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Quake_4_Alpha/q4xbase/def/vehicles/walker.def
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2026-08-06 14:45:27 -07:00

669 lines
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Modula-2

//------------------------------------------------------------------------------
// walker.def
//
// Copyright 2002-2004 Raven Software
//------------------------------------------------------------------------------
export walker
{
options -prefix MECH_ -scale .80 -rotate 90 -keep Eye Mgun1 Mgun2 Cannon1 Cannon2 Rocket1 Rocket2 Rocket3 Rocket4 Rocket5 Rocket6
mesh work/models/vehicles/gunbot/animation/MECH_idle.ma -dest models/vehicles/walker/walker_base.md5mesh
anim work/models/vehicles/gunbot/animation/MECH_E3_bgmech.ma -dest models/vehicles/walker/e3_bg_mech.md5anim
// anim work/models/monsters/Harvester/animations/E3_harvester_walker.ma -dest models/vehicles/walker/e3_cam_mech.md5anim
anim work/models/vehicles/gunbot/animation/MECH_idle.ma -dest models/vehicles/walker/idleoff.md5anim
anim work/models/vehicles/gunbot/animation/MECH_forward_03.ma -dest models/vehicles/walker/forward.md5anim
anim work/models/vehicles/gunbot/animation/MECH_Start_forward_03.ma -dest models/vehicles/walker/forward_start.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_forward_left_03.ma -dest models/vehicles/walker/forward_stop_left.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_forward_right_03.ma -dest models/vehicles/walker/forward_stop_right.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_forward_rightmid_03.ma -dest models/vehicles/walker/forward_stop_rightmid.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_forward_leftmid_03.ma -dest models/vehicles/walker/forward_stop_leftmid.md5anim
anim work/models/vehicles/gunbot/animation/MECH_backward_03.ma -dest models/vehicles/walker/backward.md5anim
anim work/models/vehicles/gunbot/animation/MECH_start_backward_03.ma -dest models/vehicles/walker/backward_start.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_backward_left_03.ma -dest models/vehicles/walker/backward_stop_left.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_backward_right_03.ma -dest models/vehicles/walker/backward_stop_right.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_backward_rightmid_03.ma -dest models/vehicles/walker/backward_stop_rightmid.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop_backward_leftmid_03.ma -dest models/vehicles/walker/backward_stop_leftmid.md5anim
anim work/models/vehicles/gunbot/animation/MECH_offline_idle.ma -dest models/vehicles/walker/offline_idle.md5anim
anim work/models/vehicles/gunbot/animation/MECH_start.ma -dest models/vehicles/walker/start.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stop.ma -dest models/vehicles/walker/stop.md5anim
anim work/models/vehicles/gunbot/animation/MECH_Cannon.ma -dest models/vehicles/walker/cannon.md5anim
anim work/models/vehicles/gunbot/animation/ad_intro_walker.ma -dest models/vehicles/walker/ad_intro_walker.md5anim
anim work/models/vehicles/gunbot/animation/MECH_turn_left.ma -dest models/vehicles/walker/turn_left.md5anim
anim work/models/vehicles/gunbot/animation/MECH_turn_right.ma -dest models/vehicles/walker/turn_right.md5anim
anim work/models/vehicles/gunbot/animation/MECH_knocked_down.ma -dest models/vehicles/walker/knocked_down.md5anim
anim work/models/vehicles/gunbot/animation/MECH_stand_and_fire.ma -dest models/vehicles/walker/stand_and_fire.md5anim
anim work/models/vehicles/gunbot/animation/MECH_backing_into_dock.ma -dest models/vehicles/walker/backing_into_dock.md5anim
anim work/models/vehicles/gunbot/animation/vista_overlook_1.ma -dest models/vehicles/walker/vista_overlook.md5anim
anim work/models/vehicles/GunBot/Animation/MECH_strafe_left.ma -dest models/vehicles/walker/strafe_left.md5anim
anim work/models/vehicles/GunBot/Animation/MECH_strafe_right.ma -dest models/vehicles/walker/strafe_right.md5anim
anim work/models/vehicles/GunBot/Animation/diagnostic_start.ma -dest models/vehicles/walker/diagnostic_start.md5anim
anim work/models/vehicles/GunBot/Animation/diagnostic_sweep.ma -dest models/vehicles/walker/diagnostic_sweep.md5anim
anim work/models/vehicles/GunBot/Animation/diagnostic_stop.ma -dest models/vehicles/walker/diagnostic_stop.md5anim
}
entityDef damage_walkerCrush {
"damage" "60"
"radius" "64"
"push" "3000"
"gib" "1"
}
//------------------------------------------------------------------------------
// Vehicle Definition
//------------------------------------------------------------------------------
entityDef vehicle_walker
{
"editor_color" "1 .5 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"editor_usage" "Walker Vehicle."
