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Mar 5th, 2016
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  1. $Name: "techally"
  2. $V3D Filename: "tech01.vcm"
  3. $LOD Distances: {6 9 35}
  4. $Movemode: "run"
  5. $Mass: 100
  6. $Material: "flesh"
  7. $Flags: ("walk" "holds_weapons" "sentient" "humanoid")
  8. $Flags2: ("collide_player")
  9. $Collision Radius: 0.85
  10. $Collision Damage Given: 10.0
  11. $Movement Radius: 0.5
  12. $FOV: 180
  13. $Envirosuit: 0
  14. $Life: 150
  15. $Damage Type Factor: "armor piercing bullet" 1.5
  16. $Max Vel: 6.0
  17. +slow factor: 0.3
  18. +fast factor: 1.5
  19. $Acceleration: 20.0
  20. $Max Rot Vel: 10.0
  21. $Rot Acceleration: 10.0
  22. $Allowed Weapons: ("12mm handgun" "Sniper Rifle" "Rocket Launcher" "Riot Stick" "Shotgun" "Grenade" "Riot Shield" "Flamethrower" "heavy_machine_gun" "rail_gun" "scope_assault_rifle" "shoulder_cannon")
  23. $Default Primary: "Riot Shield"
  24. $Default Secondary: "Shotgun"
  25. $Helmet V3D Filename: "Tech01_helmet.V3D"
  26. $Unholster Delay: 0.33
  27. $Attack Style: "Direct"
  28. $Blind Pursuit Time: 30.0
  29. $Persona: "miner_male"
  30. $FlySnd: ""
  31. $Min FlySnd Volume: 0.6
  32. $Footstep Sound: "Default Footstep"
  33. $Footstep Sound: "Rock Footstep"
  34. $Footstep Sound: "Metal Footstep"
  35. $Footstep Sound: "Solid Footstep"
  36. $LandSnd: "Default Land"
  37. $Low_Pain Sounds: "Tech Small Pain"
  38. $Med_Pain Sounds: "Tech Large Pain"
  39. $Squash Sounds: "Character Squash"
  40. +State: "stand" "tech01_stand.mvf"
  41. +State: "attack_stand" "tech01_stand.mvf"
  42. +State: "walk" "tech01_walk.mvf"
  43. +Footstep Trigger: 3 17
  44. +State: "attack_walk" "ult2_attack_walk.mvf"
  45. +Footstep Trigger: 3 17
  46. +State: "run" "ult2_run.mvf"
  47. +Footstep Trigger: 5 13
  48. +State: "flee_run" "Ult2_flee_run.mvf"
  49. +Footstep Trigger: 6 15
  50. +State: "flail_run" "park_run_flail.mvf"
  51. +Footstep Trigger: 6 15
  52. +State: "attack_run" "ult2_attack_run.mvf"
  53. +Footstep Trigger: 5 13
  54. +State: "freefall" "tech01_freefall.mvf"
  55. +State: "cower" "tech01_cower_loop.mvf"
  56. +State: "crouch" "tech01_crouch.mvf"
  57. +Action: "idle_1" "tech01_idle_01.mvf" "Tech1 Idle"
  58. +Action: "speak" "tech01_talk.mvf" ""
  59. +Action: "speak_short" "tech01_talk_short.mvf" ""
  60. +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" ""
  61. +Action: "corpse_carry" "tech01_corpse_carry.mvf" ""
  62. +Action: "flinch_chest" "tech01_flinch.mvf" ""
  63. +Action: "flinch_back" "tech01_flinch_back.mvf" ""
  64. +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" ""
  65. +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" ""
  66. +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1"
  67. +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1"
  68. +Action: "death_blast_backward" "tech01_blast_back.mvf" "Human Death Blast Backward 1"
  69. +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1"
  70. +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1"
  71. +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1"
  72. +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1"
  73. +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L"
  74. +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1"
  75. // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1"
  76. +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1"
  77. +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1"
  78. +Action: "hit_alarm" "tech01_hit_alarm.mvf" ""
  79. $Use: "ai response"
  80. +Weapon Specific: "Machine Pistol"
  81. +State: "stand" "esgd_stand.mvf"
  82. +State: "attack_stand" "esgd_attack_stand.mvf"
  83. +State: "attack_walk" "esgd_attack_walk.mvf"
  84. +State: "attack_run" "esgd_attack_run.mvf"
  85. +State: "walk" "esgd_attack_walk.mvf"
