player/rocketlauncher_reload.md5anim
|
|
anim rocketlauncher_lower models/characters/player/rocketlauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim goobgun_raise models/characters/player/rocketlauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim goobgun_idle models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim
|
|
anim goobgun_aim models/characters/player/rocketlauncher_aim_down.md5anim, models/characters/player/rocketlauncher_aim.md5anim, models/characters/player/rocketlauncher_aim_up.md5anim
|
|
anim goobgun_fire1 models/characters/player/rocketlauncher_fire_down.md5anim, models/characters/player/rocketlauncher_fire.md5anim, models/characters/player/rocketlauncher_fire_up.md5anim
|
|
anim goobgun_fire_alt models/characters/player/lightninggun_fire_down.md5anim, models/characters/player/lightninggun_fire.md5anim, models/characters/player/lightninggun_fire_up.md5anim
|
|
anim goobgun_reload models/characters/player/rocketlauncher_reload.md5anim
|
|
anim goobgun_lower models/characters/player/rocketlauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
|
|
anim spikegun_raise models/characters/player/grenadelauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim spikegun_idle models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim
|
|
anim spikegun_aim models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim
|
|
anim spikegun_fire1 models/characters/player/grenadelauncher_fire_down.md5anim, models/characters/player/grenadelauncher_fire.md5anim, models/characters/player/grenadelauncher_fire_up.md5anim
|
|
anim spikegun_reload models/characters/player/grenadelauncher_reload.md5anim
|
|
anim spikegun_lower models/characters/player/grenadelauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim grenadelauncher_raise models/characters/player/grenadelauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim grenadelauncher_idle models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim
|
|
anim grenadelauncher_aim models/characters/player/grenadelauncher_aim_down.md5anim, models/characters/player/grenadelauncher_aim.md5anim, models/characters/player/grenadelauncher_aim_up.md5anim
|
|
anim grenadelauncher_fire1 models/characters/player/grenadelauncher_fire_down.md5anim, models/characters/player/grenadelauncher_fire.md5anim, models/characters/player/grenadelauncher_fire_up.md5anim
|
|
anim grenadelauncher_reload models/characters/player/grenadelauncher_reload.md5anim
|
|
anim grenadelauncher_lower models/characters/player/grenadelauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim lightninggun_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim lightninggun_idle models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim
|
|
anim lightninggun_aim models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim
|
|
anim lightninggun_fire1 models/characters/player/lightninggun_fire_down.md5anim, models/characters/player/lightninggun_fire.md5anim, models/characters/player/lightninggun_fire_up.md5anim
|
|
anim lightninggun_reload models/characters/player/shotgun_reload.md5anim
|
|
anim lightninggun_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim dmg_raise models/characters/player/rocketlauncher_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim dmg_idle models/characters/player/darkmattergun_aim_down.md5anim, models/characters/player/darkmattergun_aim.md5anim, models/characters/player/darkmattergun_aim_up.md5anim
|
|
anim dmg_reload models/characters/player/darkmattergun_reload.md5anim
|
|
anim dmg_aim models/characters/player/darkmattergun_aim_down.md5anim, models/characters/player/darkmattergun_aim.md5anim, models/characters/player/darkmattergun_aim_up.md5anim
|
|
anim dmg_fire models/characters/player/darkmattergun_fire_down.md5anim, models/characters/player/darkmattergun_fire.md5anim, models/characters/player/darkmattergun_fire_up.md5anim
|
|
anim dmg_lower models/characters/player/rocketlauncher_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim gauntlet_fire models/characters/player/gauntlet_fire_down.md5anim, models/characters/player/gauntlet_fire.md5anim, models/characters/player/gauntlet_fire_up.md5anim
|
|
anim gauntlet_aim models/characters/player/gauntlet_aim_down.md5anim, models/characters/player/gauntlet_aim.md5anim, models/characters/player/gauntlet_aim_up.md5anim
|
|
anim gauntlet_idle models/characters/player/gauntlet_aim_down.md5anim, models/characters/player/gauntlet_aim.md5anim, models/characters/player/gauntlet_aim_up.md5anim
|
|
anim gauntlet_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim gauntlet_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
/*
|
|
anim concussiongun_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim concussiongun_idle models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim
|
|
anim concussiongun_aim models/characters/player/hyperblaster_aim_down.md5anim, models/characters/player/hyperblaster_aim.md5anim, models/characters/player/hyperblaster_aim_up.md5anim
|
|
anim concussiongun_fire1 models/characters/player/hyperblaster_fire_down.md5anim, models/characters/player/hyperblaster_fire.md5anim, models/characters/player/hyperblaster_fire_up.md5anim