"editor_rotatable" "1"
"spawnclass" "rvVehicleWalker"
"model" "model_vehicle_walker"
"def_position_driver" "vehicle_walker_driver"
"gui_hud" "guis/vehicles/hud.gui"
"gui" "guis/vehicles/mdisp.gui"
"hudid" "1"
"crashSpeedSmall" "150"
"crashSpeedMedium" "200"
"crashSpeedLarge" "250"
"def_crashDamage" "damage_gev_crash"
"def_stompDamage" "damage_walkerCrush"
"team" "0"
"mass" "1800"
"size" "110 110 140"
"turnRate" "120"
"stepheight" "32"
"health" "1000"
"lowhealth" "150"
"nav_active" "1"
"damageStaticChance" ".05"
"shieldMins" "-90 -86 0"
"shieldMaxs" "100 86 170"
"shieldSides" "10"
"shieldHealth" "100"
"shieldRegenDelay" "6"
"shieldRegenTime" "3"
// wait 6 seconds after taking damage before starting recharge
"healthRegenDelay" "6"
// regain 100 health per second
"healthRegenRate" "100"
"snd_footstep" "vehicle_walker_steps"
"snd_servo" "vehicle_walker_servo"
"snd_start" "vehicle_walker_power_up"
"snd_stop" "vehicle_walker_power_down"
"snd_voiceHazard" "vehicle_walker_hazard1"
"snd_voiceSafe" "vehicle_walker_hazard2"
"snd_voiceLowHealth" "vehicle_walker_armor"
"snd_voiceNoExit" "vehicle_walker_denied"
"snd_shieldWarning" "vehicle_walker_shield_warning"
"snd_shieldRecharge" "vehicle_walker_shield_recharge"
"snd_malfunction" "vehicle_walker_malfunction"
"snd_incomingProjectile" "ambient_incoming_klaxon"
"fx_death" "effects/vehicles/walker/explosion.fx"
"fx_shield" "effects/vehicles/walker/shield.fx"
"fx_electrical_stall" "effects/monsters/lightning_death.fx"
"touchtriggers" "1"
"joint_eyeOffset" "eye"
"alignment_joint" "hip"
"strafe_delta" "0 0 2.8"
"noFriendlyDamage" "1"
//Added to prevent end-of-level progression stop in walker -aweldon
"exit_vehicle_delay" "500"
}
entityDef vehicle_walker_convoy
{
"inherit" "vehicle_walker"
"editor_usage" "Convoy-specific Walker Vehicle with smaller machine-gun impact effect on rock"
"def_position_driver" "vehicle_walker_driver_convoy"
}
//------------------------------------------------------------------------------
// Positions
//------------------------------------------------------------------------------
entityDef vehicle_walker_driver
{
"internalSurface" "models/vehicles/walker/console"
// "def_part_weapon_main" "vehicle_walker_weapon_main"
"def_part_weapon_mgun" "vehicle_walker_weapon_mgun"
"def_part_weapon_rocket" "vehicle_walker_weapon_rocket"
"def_part_cockpit" "vehicle_walker_cockpit"
"def_part_cockpit_pitch" "vehicle_walker_cockpit_pitch" //NOTE: twhitaker: Required Submission Modifications for Move (commented out)
"def_part_light" "vehicle_walker_light"
"eyeJoint" "eye"
"eyeoffset" "-9 0 -1"
"snd_loop" "vehicle_walker_engine"
"depthHack" "1"
}
entityDef vehicle_walker_driver_convoy
{
"inherit" "vehicle_walker_driver"
"def_part_weapon_mgun" "vehicle_walker_weapon_mgun_convoy"
}
//------------------------------------------------------------------------------
// Model
//------------------------------------------------------------------------------
model model_vehicle_walker
{
mesh "models/vehicles/walker/walker_base.md5mesh"
offset ( -20 0 0 )
channel legs ( *origin -*Cannon_Pivot )
channel torso ( *Cannon_Pivot )
anim idle "models/vehicles/walker/idleoff.md5anim"
