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monster_demon_imp

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Dec 10th, 2016
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  1. /***********************************************************************
  2.  
  3. monster_demon_imp.def
  4.  
  5. ***********************************************************************/
  6.  
  7. export fred {
  8. options -prefix IMP1_ -keep Lknee Rknee Lelbow Relbow camera Body -keep Rmissile Lmissile -parent Rmissile Rhand -parent Lmissile Lhand -parent Rwing Chest -parent Lwing Chest -parent Hips Body -parent Waist Body -parent camera Head
  9.  
  10. anim maps/fred/impdoorbreak/impdoorbreak.mb -range 34 100 -dest models/md5/monsters/imp/imp1doorbreak -rotate 180
  11. anim maps/fred/admin/impcrawl.mb -range 1 52 -rotate -180 -dest models/md5/monsters/imp/imp1wallcrawl
  12. anim maps/fred/underground/impscurry.mb -rotate 90 -dest models/md5/cinematics/underground/tunnelscurry -prefix IMP_
  13. anim maps/fred/underground/impstairs.mb -rotate 180 -dest models/md5/cinematics/underground/stairsimpcrawl -prefix IMP_
  14.  
  15. addoptions -prefix IMP2_
  16.  
  17. anim maps/fred/impdoorbreak/impdoorbreak.mb -range 34 125 -dest models/md5/monsters/imp/imp2doorbreak -rotate 180
  18. anim maps/fred/admin/impcrawl.mb -range 1 40 -dest models/md5/monsters/imp/imp2wallcrawl
  19.  
  20.  
  21. //anim maps/fred/enpro/enpro_exit2.mb -range 1 510 -dest models/md5/cinematics/enpro/exitimp2a
  22.  
  23.  
  24. //anim maps/fred/enpro/enpro_exit2.mb -range 1 321 -dest models/md5/cinematics/enpro/exitimp2a
  25. anim maps/fred/enpro/enpro_exit2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitimp2a
  26. anim maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitimp2b
  27. anim maps/fred/enpro/enpro_exit2.mb -range 452 510 -dest models/md5/cinematics/enpro/exitimp2c
  28. anim maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp2
  29.  
  30. anim maps/fred/ceiling/ceiling2.mb -range 1 1 -dest models/md5/monsters/imp/ceilingimpidle -align ALL
  31. anim maps/fred/ceiling/ceiling2.mb -dest models/md5/monsters/imp/ceilingimp -align ALL
  32.  
  33. addoptions -prefix IMP_
  34.  
  35. anim maps/fred/alphalabs2/ed_death.mb -dest models/md5/cinematics/alphalabs2/edkiller
  36.  
  37. anim maps/fred/marscity_2/imp_throws_marine_idle.mb -range 1 40 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp_idle
  38. anim maps/fred/marscity_2/imp_throws_marine.mb -range 1 63 -rotate 90 -dest models/md5/cinematics/marscity_2/marinethrow_imp
  39. anim maps/fred/marscity_2/mars_city2.mb -range 1 90 -dest models/md5/cinematics/marscity_2/impfeast_imp_loop
  40. anim maps/fred/marscity_2/mars_city2.mb -range 91 170 -dest models/md5/cinematics/marscity_2/impfeast_imp
  41.  
  42. anim maps/fred/alphalabs1/impscare.mb -dest models/md5/cinematics/alphalabs1/impscare
  43.  
  44. anim maps/fred/underground/ending.mb -range 1 1 -dest models/md5/cinematics/underground/ending_impstart
  45. anim maps/fred/underground/ending.mb -range 1 48 -dest models/md5/cinematics/underground/ending_imp
  46.  
  47. //anim maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitimp1
  48.  
  49. anim maps/fred/underground/impintro.mb -dest models/md5/cinematics/underground/impintro_imp
  50.  