|
|
anim concussiongun_reload models/characters/player/hyperblaster_reload.md5anim
|
|
anim concussiongun_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
*/
|
|
|
|
anim freezegun_raise models/characters/player/machinegun_raise.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
anim freezegun_idle models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim
|
|
anim freezegun_aim models/characters/player/lightninggun_aim_down.md5anim, models/characters/player/lightninggun_aim.md5anim, models/characters/player/lightninggun_aim_up.md5anim
|
|
anim freezegun_fire1 models/characters/player/lightninggun_fire_down.md5anim, models/characters/player/lightninggun_fire.md5anim, models/characters/player/lightninggun_fire_up.md5anim
|
|
anim freezegun_reload models/characters/player/hyperblaster_reload.md5anim
|
|
anim freezegun_lower models/characters/player/machinegun_lower.md5anim
|
|
{
|
|
rate 1.3
|
|
}
|
|
|
|
anim cheer models/characters/player/cheer.md5anim
|
|
anim salute models/characters/player/salute.md5anim
|
|
anim taunt models/characters/player/taunt_1.md5anim
|
|
anim grab_a models/characters/player/grab_a.md5anim
|
|
anim grab_b models/characters/player/grab_b.md5anim
|
|
}
|
|
|
|
model model_player_strogg
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_strogg.md5mesh
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
PlayerView Definition
|
|
|
|
===============================================================================
|
|
*/
|
|
entityDef playerView_marine {
|
|
"mtr_doubleVision" "view/doublevision"
|
|
"mtr_doubleVisionBlend" "view/doublevisionblend"
|
|
"mtr_tunnel" "textures/decals/tunnelvision"
|
|
"mtr_armourEffect" "armorViewEffect"
|
|
"mtr_bloodspray" "textures/decals/bloodspray"
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Player Entity Definition
|
|
|
|
===============================================================================
|
|
*/
|
|
|
|
entityDef player_marine
|
|
{
|
|
"spawnclass" "idPlayer"
|
|
|
|
"hud" "guis/q4xhud.gui"
|
|
"mphud" "guis/mphud.gui" // mphud is overlayed on hud in multiplayer
|
|
"cursor" "guis/cursor.gui"
|
|
"cinematicHud" "guis/cinematic.gui"
|
|
"wristcomm" "guis/wristcomm.gui"
|
|
|
|
"blink_min" "0.5"
|
|
"blink_max" "4.8"
|
|
|
|
"bleed" "1"
|
|
"gib" "1"
|
|
|
|
"joint_head" "chest"
|
|
"joint_hips" "hips"
|
|
"joint_chest" "chest"
|
|
"joint_eyeOffset" ""
|
|
"joint_chestOffset" "chest"
|
|
|
|
"model" "model_player_marine"
|
|
"articulatedFigure" "player"
|
|
"ragdoll" "player"
|
|
|
|
"def_head" "char_marinehead_kane2"
|
|
//NOTE: fov really only used to determine if a monster spawner spawn point is visible to the player
|
|
// on second thought, let's leave these alone unless we NEED to override the defaults
|
|
//-MCG
|
|
//"fov" "200"
|
|
//"fovClose" "200"
|
|
|
|
"copy_joint neckcontrol" "neckcontrol"
|
|
"copy_joint shoulders" "shoulders"
|
|
"copy_joint legs_channel" "legs_channel"
|
|
|
|
// weapon slots
|
|
"def_weapon0" "weapon_blaster"
|
|
"weapon0_best" "1" // whether weapon should be chosen when out of ammo
|
|
"weapon0_cycle" "1" // whether weapon should be selected when using next/prev weapon
|
|
"weapon0_toggle" "0" // whether selecting weapon twice switches between current and previous weapons
|
|
"weapon0_flashlight" "1"
|
|
|
|
"def_weapon1" "weapon_machinegun"
|
|
"weapon1_best" "1"
|
|
"weapon1_cycle" "1"
|
|
"weapon1_flashlight" "1"
|
|
|
|
"def_weapon2" "weapon_shotgun"
|
|
"weapon2_best" "1"
|
|
"weapon2_cycle" "1"
|
|
"weapon2_flashlight" "0"
|
|
|
|
"def_weapon3" "weapon_hyperblaster"
|
|
"weapon3_best" "1"
|
|
"weapon3_cycle" "1"
|
|
|
|
"def_weapon4" "weapon_grenadelauncher"
|
|
"weapon4_best" "0"
|
|
"weapon4_cycle" "1"
|
|
|
|
"def_weapon5" "weapon_nailgun"
|
|
"weapon5_best" "1"
|
|
"weapon5_cycle" "1"
|
|
|
|
"def_weapon6" "weapon_rocketlauncher"
|
|
"weapon6_best" "0"
|
|
"weapon6_cycle" "1"
|
|
|
|
"def_weapon7" "weapon_railgun"
|
|
"weapon7_best" "0"
|
|
"weapon7_cycle" "1"
|
|
|
|
"def_weapon8" "weapon_lightninggun"
|
|
"weapon8_best" "1"
|
|
"weapon8_cycle" "1"
|
|
|
|
"def_weapon9" "weapon_dmg"
|
|
"weapon9_best" "0"
|
|
"weapon9_cycle" "1"
|
|
|
|
"def_weapon10" "weapon_spikegun"
|
|
"weapon10_best" "1"
|
|
"weapon10_cycle" "1"
|
|
|
|
"def_weapon11" "weapon_goobgun"
|
|
"weapon11_best" "1"
|
|
"weapon11_cycle" "1"
|
|
|
|
"def_weapon12" "weapon_freezegun"
|
|
"weapon12_best" "1"
|
|
"weapon12_cycle" "1"
|
|
|
|
//Give all q4 weapon mods
|
|
"give_mod0" "wpmod_shotgun_ammo"
|
|
"give_mod1" "wpmod_hyperblaster_bounce1"
|
|
"give_mod2" "wpmod_lightninggun_chain"
|
|
"give_mod3" "wpmod_machinegun_ammo"
|
|
"give_mod4" "wpmod_nailgun_power"
|
|
"give_mod5" "wpmod_nailgun_seek"
|
|
"give_mod6" "wpmod_railgun_penetrate"
|
|
"give_mod7" "wpmod_rocketlauncher_burst"
|
|
"give_mod8" "wpmod_rocketlauncher_homing"
|
|
|
|
"fx_grapplebeam" "effects/weapons/lightninggun/trail.fx"
|
|
|
|
"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"
|
|
|
|
// default weapons
|
|
// seperate multiple weapons with commas (no spaces).
|
|
// NOTE: default ammo must be specified explicitly.