anim idle_offline "models/vehicles/walker/offline_idle.md5anim"
anim forward_start "models/vehicles/walker/forward_start.md5anim"
{
rate 1.5
}
anim forward "models/vehicles/walker/forward.md5anim"
{
rate 1.5
frame 5,25 sound snd_footstep
frame 7,29 sound snd_servo
frame 4 object_call ForwardLeft
frame 24 object_call ForwardRight
}
anim ad_intro_walker "models/vehicles/walker/ad_intro_walker.md5anim"
{
rate 1.2
frame 21,41,62 sound snd_footstep
frame 7,29 sound snd_servo
}
anim forward_stop_left "models/vehicles/walker/forward_stop_left.md5anim"
{
rate 1.5
frame 18 sound snd_footstep
}
anim forward_stop_right "models/vehicles/walker/forward_stop_right.md5anim"
{
rate 1.5
frame 18 sound snd_footstep
}
anim forward_stop_rightmid "models/vehicles/walker/forward_stop_rightmid.md5anim"
{
rate 1.5
frame 5,24 sound snd_footstep
frame 7 sound snd_servo
}
anim forward_stop_leftmid "models/vehicles/walker/forward_stop_leftmid.md5anim"
{
rate 1.5
frame 5,24 sound snd_footstep
frame 7 sound snd_servo
}
anim backward_start "models/vehicles/walker/backward_start.md5anim"
{
rate 1.5
}
anim backward "models/vehicles/walker/backward.md5anim"
{
rate 1.5
frame 5,25 sound snd_footstep
frame 7,29 sound snd_servo
frame 4 object_call BackwardLeft
frame 24 object_call BackwardRight
}
anim backward_stop_left "models/vehicles/walker/backward_stop_left.md5anim"
{
rate 1.5
frame 18 sound snd_footstep
}
anim backward_stop_right "models/vehicles/walker/backward_stop_right.md5anim"
{
rate 1.5
frame 18 sound snd_footstep
}
anim backward_stop_rightmid "models/vehicles/walker/backward_stop_rightmid.md5anim"
{
rate 1.5
frame 5,23 sound snd_footstep
frame 7 sound snd_servo
}
anim backward_stop_leftmid "models/vehicles/walker/backward_stop_leftmid.md5anim"
{
rate 1.5
frame 5,24 sound snd_footstep
frame 7 sound snd_servo
}
anim start "models/vehicles/walker/start.md5anim"
{
frame 1 sound snd_start
}
anim stop "models/vehicles/walker/stop.md5anim"
{
frame 1 sound snd_stop
}
anim cannon "models/vehicles/walker/cannon.md5anim"
anim turn_left "models/vehicles/walker/turn_left.md5anim"
{
frame 14,28 sound snd_footstep
frame 3 sound snd_servo
}
anim turn_right "models/vehicles/walker/turn_right.md5anim"
{
frame 14,28 sound snd_footstep
frame 3 sound snd_servo
}
anim knocked_down "models/vehicles/walker/knocked_down.md5anim"
{
frame 1 sound snd_malfunction
frame 9 sound snd_footstep
frame 17 sound snd_footstep
}
anim stand_and_fire "models/vehicles/walker/stand_and_fire.md5anim"
{
frame 12,92 sound snd_servo
frame 18 sound snd_footstep
frame 26 sound snd_start
frame 46 sound snd_stop
frame 105 sound snd_footstep
}
anim backing_into_dock "models/vehicles/walker/backing_into_dock.md5anim"
{
frame 1 disableClip
frame 1,21,42,74,90 sound snd_servo
frame 14,38,63,82,100 sound snd_footstep
frame 115 sound snd_stop
frame 149 enableClip
}
anim vista_overlook "models/vehicles/walker/vista_overlook.md5anim"
{
frame 43 call map_airdefense::vistaWalkerActions1
frame 166 call map_airdefense::vistaWalkerActions2
frame 321 call map_airdefense::vistaWalkerActions1
frame 400 call map_airdefense::vistaWalkerActions3
//walker is knocked over.