  51. anim maps/fred/delta2a/malimpcolumns.mb -range 1 1 -dest models/md5/monsters/imp/idlecolumn
  52. anim maps/fred/delta2a/malimpcolumns.mb -dest models/md5/monsters/imp/leapdowncolumn
  53. anim maps/fred/delta2a/malcageroom.mb -range 17 17 -dest models/md5/monsters/imp/idlecages
  54. anim maps/fred/delta2a/malcageroom.mb -dest models/md5/monsters/imp/leapdowncages
  55. anim maps/fred/delta2b/monster_tanks.mb -dest models/md5/monsters/imp/imptankidle
  56. anim maps/fred/delta2b/monster_tanks_twitch.mb -range 23 97 -dest models/md5/monsters/imp/imptanktwitch
  57. anim maps/fred/delta1/impdowncorner.mb -range 1 1 -dest models/md5/monsters/imp/d1corneridle
  58. anim maps/fred/delta1/impdowncorner.mb -dest models/md5/monsters/imp/d1corner
  59.  
  60. anim maps/fred/alphalabs2/elevator_attack.mb -range 1 195 -dest models/md5/monsters/imp/a2_elevator
  61. anim maps/fred/caverns2/imprailing.mb -range 1 60 -dest models/md5/cinematics/caverns2/imp1railing
  62. anim maps/fred/caverns2/imprailing2.mb -rotate -90 -range 1 90 -dest models/md5/cinematics/caverns2/imp2railing
  63.  
  64. anim maps/james/mc_underground/impcrawl_armdoor.mb -dest models/md5/cinematics/underground/underground_impcrawl_arm
  65. anim maps/james/alphalabs2/alphalabs2_impcrawl_armdoor.mb -dest models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm
  66.  
  67. addoptions -sourcedir models/monsters/imp/animation/cycles
  68. addoptions -destdir models/md5/monsters/imp
  69. anim offwall.ma -range 275 275 -dest offwallidle
  70. anim offwall.ma
  71.  
  72. addoptions -align ALL
  73.  
  74. mesh imp.mb
  75.  
  76. anim initial.ma
  77. anim idle1.ma
  78. anim mocapalert_idle.ma -rotate 90
  79. anim alert_walk.ma
  80. anim sight.ma
  81. anim sight2.ma
  82.  
  83. anim walk1.ma -dest walk1
  84. anim faster_walk.ma
  85. anim run.ma
  86. anim on4_sight.ma
  87. anim on4_idle.ma
  88. anim on4_melee1.ma -xyzprecision 0.01 -quatprecision 0.00006
  89. anim on4_melee2.ma -xyzprecision 0.01 -quatprecision 0.00006
  90. anim evade_right.ma
  91. anim evade_right_on4.ma
  92. anim evade_left.ma
  93. anim evade_left_on4.ma
  94. anim scurry2.ma
  95. anim scurry_leap2.ma -dest scurry_leap.md5anim
  96. anim cabinet_leap.mb
  97.  
  98. anim scurry_leap2.ma -range 1 19 -dest jump_start
  99. anim jump_loop.ma
  100. anim jump_loop2.ma
  101. anim jump_loop3.ma
  102. anim scurry_leap2.ma -range 30 48 -dest jump_end
  103. anim scurry_stop.ma
  104. anim pain3.ma
  105. anim pain_head.ma
  106. anim pain_head_on4.ma
  107. anim pain_chest.ma
  108. anim pain_chest_on4.ma
  109. anim pain_luparm.ma
  110. anim pain_luparm_on4.ma
  111. anim pain_ruparm.ma
  112. anim pain_ruparm_on4.ma
  113. anim pain_legs.ma
  114. anim turret_attack1.ma
  115. anim turret_idle.ma
  116. anim range1.ma
  117. anim range2.ma
  118. anim range3.ma
  119. anim fireball_sight.ma -dest range4
  120. anim crouched_range1.ma
  121. anim slash1.ma
  122. anim slash2.ma
  123. anim slash3.ma
  124. anim teleportin.ma
  125. anim hangonceiling.ma
  126.  
  127. anim outofhole.ma -range 1 1 -dest outofholeidle
  128. anim outofhole.ma
  129.  
  130. anim kitchen.mb -range 1 1 -dest kitchenimpidle -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/
  131.  
  132. anim kitchen.mb -dest kitchenimp -sourcedir maps/fred/kitchen/ -destdir models/md5/monsters/imp/
  133.  
  134. anim idle.mb -dest severedidle -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/
  135. anim wake.mb -dest severedwake -rotate 180 -sourcedir models/monsters/zombie/zombie01/severed/ -destdir models/md5/monsters/imp/
  136.  