|
|
"weapon" "weapon_blaster"
|
|
"current_weapon" "0"
|
|
|
|
"pm_jumpheight" "48"
|
|
"pm_stepsize" "16"
|
|
"pm_speed" "160" //DOOM speed was 140
|
|
"pm_walkspeed" "80"
|
|
"pm_crouchspeed" "80"
|
|
"pm_noclipspeed" "270"
|
|
"pm_minviewpitch" "-89" // looking up
|
|
// "pm_maxviewpitch" "53" // looking down
|
|
// "pm_maxviewpitch" "73" // looking down
|
|
"pm_maxviewpitch" "89" // looking down
|
|
"pm_stamina" "12"
|
|
"pm_staminathreshold" "4"
|
|
"pm_staminarate" "0.75"
|
|
"pm_crouchheight" "38"
|
|
"pm_crouchviewheight" "32"
|
|
"pm_normalheight" "74"
|
|
"pm_normalviewheight" "68"
|
|
"pm_deadheight" "20"
|
|
"pm_deadviewheight" "10"
|
|
"pm_crouchrate" "0.87"
|
|
"pm_bboxwidth" "32"
|
|
"pm_crouchbob" "0.5" // ducked characters bob much faster
|
|
"pm_walkbob" "0.3" // walking bobs slow
|
|
"pm_runbob" "0.4" // faster speeds bob faster
|
|
"pm_modelview" "0" // 0 == normal, 1 == view inside model, 2 == view inside model when dead
|
|
"pain_delay" "0.5" // how long to wait before playing pain sound
|
|
"respawn_delay" "1.7" // minimum delay for respawning after death
|
|
|
|
// stats
|
|
"health" "100"
|
|
"maxhealth" "100"
|
|
"armor" "0"
|
|
"maxarmor" "100"
|
|
"minRestoreHealth0" "20" // Minimum health when loading a game for skill level 0
|
|
"minRestoreHealth1" "10" // Minimum health when loading a game for skill level 1
|
|
|
|
// ammo
|
|
"ammo_railgun" "0"
|
|
"ammo_machinegun" "0"
|
|
"ammo_nailgun" "0"
|
|
"ammo_blaster" "-1"
|
|
"ammo_shotgun" "0"
|
|
"ammo_hyperblaster" "0"
|
|
"ammo_spikegun" "0"
|
|
"ammo_goobgun" "0"
|
|
"ammo_rocketlauncher" "0"
|
|
"ammo_grenadelauncher" "0"
|
|
"ammo_lightninggun" "0"
|
|
"ammo_freezegun" "0"
|
|
"ammo_none" "-1"
|
|
|
|
"max_ammo_blaster" "-1"
|
|
"max_ammo_railgun" "50"
|
|
"max_ammo_machinegun" "300"
|
|
"max_ammo_nailgun" "300"
|
|
"max_ammo_shotgun" "50"
|
|
"max_ammo_hyperblaster" "400"
|
|
"max_ammo_spikegun" "50"
|
|
"max_ammo_goobgun" "100"
|
|
"max_ammo_rocketlauncher" "40"
|
|
"max_ammo_grenadelauncher" "50"
|
|
"max_ammo_lightninggun" "400"
|
|
"max_ammo_dmg" "25"
|
|
"max_ammo_freezegun" "80"
|
|
"max_ammo_none" "-1"
|
|
|
|
// inventory items
|
|
"key_blue" "0"
|
|
"key_red" "0"
|
|
"data_linker" "0"
|
|
"pda" "0"
|
|
"video" ""
|
|
|
|
"snd_death" "player_sounds_death"
|
|
"snd_water_wade" "player_sounds_water_wade"
|
|
"snd_pain_small" "player_sounds_pain_small"
|
|
"snd_pain_medium" "player_sounds_pain_medium"
|
|
"snd_pain_large" "player_sounds_pain_large"
|
|
"snd_pain_huge" "player_sounds_pain_huge"
|
|
|
|
"snd_footstep" "player_sounds_footstep"
|
|
"snd_footstep_sand" "player_steps_dirt"
|
|
"snd_footstep_dirt" "player_steps_dirt"
|
|
"snd_footstep_hollowmetal" "player_steps_hollow_metal"
|
|
"snd_footstep_rock" "player_sounds_footstep"
|
|
"snd_footstep_flesh" "player_steps_liquid"
|
|
"snd_footstep_water" "player_sounds_water"
|
|
"snd_gear2" "player_gear_movement2"
|
|
|
|
"snd_jump" "player_gear_movement"
|
|
|
|
"snd_stepladder" "player_steps_ladder"
|
|
|
|
"snd_land_hard" "player_jump_land_hard"
|
|
"snd_land_soft" "player_jump_land" //todo: different landing sound for soft versus hard?