//frame 477 call map_airdefense::vistaWalkerActions5
//walker explodes all kafoom like
frame 540 call map_airdefense::vistaWalkerActions4
}
anim strafe_left "models/vehicles/walker/strafe_left.md5anim"
anim strafe_right "models/vehicles/walker/strafe_right.md5anim"
anim diagnostic_start models/vehicles/walker/diagnostic_start.md5anim
{
frame 1 sound snd_start
}
anim diagnostic_sweep models/vehicles/walker/diagnostic_sweep.md5anim
{
frame 12,92 sound snd_servo
frame 18 sound snd_footstep
frame 26 sound snd_start
frame 46 sound snd_stop
frame 105 sound snd_footstep
}
anim diagnostic_stop models/vehicles/walker/diagnostic_stop.md5anim
{
frame 1 sound snd_stop
}
}
//------------------------------------------------------------------------------
// Parts
//------------------------------------------------------------------------------
entityDef vehicle_walker_cockpit_pitch
{
"spawnclass" "rvVehicleTurret"
"joint" "origin"
"yaw" "0" // yaw controlled by pitch on joint
"turnrate" "275" //was 110
"allowDisableMovement" "0"
}
entityDef vehicle_walker_cockpit
{
"spawnclass" "rvVehicleTurret"
"joint" "cockpit" //NOTE: twhitaker: Required Submission Modifications for Move (reverted, delete me)
"pitch" "1" // pitch controlled by roll on joint
"minpitch" "-45" //was -30
"maxpitch" "40" //was 30
// "yaw" "0" // yaw controlled by pitch on joint
// "minyaw" "-35"
// "maxyaw" "35"
// "yawinvert" "1"
"turnrate" "150" //was 110
"angles_offset" "0 0 90"
"snd_loop" "vehicle_turret_move"
"volume" "-5 5"
"allowDisableMovement" "0"
}
entityDef vehicle_walker_weapon_mgun
{
"spawnclass" "rvVehicleWeapon"
"joint" "Cannon1"
"joint2" "Cannon2"
"firedelay" ".1"
"def_hitscan" "hitscan_walker_bullet"
"spread" "2"
// "mtr_flashShader" "lights/muzzleflash"
// "flashColor" "1 0.8 0.4"
// "flashRadius" "400"
// "flashPointLight" "1"
// "flashTime" ".1"
// "flashOffset" "0 0 0"
"recoilTime" "100"
"recoilAngles" "-.25 .25 0"
"fx_muzzleflash" "effects/vehicles/walker/machinegun/muzzleflash.fx"
"snd_fire" "vehicle_walker_machinegun"
"mtr_crosshair" "gfx/guis/crosshairs/crosshair_machinegun"
}
entityDef vehicle_walker_weapon_mgun_convoy
{
"inherit" "vehicle_walker_weapon_mgun"
"def_hitscan" "hitscan_walker_bullet_convoy"
}
entityDef vehicle_walker_weapon_rocket
{
"spawnclass" "rvVehicleWeapon"
"joint" "Rocket1"
"joint2" "Rocket2"
"joint3" "Rocket3"
"joint4" "Rocket4"
"joint5" "Rocket5"
"joint6" "Rocket6"
"firedelay" ".3"
"def_projectile" "projectile_walker_rocket"
"spread" "2"
"convergeRate" ".5"
"launchFromJoint" "1"
"ammopercharge" "6"
"chargetime" "3"
"lockrange" "4095"
"mtr_flashShader" "lights/muzzleflash"
"flashColor" "1 0.8 0.4"
"flashRadius" "350"
"flashPointLight" "1"
"flashTime" ".1"
"flashOffset" "30 0 0"
"shakeTime" "400"
"shakeMagnitude" "2"
"fx_muzzleflash" "effects/vehicles/walker/rocket/muzzleflash.fx"
"snd_fire" "vehicle_walker_rockets"
"snd_reload" "vehicle_walker_rocket_reload"
"mtr_crosshair" "gfx/guis/crosshairs/crosshair_nailgun"
"guideTowardsDir" "1"
"lockScanning" "1"
"fx_guide" "effects/vehicles/walker/rocket/guide.fx"
}
entityDef vehicle_walker_weapon_main
{
"spawnclass" "rvVehicleWeapon"
"joint" "Cannon1"
"joint2" "Cannon2"
"firedelay" ".6"
"def_projectile" "projectile_walker_main"
"spread" ".5"
"mtr_flashShader" "lights/muzzleflash"
"flashColor" "1 0.8 0.4"
"flashRadius" "500"
"flashPointLight" "1"
"flashTime" ".1"
"flashOffset" "20 0 0"
"recoilTime" "150"
"recoilAngles" "-1 -.5 0"
"shakeTime" "500"
"shakeMagnitude" "3.5"
"anim" "cannon"
"animchannel" "1"
"fx_muzzleflash" "effects/vehicles/walker/maingun/muzzleflash.fx"
"snd_fire" "vehicle_walker_cannon"
"mtr_crosshair" "gfx/guis/crosshairs/vehicle_cannon"
}
entityDef vehicle_walker_light
{
"spawnclass" "rvVehicleLight"