  137. anim monster_wakeups.mb -sourcedir maps/fred/cyberdemon -dest impcyberwakeup -prefix IMP1_
  138.  
  139. }
  140.  
  141. model monster_demon_imp {
  142. mesh models/md5/monsters/imp/imp.md5mesh
  143. channel torso ( *chest )
  144. channel legs ( waist *Hips Body origin )
  145.  
  146. anim af_pose models/md5/monsters/imp/initial.md5anim
  147. anim ik_pose models/md5/monsters/imp/initial.md5anim
  148.  
  149. anim teleport models/md5/monsters/imp/teleportin.md5anim {
  150. frame 4 sound_body snd_footstep
  151. frame 21 sound_body snd_sight
  152. }
  153. anim initial models/md5/monsters/imp/initial.md5anim
  154. anim crawl models/md5/monsters/imp/scurry2.md5anim {
  155. frame 6 sound_body snd_footstep
  156. frame 10 sound_body snd_footstep
  157. frame 14 sound_body snd_footstep
  158. frame 18 sound_body snd_footstep
  159. }
  160. anim crawl_idle models/md5/monsters/imp/on4_idle.md5anim {
  161. frame 57 sound_chatter snd_alert_idle
  162. frame 140 sound_chatter snd_alert_idle
  163. }
  164. anim stand models/md5/monsters/imp/idle1.md5anim
  165. anim idle models/md5/monsters/imp/idle1.md5anim {
  166. random_cycle_start
  167. }
  168. anim idle1 models/md5/monsters/imp/idle1.md5anim {
  169. random_cycle_start
  170. }
  171. anim sight1 models/md5/monsters/imp/sight.md5anim {
  172. frame 15 sound_body snd_sight
  173. }
  174. anim sight2 models/md5/monsters/imp/sight2.md5anim {
  175. frame 13 sound_body snd_sight2
  176. }
  177. anim walk models/md5/monsters/imp/walk1.md5anim {
  178. random_cycle_start
  179. frame 2 leftfoot
  180. frame 19 rightfoot
  181. }
  182. anim run models/md5/monsters/imp/faster_walk.md5anim {
  183. random_cycle_start
  184. frame 13 leftfoot
  185. frame 26 rightfoot
  186. }
  187. anim crawl_evade_left models/md5/monsters/imp/evade_left_on4.md5anim {
  188. frame 1 sound_voice snd_pain
  189. frame 14 sound_body snd_footstep
  190. frame 15 sound_body snd_footstep
  191. frame 16 sound_body snd_footstep
  192. }
  193. anim crawl_evade_right models/md5/monsters/imp/evade_right_on4.md5anim {
  194. frame 1 sound_voice snd_pain
  195. frame 13 sound_body snd_footstep
  196. frame 14 sound_body snd_footstep
  197. frame 15 sound_body snd_footstep
  198. frame 16 sound_body snd_footstep
  199. }
  200. anim crawl_evade_left_noturn models/md5/monsters/imp/evade_left_on4.md5anim {
  201. ai_no_turn
  202. frame 1 sound_voice snd_pain
  203. frame 14 sound_body snd_footstep
  204. frame 15 sound_body snd_footstep
  205. frame 16 sound_body snd_footstep
  206. }
  207. anim crawl_evade_right_noturn models/md5/monsters/imp/evade_right_on4.md5anim {
  208. ai_no_turn
  209. frame 1 sound_voice snd_pain
  210. frame 13 sound_body snd_footstep
  211. frame 14 sound_body snd_footstep
  212. frame 15 sound_body snd_footstep
  213. frame 16 sound_body snd_footstep
  214. }
  215. anim evade_left models/md5/monsters/imp/evade_left.md5anim {
  216. frame 1 sound_voice snd_pain
  217. frame 14 sound_body snd_footstep
  218. frame 15 sound_body snd_footstep
  219. }
  220. anim evade_right models/md5/monsters/imp/evade_right.md5anim {
  221. frame 1 sound_voice snd_pain
  222. frame 13 sound_body snd_footstep
  223. frame 14 sound_body snd_footstep
  224. }
  225. anim range_attack1 models/md5/monsters/imp/range1.md5anim {
  226. frame 2 sound_weapon snd_createmissile
  227. frame 2 create_missile RMissile
  228. frame 22 sound_weapon snd_attackmissile
  229. frame 22 launch_missile RMissile
  230. }
  231. anim range_attack2 models/md5/monsters/imp/range3.md5anim {
  232. frame 11 sound_weapon snd_createmissile
  233. frame 11 create_missile RMissile
  234. frame 45 sound_weapon snd_attackmissile
  235. frame 45 launch_missile RMissile
  236. }
  237. anim range_attack3 models/md5/monsters/imp/range4.md5anim {
  238. frame 1 sound_body snd_sight
  239. frame 2 sound_weapon snd_createmissile
  240. frame 2 create_missile RMissile
  241. frame 37 sound_weapon snd_attackmissile
  242. frame 37 launch_missile RMissile
  243. }
  244. anim turret_attack1 models/md5/monsters/imp/turret_attack1.md5anim {
  245. frame 1 sound_body snd_sight
  246. frame 2 sound_weapon snd_createmissile
  247. frame 2 create_missile RMissile
  248. frame 22 sound_weapon snd_attackmissile
  249. frame 22 launch_missile RMissile
  250. }
  251. anim turret_idle models/md5/monsters/imp/turret_idle.md5anim
  252.  