|
|
"snd_type" "weapon_blaster_fire"
|
|
|
|
"snd_guienter" "player_sounds_guienter"
|
|
"snd_guiexit" "player_sounds_guiexit"
|
|
|
|
// mekberg: this is a temp fix until I can determine why
|
|
// gui sounds aren't pre-cached when the gui is loaded
|
|
"snd_wristcomm" "guisounds_click"
|
|
|
|
"snd_powerup_regen" "player_sounds_powerup_regen"
|
|
"snd_powerup_wearoff" "player_sounds_powerup_wearoff"
|
|
|
|
"fx_lightning_crawl" "effects/weapons/lightninggun/crawl.fx"
|
|
"fx_whizby" "effects/weapons/bullet/whizby.fx"
|
|
|
|
// these used to be hard coded values from id
|
|
// doom 3 SP values, fatal 65, hard 45, soft 30, no fall 7
|
|
"fatal_fall_delta" "65"
|
|
"hard_fall_delta" "45"
|
|
"soft_fall_delta" "30"
|
|
"no_fall_delta" "7"
|
|
|
|
"def_playerView" "playerView_marine"
|
|
|
|
"grapple_crosshair_mtr" "gfx/guis/crosshairs/crosshair_rocketlauncher"
|
|
"grapple_crosshair_color" "1.0 1.0 0.0 1.0"
|
|
|
|
"grapple_beam_mtr" "textures/grapplehook/grapplebeam"
|
|
"grapple_beam_color" "0.0235 0.843 0.969 0.2"
|
|
}
|
|
|
|
entityDef player_strogg
|
|
{
|
|
"inherit" "player_marine"
|
|
"hud" "guis/hud_strogg.gui"
|
|
"wristcomm" "guis/wristcomm_strogg.gui"
|
|
"pm_speed" "230"
|
|
"pm_walkspeed" "115"
|
|
"strogg" "1"
|
|
|
|
"def_head" "char_marinehead_kanestrg"
|
|
"model" "model_player_strogg"
|
|
|
|
// stats
|
|
"health" "125"
|
|
"maxhealth" "125"
|
|
"armor" "0"
|
|
"maxarmor" "125"
|
|
}
|
|
|
|
/*
|
|
===============================================================================
|
|
|
|
Multiplayer Player Entity Definition
|
|
|
|
===============================================================================
|
|
*/
|
|
model model_player_officer
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_officer.md5mesh
|
|
}
|
|
|
|
model model_player_fatigue_marine
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_fatigue_marine.md5mesh
|
|
}
|
|
|
|
model model_player_tactical_transfer
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_tactical_transfer.md5mesh
|
|
}
|
|
|
|
model model_player_failed_transfer
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_failed_transfer.md5mesh
|
|
}
|
|
|
|
model model_player_slimy_transfer
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_slimy_transfer.md5mesh
|
|
}
|
|
|
|
model model_player_corpse
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/player_corpse.md5mesh
|
|
}
|
|
|
|
model model_player_underwear_marine
|
|
{
|
|
inherit model_player_marine
|
|
mesh models/characters/player/underwear_marine.md5mesh
|
|
}
|
|
|
|
model model_player_marine_ui {
|
|
offset ( 0 0 1 )
|
|
|
|
mesh models/characters/player/player.md5mesh
|
|
|
|
channel torso ( *waist)
|
|
channel legs ( *origin *hips -*waist )
|
|
|
|
anim head models/characters/player/idle.md5anim
|
|
anim af_pose models/characters/player/af_pose.md5anim
|
|
// anim ik_pose models/characters/player/idle.md5anim
|
|
anim initial models/characters/player/idle.md5anim
|
|
|
|
anim teleport models/characters/player/idle.md5anim
|
|
anim exit models/characters/player/idle.md5anim
|
|
|
|
anim idle models/characters/player/idle.md5anim
|
|
}
|
|
|
|
|
|
// Team-less models (for DM)
|
|
entityDef model_player_failed_transfer {
|
|
"model" "model_player_failed_transfer"
|
|
"def_head" ""
|
|
"skin" ""
|
|
"description" "#str_108000"
|
|
}
|
|
|
|
entityDef model_player_slimy_transfer {
|
|
"model" "model_player_slimy_transfer"
|
|
"def_head" ""
|
|
"skin" ""
|
|
"description" "#str_108001"
|
|
}
|
|
|
|
entityDef model_player_corpse {
|
|
"model" "model_player_corpse"
|
|
"def_head" ""
|
|
"skin" ""
|
|
"team" ""
|
|
"description" "#str_108002"
|
|
}
|
|
|
|
entityDef model_player_marine_tech {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_strassa"
|
|
"skin" "skins/characters/marine/tech_strauss_mp"
|
|
"description" "#str_108008"
|
|
}
|
|
|
|
|
|
entityDef model_player_tactical_elite {
|
|
"model" "model_player_strogg"
|
|
"def_head" "char_marinehead_kanestrg"
|
|
"skin" "skins/characters/kane_strogg/tactical_elite"
|
|
"description" "#str_108017"
|
|
}
|
|
|
|
|
|
entityDef model_player_tactical_command {
|
|
"model" "model_player_strogg"
|
|
"def_head" "char_marinehead_kanestrg"
|
|
"skin" "skins/characters/kane_strogg/tactical_command"
|
|
"description" "#str_108018"
|
|
}
|
|
|
|
// Marine team models
|
|
entityDef model_player_marine {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_kane2"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "#str_108003"