  86. +State: "run" "esgd_attack_run.mvf"
  87. +State: "attack_crouch" "esgd_attack_crouch.mvf"
  88. +Action: "reload" "esgd_mp_reload.mvf" "Ultor Reload"
  89. +Action: "fire_stand" "esgd_firing_stand.mvf" ""
  90. +Action: "fire_crouch" "esgd_firing_stand.mvf" ""
  91. +Weapon Specific: "Riot Stick"
  92. +State: "stand" "ult2_stand.mvf"
  93. +State: "attack_stand" "park_riotstick_stand.mvf"
  94. +State: "attack_walk" "ult2_walk.mvf"
  95. +State: "attack_run" "ult2_run.mvf"
  96. +State: "attack_crouch" "park_riotstick_crouch.mvf"
  97. +Action: "reload" "park_riotstick_reload.mvf" "Ultor Reload"
  98. +Action: "fire_stand" "park_riotstick_swing1.mvf" ""
  99. +Action: "alt_fire_stand" "park_riotstick_taser.mvf" ""
  100. +Action: "fire_crouch" "park_riotstick_crouch_swing.mvf" ""
  101. +Action: "fire_crouch2" "park_riotstick_crouch_taser.mvf" ""
  102. +Weapon Specific: "Shotgun"
  103. +State: "stand" "park_shotgun_stand.mvf"
  104. +State: "attack_stand" "park_shotgun_attack_stand.mvf"
  105. +State: "attack_walk" "park_shotgun_walk.mvf"
  106. +State: "attack_run" "park_shotgun_run.mvf"
  107. +State: "walk" "park_shotgun_walk.mvf"
  108. +State: "run" "park_shotgun_run.mvf"
  109. +State: "flee_run" "Ult2_run_flee_AR.mvf"
  110. +Footstep Trigger: 5 13
  111. +State: "attack_crouch" "park_shotgun_crouch.mvf"
  112. +Action: "reload" "park_shotgun_reload.mvf" "Ultor Reload"
  113. +Action: "fire_stand" "park_shotgun_stand_firepump.mvf" ""
  114. +Action: "alt_fire_stand" "park_shotgun_stand_fireauto.mvf" ""
  115. +Action: "fire_crouch" "park_shotgun_crouchfirepump.mvf" ""
  116. +Action: "fire_crouch2" "park_shotgun_crouchfireauto.mvf" ""
  117. +Weapon Specific: "Sniper Rifle"
  118. +State: "stand" "park_sniper_stand.mvf"
  119. +State: "attack_stand" "park_sniper_attack_stand.mvf"
  120. +State: "attack_walk" "park_sniper_walk.mvf"
  121. +State: "attack_run" "park_sniper_run.mvf"
  122. +State: "walk" "park_sniper_walk.mvf"
  123. +State: "run" "park_sniper_run.mvf"
  124. +State: "attack_crouch" "park_sniper_attack_crouch.mvf"
  125. +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf"
  126. +State: "flee_run" "Ult2_run_flee_AR.mvf"
  127. +Footstep Trigger: 5 13
  128. +Action: "reload" "park_sniper_reload.mvf" "Ultor Reload"
  129. +Action: "fire_stand" "park_sniper_stand_fire.mvf" ""
  130. +Action: "fire_crouch" "park_sniper_crouch_fire.mvf" ""
  131. +radius: 2.0
  132. $Collision Sphere: "csphere_0" 0.5 0.5
  133. $Collision Sphere: "csphere_1" 1.0 1.0
  134. $Collision Sphere: "csphere_2" 5.0 2.0
  135. $Num Skins: 5
  136. $Skin: "b" ("tech1_append.tga" "tech1_chest.tga" "tech1_face_b.tga" "tech1_append_mip1.tga" "tech1_chest_mip1.tga" "tech1_face_b_mip1.tga" "tech1_append_mip2.tga" "tech1_chest_mip2.tga" "tech1_face_b_mip2.tga")
  137. $Skin: "c" ("tech1_append_b.tga" "tech1_chest_b.tga" "tech1_face_e.tga" "tech1_append_b-mip2.tga" "tech1_chest_b-mip2.tga" "tech1_face_e-mip2.tga" "tech1_append_b-mip3.tga" "tech1_chest_b-mip3.tga" "tech1_face_e-mip3.tga")
  138. $Skin: "d" ("tech1_append_c.tga" "tech1_chest_c.tga" "tech1_face_f.tga" "tech1_append_c-mip2.tga" "tech1_chest_c-mip2.tga" "tech1_face_f-mip2.tga" "tech1_append_c-mip3.tga" "tech1_chest_c-mip3.tga" "tech1_face_f-mip3.tga")
  139. $Skin: "e" ("tech1_append_c.tga" "tech1_chest_c.tga" "tech1_face_g.tga" "tech1_append_c-mip2.tga" "tech1_chest_c-mip2.tga" "tech1_face_g-mip2.tga" "tech1_append_c-mip3.tga" "tech1_chest_c-mip3.tga" "tech1_face_g-mip3.tga")
  140. $Skin: "f" ("tech1_append_b.tga" "tech1_chest_b.tga" "tech1_face_h.tga" "tech1_append_b-mip2.tga" "tech1_chest_b-mip2.tga" "tech1_face_h-mip2.tga" "tech1_append_b-mip3.tga" "tech1_chest_b-mip3.tga" "tech1_face_h-mip3.tga")
  141. $Body Temperature(F): 90.0
  142. $RFE Level1: "Ultor"
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