  253. anim jump_start models/md5/monsters/imp/jump_start.md5anim {
  254. frame 1 sound_voice snd_attackmelee_1
  255. }
  256. anim jump_loop1 models/md5/monsters/imp/jump_loop.md5anim
  257. anim jump_end models/md5/monsters/imp/jump_end.md5anim {
  258. frame 1 sound_body snd_footstep
  259. frame 3 sound_body snd_footstep
  260. }
  261.  
  262. anim melee_attack1 models/md5/monsters/imp/slash1.md5anim {
  263. frame 1 sound_weapon snd_attackmelee_1
  264. frame 8 melee melee_impLeftClaw
  265. frame 10 sound_body snd_footstep
  266. frame 17 melee melee_impRightClaw
  267. frame 19 sound_body snd_footstep
  268. }
  269. anim melee_attack2 models/md5/monsters/imp/slash2.md5anim {
  270. frame 1 sound_weapon snd_attackmelee_2
  271. frame 4 sound_body snd_footstep
  272. frame 9 melee melee_impLeftClaw
  273. frame 11 sound_body snd_footstep
  274. frame 21 sound_body snd_footstep
  275. }
  276. anim melee_attack3 models/md5/monsters/imp/slash3.md5anim {
  277. frame 1 sound_weapon snd_attackmelee_2
  278. frame 6 melee melee_impRightClaw
  279. frame 10 sound_body snd_footstep
  280. }
  281. anim pain_head models/md5/monsters/imp/pain_head.md5anim {
  282. frame 1 sound_voice snd_pain
  283. }
  284. anim pain_left_arm models/md5/monsters/imp/pain_luparm.md5anim {
  285. frame 1 sound_voice snd_pain
  286. }
  287. anim pain_right_arm models/md5/monsters/imp/pain_ruparm.md5anim {
  288. frame 1 sound_voice snd_pain
  289. }
  290. anim pain_chest models/md5/monsters/imp/pain_chest.md5anim {
  291. frame 1 sound_voice snd_pain
  292. }
  293. anim pain models/md5/monsters/imp/pain3.md5anim {
  294. frame 1 sound_voice snd_pain
  295. }
  296. anim leap_attack models/md5/monsters/imp/scurry_leap.md5anim {
  297. frame 1 sound_voice snd_sight8
  298. frame 4 sound_body snd_footstep
  299. frame 15 sound_body snd_footstep
  300. frame 16 attack_begin melee_impLeapAttack
  301. frame 28 attack_end
  302. frame 30 sound_body snd_footstep
  303. frame 32 sound_body snd_footstep
  304. frame 38 sound_body snd_footstep
  305. }
  306.  
  307. anim roofcrawlidle models/md5/monsters/imp/ceilingimpidle.md5anim {
  308. ai_no_turn
  309. frame 1 disableGravity
  310. frame 1 disableWalkIK
  311. }
  312. anim roofcrawl models/md5/monsters/imp/ceilingimp.md5anim {
  313. ai_no_turn
  314. frame 1 disableGravity
  315. frame 1 disableWalkIK
  316. frame 117 enableGravity
  317. frame 117 enableWalkIK
  318. }
  319.  