|
|
}
|
|
|
|
entityDef model_player_marine_morris {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_morris"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "#str_108004"
|
|
}
|
|
|
|
entityDef model_player_marine_voss {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_voss"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "#str_108005"
|
|
}
|
|
|
|
entityDef model_player_marine_cortez {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_cortez"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "#str_108006"
|
|
}
|
|
|
|
entityDef model_player_marine_helmeted {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_helmet"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "#str_108007"
|
|
}
|
|
entityDef model_player_marine_tech {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_strassa"
|
|
"skin" "skins/characters/marine/tech_strauss"
|
|
"team" "marine"
|
|
"description" "Strauss"
|
|
}
|
|
|
|
entityDef model_player_marine_medic {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_marinehead_anderson"
|
|
"skin" "skins/characters/marine/medic_anderson_mp"
|
|
"team" "marine"
|
|
"description" "#str_108009"
|
|
}
|
|
|
|
entityDef model_player_marine_officer {
|
|
"model" "model_player_officer"
|
|
"def_head" "char_marinehead_general_harper"
|
|
"team" "marine"
|
|
"description" "#str_108010"
|
|
}
|
|
|
|
entityDef model_player_marine_fatigues {
|
|
"model" "model_player_fatigue_marine"
|
|
"def_head" "char_marinehead_bidwell"
|
|
"skin" "skins/models/characters/marine/fatigues5_armsb"
|
|
"team" "marine"
|
|
"description" "#str_108011"
|
|
}
|
|
/*
|
|
entityDef model_player_marine_underwear {
|
|
"model" "model_player_underwear_marine"
|
|
"def_head" ""
|
|
"team" "marine"
|
|
"description" "#str_108012"
|
|
}
|
|
*/
|
|
|
|
// Strogg team models
|
|
entityDef model_player_tactical_transfer {
|
|
"model" "model_player_tactical_transfer"
|
|
"def_head" ""
|
|
"team" "strogg"
|
|
"description" "#str_108013"
|
|
}
|
|
|
|
entityDef model_player_kane_strogg {
|
|
"model" "model_player_strogg"
|
|
"def_head" "char_marinehead_kanestrg"
|
|
"skin" ""
|
|
"team" "strogg"
|
|
"description" "#str_108014"
|
|
}
|
|
|
|
/*
|
|
entityDef model_player_corpse_1 {
|
|
"model" "model_player_corpse"
|
|
"def_head" ""
|
|
"skin" "skins/models/characters/bodies_parts/corpses/corpse_mp"
|
|
"team" "strogg"
|
|
"description" "#str_108019"
|
|
}
|
|
|
|
entityDef model_player_corpse_2 {
|
|
"model" "model_player_corpse"
|
|
"def_head" ""
|
|
"skin" "skins/models/characters/bodies_parts/corpses/corpse3_mp"
|
|
"team" "strogg"
|
|
"description" "#str_108020"
|
|
}
|
|
|
|
entityDef model_player_corpse_3 {
|
|
"model" "model_player_corpse"
|
|
"def_head" ""
|
|
"skin" "skins/models/characters/bodies_parts/corpses/corpse4_mp"
|
|
"team" "strogg"
|
|
"description" "#str_108021"
|
|
}
|
|
*/
|
|
|
|
// RITUAL BEGIN
|
|
entityDef model_player_marine_dekard {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_q4x_marinehead_dekard"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "Dekard"
|
|
}
|
|
/*
|
|
entityDef model_player_marine_navajas {
|
|
"model" "model_player_marine"
|
|
"def_head" "char_q4x_marinehead_navajas"
|
|
"skin" "skins/multiplayer/marine"
|
|
"team" "marine"
|
|
"description" "Navajas"
|
|
}
|
|
*/
|
|
|
|
// RITUAL END
|
|
|
|
entityDef player_marine_mp
|
|
{
|
|
"inherit" "player_marine"
|
|
|
|
"weapon" "weapon_machinegun,weapon_gauntlet"
|
|
"current_weapon" "1"
|
|
|
|
// replce blaster with gauntlet in MP
|
|
"def_weapon0" "weapon_gauntlet"
|
|
"weapon0_best" "1"
|
|
"weapon0_cycle" "1"
|
|
"weapon0_flashlight" "0"
|
|
|
|
// remove MG flashlight in MP
|
|
"weapon1_flashlight" "0"
|
|
|
|
// re-add gren, rocket, rail and DMG to weapon switch list
|
|
"weapon4_best" "1"
|
|
"weapon6_best" "1"
|
|
"weapon7_best" "1"
|
|
"weapon9_best" "1"
|
|
|
|
// stats
|
|
"health" "125"
|
|
"armor" "0"
|
|
|
|
"ammo_none" "-1"
|
|
"ammo_railgun" "0"
|
|
"ammo_machinegun" "100"
|
|
"ammo_nailgun" "0"
|
|
"ammo_blaster" "-1"
|
|
"ammo_shotgun" "0"
|
|
"ammo_hyperblaster" "0"
|
|
"ammo_freezegun" "0"
|
|
"ammo_rocketlauncher" "0"
|
|
"ammo_grenadelauncher" "0"
|
|
|
|
"powerup_effect_joints" "*body -*r_wrist r_wrist -*l_wrist l_wrist"
|
|
|
|
"pm_crouchspeed" "160"
|
|
"pm_speed" "320"
|
|
"pm_walkspeed" "160"
|
|
|
|
"fx_teleport" "effects/mp/player/teleport.fx"
|
|
"fx_spawn" "effects/mp/player/spawn.fx"
|
|
|
|
|
|
// Quad Damage Effects
|
|