"joint" "Cannon2"
"mtr_light" "lights/walker"
"color" "1 1 .9"
"radius" "800"
"angle" "15.0"
"target" "2000 0 0"
"up" "0 900 0"
"right" "0 0 -1300"
"pointLight" "0"
"offset" "5 0 0"
"snd_on" "big_metal_open"
"snd_off" "big_metal_close"
"start_on" "0"
"flaresurface" "models/vehicles/flare"
}
//------------------------------------------------------------------------------
// Projectiles
//------------------------------------------------------------------------------
entityDef hitscan_walker_bullet
{
"inherit" "hitscan_gev_bullet"
"fx_impact" "effects/vehicles/walker/machinegun/impact_default.fx"
"fx_impact_water" "effects/ambient/splash_smll.fx"
"fx_impact_concrete" "effects/vehicles/walker/machinegun/impact_concrete.fx"
"fx_impact_electronics" "effects/vehicles/walker/machinegun/impact_electronics.fx"
"fx_impact_flesh" "effects/vehicles/walker/machinegun/impact_flesh.fx"
"fx_impact_glass" "effects/vehicles/walker/machinegun/impact_glass.fx"
"fx_impact_monstermetal" "effects/vehicles/walker/machinegun/impact_monstermetal.fx"
"fx_impact_rock" "effects/vehicles/walker/machinegun/impact_rock.fx"
"fx_tracer" "effects/vehicles/walker/machinegun/tracer.fx"
}
entityDef hitscan_walker_bullet_convoy
{
"inherit" "hitscan_walker_bullet"
"fx_impact_rock" "effects/vehicles/walker/machinegun/impact_default.fx"
}
entityDef projectile_walker_rocket
{
"spawnclass" "idGuidedProjectile"
"mins" "-2 -2 -2"
"maxs" "2 2 2"
"cone" "1"
"noshadows" "1"
"model" "models/weapons/nailgun/nail.ase"
"def_damage" "damage_walker_rocket"
"def_splash_damage" "damage_walker_rocket_splash"
"decal_scale" "8"
"min_dist" "160"
"turn_max" "3600"
"speed" "1000"
"mass" "6"
"gravity" "0"
"fuse" "8"
"detonate_on_fuse" "1"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_gib" "1"
"decal_bounce" ""
"decal_size" "8"
"fx_fly" "effects/vehicles/walker/rocket/fly.fx"
"fx_detonate" "effects/vehicles/walker/rocket/detonate.fx"
"fx_impact" "effects/vehicles/walker/rocket/impact.fx"
"fx_impact_rock" "effects/vehicles/walker/rocket/impact_rock.fx"
"fx_impact_dirt" "effects/vehicles/walker/rocket/impact_rock.fx"
"fx_impact_sand" "effects/vehicles/walker/rocket/impact_rock.fx"
"fx_impact_gravel" "effects/vehicles/walker/rocket/impact_rock.fx"
"fx_impact_concrete" "effects/vehicles/walker/rocket/impact_rock.fx"
"light_shader" ""
"light_color" "0 0 0"
"light_radius" "0"
"light_offset" "0 0 0"
"detonate_light_shader" ""
"detonate_light_color" "0 0 0"
"detonate_light_radius" "0"
"detonate_light_removetime" "0"
}
entityDef projectile_walker_main
{
"inherit" "projectile_gev_main"
"fx_fly" "" // effects/vehicles/walker/maingun/fly.fx"
"fx_impact" "effects/vehicles/walker/maingun/impact.fx"
"fx_impact_rock" "effects/vehicles/walker/maingun/impact_rock.fx"
"fx_impact_dirt" "effects/vehicles/walker/maingun/impact_rock.fx"
"fx_impact_sand" "effects/vehicles/walker/maingun/impact_rock.fx"
"fx_impact_gravel" "effects/vehicles/walker/maingun/impact_rock.fx"
"fx_impact_concrete" "effects/vehicles/walker/maingun/impact_rock.fx"
"fx_detonate" "effects/vehicles/walker/maingun/detonate.fx"
}
entityDef projectile_walker_main_cin
{
"inherit" "projectile_walker_main"
"fx_fly" "effects/vehicles/walker/maingun/fly.fx"
"fx_impact" ""
"def_damage" ""
}
//------------------------------------------------------------------------------
// Damage Defs
//------------------------------------------------------------------------------
entityDef damage_walker_rocket
{
"inherit" "damage_bullet"
"damage" "200"
"push" "60000"
"gib" "1"
}
entityDef damage_walker_rocket_splash
{
"inherit" "damage_walker_rocket"
"damage" "150"
"radius" "180"
}
entityDef damage_walker_crash
{
"inherit" "damage_bullet"
"damage" "250"
"push" "2000"
"knockback" "20000"
}