  320. anim ceilinghang models/md5/monsters/imp/hangonceiling.md5anim {
  321. ai_no_turn
  322. frame 1 disableGravity
  323. frame 1 disableWalkIK
  324. }
  325.  
  326. anim zombie_feast models/md5/monsters/imp/severedidle.md5anim {
  327. ai_no_turn
  328. }
  329. anim zombie_feast_wake models/md5/monsters/imp/severedwake.md5anim {
  330. ai_no_turn
  331. frame 6 sound_voice snd_chatter
  332. }
  333.  
  334. anim outofholeidle models/md5/monsters/imp/outofholeidle.md5anim {
  335. frame 1 disableWalkIK
  336. ai_no_turn
  337. }
  338. anim outofhole models/md5/monsters/imp/outofhole.md5anim {
  339. ai_no_turn
  340. frame 1 disableWalkIK
  341. frame 12 sound_voice snd_chatter
  342. frame 65 enableWalkIK
  343. }
  344.  
  345. anim offwallidle models/md5/monsters/imp/offwallidle.md5anim {
  346. ai_no_turn
  347. frame 1 disableWalkIK
  348. frame 1 disableGravity
  349. }
  350. anim offwall models/md5/monsters/imp/offwall.md5anim {
  351. ai_no_turn
  352. frame 1 disableWalkIK
  353. frame 1 disableGravity
  354. frame 73 enableGravity
  355. frame 73 enableWalkIK
  356. }
  357. }
  358.  
  359. entityDef monster_demon_imp {
  360. "inherit" "monster_default"
  361. "scriptobject" "monster_demon_imp"
  362. "model" "monster_demon_imp"
  363. "ragdoll" "monster_demon_imp"
  364.  
  365. "size" "48 48 72"
  366. "use_aas" "aas48"
  367. "team" "1"
  368. "rank" "1"
  369. "health" "1"
  370. "melee_damage" "35"
  371. "melee_range" "40"
  372. "def_projectile" "projectile_impfireball"
  373. "attack_cone" "70"
  374. "attack_accuracy" "0"
  375. "offsetModel" "-8 0 0"
  376. "anim" "idle1"
  377. "mass" "200"
  378.  
  379. "burnaway" ".5"
  380. "smoke_burnParticleSystem" "burn_imp.prt-chest"
  381.  
  382. "ik_numLegs" "2"
  383. "ik_footSize" "4"
  384. "ik_waist" "Body"
  385. "ik_hip1" "Lupleg"
  386. "ik_hip2" "Rupleg"
  387. "ik_knee1" "Lloleg"
  388. "ik_knee2" "Rloleg"
  389. "ik_ankle1" "Lankle_r"
  390. "ik_ankle2" "Rankle_r"
  391. "ik_dir1" "Lknee"
  392. "ik_dir2" "Rknee"
  393. "ik_foot1" "Lball_r"
  394. "ik_foot2" "Rball_r"
  395.  
  396. "ragdoll_slomoStart" "0"
  397. "ragdoll_slomoEnd" "0"
  398.  
  399. "damage_zone head" "*Neck"
  400. "damage_zone chest" "*waist -*Rshldr -*Lshldr -*Neck"
  401. "damage_zone left_arm" "*Lshldr"
  402. "damage_zone right_arm" "*Rshldr"
  403. "damage_zone legs" "*Hips"
  404.  
  405. "damage_scale head" "2"
  406.  
  407. "snd_footstep" "monster_demon_imp_footstep"
  408. "snd_sight" "monster_demon_imp_sight"
  409. "snd_sight2" "monster_demon_imp_sight2"
  410. "snd_sight8" "monster_demon_imp_sight8"
  411. "snd_chatter" "monster_demon_imp_chatter"
  412. "snd_chatter_combat" "monster_demon_imp_chatter_combat"
  413. "snd_pain" "monster_demon_imp_pain"
  414. "snd_attackmelee_1" "monster_demon_imp_attackmelee_1"
  415. "snd_attackmelee_2" "monster_demon_imp_attackmelee_2"
  416. "snd_death" "monster_demon_imp_die"
  417. "snd_thud" "monster_demon_imp_thud"
  418. "snd_createmissile" "monster_demon_imp_fireball_create"
  419. "snd_attackmissile" "monster_demon_imp_fireball_throw"
  420. "snd_alert_idle" "monster_demon_imp_alert_idle"
  421. "snd_burn" "monster_demon_archvile_burn"
  422. }
  423.  