"fx_quaddamage_crawl" "effects/mp/quaddamage_player.fx"
|
|
"fx_quaddamage" "effects/mp/quaddamage_chest.fx"
|
|
"mtr_quaddamage_overlay" "models/quaddamage_overlay"
|
|
"snd_quaddamage_idle" "quad_hum"
|
|
|
|
// Regeneration Effects
|
|
"fx_regeneration" "effects/mp/regen_player.fx"
|
|
"mtr_regeneration_overlay" "models/regeneration_overlay"
|
|
|
|
// Haste Effects
|
|
"fx_haste" "effects/mp/haste_player.fx"
|
|
"mtr_haste_overlay" "models/haste_overlay"
|
|
|
|
// Invisibility Effects
|
|
"skin_invisibility" "skins/characters/player/invisibility"
|
|
"mtr_invisibility_overlay" "models/invisibility_overlay"
|
|
|
|
// Guard Effects
|
|
"fx_guard" "effects/mp/guard_player.fx"
|
|
|
|
// Scout Effects
|
|
"fx_scout" "effects/mp/scout_player.fx"
|
|
|
|
// Ammo Regen Effects
|
|
"fx_ammoregen" "effects/mp/ammoregen_player.fx"
|
|
|
|
// Doubler Effects
|
|
"fx_doubler" "effects/mp/doubler_player.fx"
|
|
|
|
// Gib FX
|
|
"fx_gib" "effects/mp/gib.fx"
|
|
|
|
"joint_leftEye" "Lfteye_Focus"
|
|
"joint_rightEye" "Rteye_Focus"
|
|
|
|
"articulatedFigure" "player"
|
|
"ragdoll" "player"
|
|
|
|
// Gib information
|
|
"skin_gibskin" "skins/characters/player/marine_mp_death"
|
|
|
|
"def_clientgib1" "moveable_gib_head_pork"
|
|
"clientgib1_joint" "head_channel"
|
|
|
|
"def_clientgib2" "moveable_gib_torso_pork"
|
|
"clientgib2_joint" "chest"
|
|
|
|
"def_clientgib3" "moveable_gib_rup_arm_pork"
|
|
"clientgib3_joint" "r_up_arm"
|
|
|
|
"def_clientgib4" "moveable_gib_left_waist_pork"
|
|
"clientgib4_joint" "waist"
|
|
|
|
"def_clientgib5" "moveable_gib_lup_leg_pork"
|
|
"clientgib5_joint" "l_upleg"
|
|
|
|
"def_clientgib6" "moveable_gib_rup_leg_pork"
|
|
"clientgib6_joint" "r_upleg"
|
|
|
|
"def_clientgib7" "moveable_gib_rup2_leg_pork"
|
|
"clientgib7_joint" "r_loleg"
|
|
|
|
"def_clientgib8" "moveable_gib_pelvis_pork"
|
|
"clientgib8_joint" "hips"
|
|
|
|
"def_clientgib9" "moveable_gib_skull"
|
|
"clientgib9_joint" "shoulders"
|
|
|
|
"snd_weaponHit" "weapon_hit"
|
|
"snd_armorHit" "armor_hit"
|
|
|
|
"snd_chat" "mp_incoming_message"
|
|
"snd_teamchat" "mp_incoming_message_team"
|
|
|
|
"snd_dzpulse_happy" "mp_dz_happy_pulse"
|
|
"snd_dzpulse_unhappy" "mp_dz_unhappy_pulse"
|
|
|
|
"snd_land_hard" "player_jump_land_hard_mp"
|
|
"snd_land_hard_pain" "player_jump_land_hard_pain_mp"
|
|
|
|
"snd_footstep" "player_mp_footstep"
|
|
"snd_footstep_sand" "player_mp_footstep"
|
|
"snd_footstep_dirt" "player_mp_footstep"
|
|
"snd_footstep_hollowmetal" "player_mp_footstep"
|
|
"snd_footstep_rock" "player_mp_footstep"
|
|
"snd_footstep_flesh" "player_mp_footstep"
|
|
"snd_footstep_water" "player_mp_footstep"
|
|
"snd_jump" "player_jump_mp"
|
|
|
|
// these are new values for mp
|
|
// quake3 values: FAR fall = 60, Medium = 40, Short = 7
|
|
"fatal_fall_delta" "0"
|
|
"hard_fall_delta" "60"
|
|
"soft_fall_delta" "40"
|
|
"no_fall_delta" "7"
|
|
|
|
// snd_award_X, X must match an award name as in StatManager.cpp/inGameAwardInfo
|
|
"snd_award_capture" "mp_announce_award_capture"
|
|
"snd_award_humiliation" "mp_announce_award_humiliation"
|
|
"snd_award_impressive" "mp_announce_award_impressive"
|
|
"snd_award_excellent" "mp_announce_award_excellent"
|
|
"snd_award_assist" "mp_announce_award_assist"
|
|
"snd_award_defense" "mp_announce_award_defense"
|
|
"snd_award_combo_kill" "mp_announce_award_combo_kill"
|
|
"snd_award_rampage" "mp_announce_award_rampage"
|
|
"snd_award_holy_shit" "mp_announce_award_holy_shit"
|
|
|
|
"snd_teleport_enter" "mp_player_sounds_teleport"
|
|
|
|
// mtr_award_X, X must match an award name as in StatManager.cpp/inGameAwardInfo
|
|
"mtr_award_capture" "textures/mp/awards/capture"
|
|
"mtr_award_humiliation" "textures/mp/awards/humiliation"
|
|
"mtr_award_impressive" "textures/mp/awards/impressive"
|
|
"mtr_award_excellent" "textures/mp/awards/excellent"
|
|
"mtr_award_assist" "textures/mp/awards/assist"
|
|
"mtr_award_defense" "textures/mp/awards/defense"
|
|
"mtr_award_combo_kill" "textures/mp/awards/combo_kill"
|
|
"mtr_award_rampage" "textures/mp/awards/rampage"
|
|
"mtr_award_holy_shit" "textures/mp/awards/holy_shit"
|
|
|
|
|
|
// Custom Crosshairs
|
|
"mtr_crosshair1" "gfx/guis/crosshairs/crosshair_blaster.tga"
|
|
"mtr_crosshair2" "gfx/guis/crosshairs/crosshair_grenadelauncher.tga"
|
|
"mtr_crosshair3" "gfx/guis/crosshairs/crosshair_lightninggun.tga"
|
|
"mtr_crosshair4" "gfx/guis/crosshairs/crosshair_machinegun.tga"
|
|
"mtr_crosshair5" "gfx/guis/crosshairs/crosshair_nailgun.tga"
|
|
"mtr_crosshair6" "gfx/guis/crosshairs/crosshair_railgun.tga"
|
|
"mtr_crosshair7" "gfx/guis/crosshairs/crosshair_rocketlauncher.tga"
|
|
"mtr_crosshair8" "gfx/guis/crosshairs/crosshair_shotgun.tga"
|
|
"mtr_crosshair9" "gfx/guis/crosshairs/crosshair_q3_1.tga"
|
|
"mtr_crosshair10" "gfx/guis/crosshairs/crosshair_q3_2.tga"
|
|
"mtr_crosshair11" "gfx/guis/crosshairs/crosshair_q3_3.tga"
|
|
"mtr_crosshair12" "gfx/guis/crosshairs/crosshair_q3_4.tga"
|
|
"mtr_crosshair13" "gfx/guis/crosshairs/crosshair_q3_5.tga"
|
|
"mtr_crosshair14" "gfx/guis/crosshairs/crosshair_q3_6.tga"
|
|
"mtr_crosshair15" "gfx/guis/crosshairs/crosshair_q3_7.tga"
|
|
"mtr_crosshair16" "gfx/guis/crosshairs/crosshair_q3_8.tga"
|
|
"mtr_crosshair17" "gfx/guis/crosshairs/crosshair_q3_9.tga"
|
|
"mtr_crosshair18" "gfx/guis/crosshairs/crosshair_q3_10.tga"
|
|
|
|
// enabled friend icon
|
|
"icon fde" "gfx/guis/hud/icons/icon_friend.tga"
|
|
// disabled friend icon
|
|
"icon fdd" "gfx/guis/hud/icons/icon_friend_disabled.tga"
|
|
// enabled voice chat icon
|
|
"icon vce" "gfx/guis/hud/icons/icon_speaker.tga"
|
|
// disabled voice chat icon (mute)
|
|
"icon vcd" "gfx/guis/hud/icons/icon_speaker_disabled.tga"
|
|
// marine flag
|
|
"icon flm" "gfx/guis/hud/icons/sb_flag_marine.tga"
|
|
// strogg flag
|
|
"icon fls" "gfx/guis/hud/icons/sb_flag_strogg.tga"
|
|
|
|
// ** -> If you change these, change the wkX_text and dmX_text messages below <- **
|
|
// VV
|
|
"icon w00" "gfx/guis/hud/icons/item_gauntlet_colored"
|
|
"icon w01" "gfx/guis/hud/icons/item_machinegun_colored"
|
|
"icon w02" "gfx/guis/hud/icons/item_shotgun_colored"
|
|
"icon w03" "gfx/guis/hud/icons/item_hyperblaster_colored"
|
|
"icon w04" "gfx/guis/hud/icons/item_grenade_colored"
|
|
"icon w05" "gfx/guis/hud/icons/item_nailgun_colored"
|
|
"icon w06" "gfx/guis/hud/icons/item_rocket_colored"
|
|
"icon w07" "gfx/guis/hud/icons/item_railgun_colored"
|
|
"icon w08" "gfx/guis/hud/icons/item_lightning_colored"
|
|
"icon w09" "gfx/guis/hud/icons/item_darkmatter_colored"
|
|
|
|
"icon dm0" "gfx/guis/hud/icons/kill_self.tga"
|
|
"icon dm1" "gfx/guis/hud/icons/kill_telefrag.tga"
|
|
// ^^
|
|
|
|
// Text equivalents for console death messages
|
|
// First %s will be substituted with victim name, second with attacker
|
|
"w00_text" "%s was pummeled by %s"
|
|
"w01_text" "%s was machinegunned by %s"
|
|
"w02_text" "%s ate %s's boomstick"
|
|
"w03_text" "%s was hyperblasted by %s"
|
|
"w04_text" "%s ate %s's pineapple"
|
|
"w05_text" "%s was nailed by %s"
|
|
"w06_text" "%s rode %s's rocket"
|
|
"w07_text" "%s was railed by %s"
|
|
"w08_text" "%s accepted %s's discharge"
|
|
"w09_text" "%s was compressed into a singularity by %s"
|
|
|
|
"dm0_text" "%s was killed by %s"
|
|
"dm1_text" "%s was telefragged by %s"
|
|
|
|
"mtr_team_icon_strogg" "textures/mp/strogg_icon"
|
|
"team_icon_height_strogg" "0 0 85"
|
|
"mtr_team_icon_marine" "textures/mp/marine_icon"
|
|
"team_icon_height_marine" "0 0 85"
|
|
|
|
// chat bubble over head
|
|
"mtr_icon_chatting" "gfx/guis/hud/chat"
|
|
|
|
// these are the model/skin/head combos that players will be presented with in MP
|
|
// the player could select an alternative by manually setting the ui_model* cvars
|
|
/*
|
|
"def_model0" "model_player_marine"
|
|
"def_model1" "model_player_marine_morris"
|
|
"def_model2" "model_player_marine_cortez"
|
|
"def_model3" "model_player_marine_voss"
|
|
"def_model4" "model_player_marine_medic"
|
|
"def_model5" "model_player_marine_tech"
|
|
"def_model6" "model_player_marine_fatigues"
|
|
"def_model7" "model_player_marine_helmeted"
|
|
"def_model8" "model_player_marine_officer"
|
|
"def_model9" "model_player_kane_strogg"
|
|
"def_model10" "model_player_tactical_transfer"
|
|
"def_model11" "model_player_tactical_elite"
|
|
"def_model12" "model_player_tactical_command"
|
|
"def_model13" "model_player_failed_transfer"
|
|
"def_model14" "model_player_failed_transfer_strogg"
|
|
"def_model15" "model_player_slimy_transfer"
|
|
"def_model16" "model_player_slimy_transfer_strogg"
|
|
"def_model17" "model_player_corpse"
|
|
*/
|
|
"def_model0" "model_player_marine"
|
|
"def_model1" "model_player_marine_morris"
|
|
"def_model2" "model_player_marine_cortez"
|
|
"def_model3" "model_player_marine_voss"
|
|
"def_model4" "model_player_marine_medic"
|
|
"def_model5" "model_player_marine_tech"
|
|
"def_model6" "model_player_marine_fatigues"
|
|
"def_model7" "model_player_marine_helmeted"
|
|
"def_model8" "model_player_marine_officer"