  424. model monster_demon_imp_crawler {
  425. mesh models/md5/monsters/imp/imp.md5mesh
  426. channel torso ( *chest )
  427. channel legs ( waist *Hips Body origin )
  428.  
  429. anim af_pose models/md5/monsters/imp/initial.md5anim
  430. anim ik_pose models/md5/monsters/imp/on4_idle.md5anim
  431.  
  432. anim stand models/md5/monsters/imp/on4_idle.md5anim {
  433. frame 57 sound_chatter snd_alert_idle
  434. frame 140 sound_chatter snd_alert_idle
  435. }
  436. anim teleport models/md5/monsters/imp/teleportin.md5anim {
  437. frame 28 sound_body snd_sight
  438. }
  439. anim sight models/md5/monsters/imp/on4_sight.md5anim {
  440. frame 5 sound_body snd_sight
  441. }
  442. anim idle models/md5/monsters/imp/on4_idle.md5anim {
  443. frame 57 sound_chatter snd_alert_idle
  444. frame 140 sound_chatter snd_alert_idle
  445. }
  446. anim run models/md5/monsters/imp/scurry2.md5anim {
  447. frame 6 sound_body snd_footstep
  448. frame 10 sound_body snd_footstep
  449. frame 14 sound_body snd_footstep
  450. frame 18 sound_body snd_footstep
  451. }
  452. anim walk models/md5/monsters/imp/scurry2.md5anim {
  453. frame 6 sound_body snd_footstep
  454. frame 10 sound_body snd_footstep
  455. frame 14 sound_body snd_footstep
  456. frame 18 sound_body snd_footstep
  457. }
  458. anim evade_left models/md5/monsters/imp/evade_left_on4.md5anim {
  459. frame 14 sound_body snd_footstep
  460. frame 15 sound_body snd_footstep
  461. frame 16 sound_body snd_footstep
  462. }
  463. anim evade_right models/md5/monsters/imp/evade_right_on4.md5anim {
  464. frame 13 sound_body snd_footstep
  465. frame 14 sound_body snd_footstep
  466. frame 15 sound_body snd_footstep
  467. frame 16 sound_body snd_footstep
  468. }
  469. anim pain_head models/md5/monsters/imp/pain_head_on4.md5anim {
  470. frame 1 call overrideLegs
  471. frame 1 sound_voice snd_pain
  472. }
  473. anim pain_left_arm models/md5/monsters/imp/pain_luparm_on4.md5anim {
  474. frame 1 call overrideLegs
  475. frame 1 sound_voice snd_pain
  476. }
  477. anim pain_right_arm models/md5/monsters/imp/pain_ruparm_on4.md5anim {
  478. frame 1 call overrideLegs
  479. frame 1 sound_voice snd_pain
  480. }
  481. anim pain_legs models/md5/monsters/imp/pain_chest_on4.md5anim {
  482. frame 1 call overrideLegs
  483. frame 1 sound_voice snd_pain
  484. }
  485. anim pain_chest models/md5/monsters/imp/pain_chest_on4.md5anim {
  486. frame 1 call overrideLegs
  487. frame 1 sound_voice snd_pain
  488. }
  489. anim pain models/md5/monsters/imp/pain_chest_on4.md5anim {
  490. frame 1 call overrideLegs
  491. frame 1 sound_voice snd_pain
  492. }
  493.  
  494. anim range_attack models/md5/monsters/imp/crouched_range1.md5anim {
  495. frame 1 call overrideLegs
  496. frame 2 sound_weapon snd_createmissile
  497. frame 2 create_missile RMissile
  498. frame 12 sound_weapon snd_attackmissile
  499. frame 12 launch_missile RMissile
  500. }
  501.  
  502. anim jump_start models/md5/monsters/imp/jump_start.md5anim
  503. anim jump_loop1 models/md5/monsters/imp/jump_loop.md5anim
  504. anim jump_loop2 models/md5/monsters/imp/jump_loop2.md5anim
  505. anim jump_loop3 models/md5/monsters/imp/jump_loop3.md5anim
  506. anim jump_end models/md5/monsters/imp/jump_end.md5anim
  507.  