|
|
"def_model9" "model_player_kane_strogg"
|
|
"def_model10" "model_player_tactical_transfer"
|
|
"def_model11" "model_player_tactical_elite"
|
|
"def_model12" "model_player_tactical_command"
|
|
"def_model13" "model_player_failed_transfer"
|
|
"def_model14" "model_player_slimy_transfer"
|
|
"def_model15" "model_player_corpse"
|
|
"def_model16" "model_player_marine_dekard"
|
|
//"def_model17" "model_player_marine_navajas"
|
|
|
|
|
|
"def_default_model" "model_player_marine"
|
|
"def_default_model_marine" "model_player_marine"
|
|
"def_default_model_strogg" "model_player_kane_strogg"
|
|
|
|
"pm_crouchheight" "49"
|
|
"pm_normalheight" "77"
|
|
|
|
"anim crouch_walk" "mp_crouch_walk"
|
|
"anim crouch_walk_backward" "mp_crouch_walk_backward"
|
|
|
|
"fx_ctf_marine_flag_world" "effects/mp/carryflag_marine.fx"
|
|
"fx_ctf_strogg_flag_world" "effects/mp/carryflag_strogg.fx"
|
|
"flagEffectOrigin" "0 0 0"
|
|
"flagEffectJoint" "shoulders"
|
|
|
|
// make sure ctf models get precached
|
|
"def_flag_pole" "mp_ctf_flag_pole"
|
|
"def_flag_marine_world" "mp_ctf_marine_flag_world"
|
|
"def_flag_strogg_world" "mp_ctf_strogg_flag_world"
|
|
|
|
// max ammo changes from SP
|
|
"max_ammo_railgun" "50"
|
|
"max_ammo_rocketlauncher" "40"
|
|
"max_ammo_dmg" "20"
|
|
}
|
|
|
|
entityDef player_ui_anims {
|
|
"model" "model_player_marine_ui"
|
|
}
|
|
|
|
entityDef player_marine_mp_ui
|
|
{
|
|
"joint_head" "chest"
|
|
"joint_hips" "hips"
|
|
"joint_chest" "chest"
|
|
"joint_eyeOffset" ""
|
|
"joint_chestOffset" "chest"
|
|
|
|
// these are the model/skin/head combos that players will be presented with in MP
|
|
// the player could select an alternative by manually setting the ui_model* cvars
|
|
"def_model0" "model_player_marine"
|
|
"def_model1" "model_player_marine_morris"
|
|
"def_model2" "model_player_marine_cortez"
|
|
"def_model3" "model_player_marine_voss"
|
|
"def_model4" "model_player_marine_medic"
|
|
"def_model5" "model_player_marine_tech"
|
|
"def_model6" "model_player_marine_fatigues"
|
|
"def_model7" "model_player_marine_helmeted"
|
|
"def_model8" "model_player_marine_officer"
|
|
"def_model9" "model_player_kane_strogg"
|
|
"def_model10" "model_player_tactical_transfer"
|
|
"def_model11" "model_player_tactical_elite"
|
|
"def_model12" "model_player_tactical_command"
|
|
"def_model13" "model_player_failed_transfer"
|
|
"def_model14" "model_player_slimy_transfer"
|
|
"def_model15" "model_player_corpse"
|
|
"def_model16" "model_player_marine_dekard"
|
|
//"def_model17" "model_player_marine_navajas"
|
|
|
|
"def_default_model" "model_player_marine"
|
|
"def_default_model_marine" "model_player_marine"
|
|
"def_default_model_strogg" "model_player_kane_strogg"
|
|
|
|
"powerup_effect_joints" "*body -*r_wrist r_wrist -*l_wrist l_wrist"
|
|
|
|
"joint_leftEye" "Lfteye_Focus"
|
|
"joint_rightEye" "Rteye_Focus"
|
|
|
|
"articulatedFigure" "player"
|
|
"ragdoll" "player"
|
|
|
|
// Custom Crosshairs
|
|
"mtr_crosshair1" "gfx/guis/crosshairs/crosshair_blaster.tga"
|
|
"mtr_crosshair2" "gfx/guis/crosshairs/crosshair_grenadelauncher.tga"
|
|
"mtr_crosshair3" "gfx/guis/crosshairs/crosshair_lightninggun.tga"
|
|
"mtr_crosshair4" "gfx/guis/crosshairs/crosshair_machinegun.tga"
|
|
"mtr_crosshair5" "gfx/guis/crosshairs/crosshair_nailgun.tga"
|
|
"mtr_crosshair6" "gfx/guis/crosshairs/crosshair_railgun.tga"
|
|
"mtr_crosshair7" "gfx/guis/crosshairs/crosshair_rocketlauncher.tga"
|
|
"mtr_crosshair8" "gfx/guis/crosshairs/crosshair_shotgun.tga"
|
|
"mtr_crosshair9" "gfx/guis/crosshairs/crosshair_q3_1.tga"
|
|
"mtr_crosshair10" "gfx/guis/crosshairs/crosshair_q3_2.tga"
|
|
"mtr_crosshair11" "gfx/guis/crosshairs/crosshair_q3_3.tga"
|
|
"mtr_crosshair12" "gfx/guis/crosshairs/crosshair_q3_4.tga"
|
|
"mtr_crosshair13" "gfx/guis/crosshairs/crosshair_q3_5.tga"
|
|
"mtr_crosshair14" "gfx/guis/crosshairs/crosshair_q3_6.tga"
|
|
"mtr_crosshair15" "gfx/guis/crosshairs/crosshair_q3_7.tga"
|
|
"mtr_crosshair16" "gfx/guis/crosshairs/crosshair_q3_8.tga"
|
|
"mtr_crosshair17" "gfx/guis/crosshairs/crosshair_q3_9.tga"
|
|
"mtr_crosshair18" "gfx/guis/crosshairs/crosshair_q3_10.tga"
|
|
|
|
"spawnclass" "idPlayer"
|
|
|
|
"blink_min" "0.5"
|
|
"blink_max" "8.0"
|
|
|
|
"model" "model_player_marine_ui"
|
|
"def_head" "char_marinehead_default"
|
|
|
|
"copy_joint neckcontrol" "neckcontrol"
|
|
"copy_joint shoulders" "shoulders"
|
|
"copy_joint legs_channel" "legs_channel"
|
|
|
|
"weapon" "weapon_blaster_gui"
|
|
|
|
}
|