  508. anim melee_attack1 models/md5/monsters/imp/on4_melee1.md5anim {
  509. frame 1 call overrideLegs
  510. frame 1 sound_weapon snd_attackmelee_1
  511. frame 11 melee melee_impRightClaw
  512. }
  513. anim melee_attack2 models/md5/monsters/imp/on4_melee2.md5anim {
  514. frame 1 call overrideLegs
  515. frame 1 sound_weapon snd_attackmelee_2
  516. frame 7 sound_body snd_footstep
  517. frame 8 melee melee_impRightClaw
  518. frame 14 melee melee_impLeftClaw
  519. frame 17 sound_body snd_footstep
  520. frame 22 sound_body snd_footstep
  521. }
  522. }
  523.  
  524. entityDef monster_demon_imp_crawler {
  525. "inherit" "monster_default"
  526. "scriptobject" "monster_demon_imp"
  527. "model" "monster_demon_imp_crawler"
  528. "ragdoll" "monster_demon_imp"
  529.  
  530. "size" "48 48 72"
  531. "use_aas" "aas48"
  532. "team" "1"
  533. "rank" "1"
  534. "health" "1"
  535. "melee_damage" "35"
  536. "melee_range" "40"
  537. "def_projectile" "projectile_impfireball"
  538. "attack_cone" "70"
  539. "attack_accuracy" "0"
  540. "offsetModel" "-8 0 0"
  541. "mass" "150"
  542.  
  543. "burnaway" "0.50"
  544.  
  545. "ik_numLegs" "2"
  546. "ik_footSize" "4"
  547. "ik_waist" "Body"
  548. "ik_hip1" "Lupleg"
  549. "ik_hip2" "Rupleg"
  550. "ik_hip3" "Luparm"
  551. "ik_hip4" "Ruparm"
  552. "ik_knee1" "Lloleg"
  553. "ik_knee2" "Rloleg"
  554. "ik_knee3" "Lloarm"
  555. "ik_knee4" "Rloarm"
  556. "ik_ankle1" "Lankle_r"
  557. "ik_ankle2" "Rankle_r"
  558. "ik_ankle3" "Lhand"
  559. "ik_ankle4" "Rhand"
  560. "ik_dir1" "Lknee"
  561. "ik_dir2" "Rknee"
  562. "ik_dir3" "Lelbow"
  563. "ik_dir4" "Relbow"
  564. "ik_foot1" "Lball_r"
  565. "ik_foot2" "Rball_r"
  566. "ik_foot3" "Lhand"
  567. "ik_foot4" "Rhand"
  568.  
  569. "damage_zone head" "*Neck"
  570. "damage_zone chest" "*waist -*Rshldr -*Lshldr -*Neck"
  571. "damage_zone left_arm" "*Lshldr"
  572. "damage_zone right_arm" "*Rshldr"
  573. "damage_zone legs" "*Hips"
  574. "damage_scale head" "1.25"
  575.  
  576. "snd_footstep" "monster_demon_imp_footstep"
  577. "snd_sight" "monster_demon_imp_sight"
  578. "snd_sight2" "monster_demon_imp_sight2"
  579. "snd_sight8" "monster_demon_imp_sight8"
  580. "snd_chatter" "monster_demon_imp_chatter"
  581. "snd_chatter_combat" "monster_demon_imp_chatter_combat"
  582. "snd_pain" "monster_demon_imp_pain"
  583. "snd_attackmelee_1" "monster_demon_imp_attackmelee_1"
  584. "snd_attackmelee_2" "monster_demon_imp_attackmelee_2"
  585. "snd_death" "monster_demon_imp_die"
  586. "snd_thud" "monster_demon_imp_thud"
  587. "snd_createmissile" "monster_demon_imp_fireball_create"
  588. "snd_attackmissile" "monster_demon_imp_fireball_throw"
  589. "snd_alert_idle" "monster_demon_imp_alert_idle"
  590. "snd_burn" "monster_demon_tick_burn"
  591. }
  592.  
  593. entityDef damage_impfireball {
  594. "damage" "12"
  595. "kickDir" "1 0 0"
  596. "push" "500"
  597.  
  598. "mtr_blob" "genericDamage"
  599. "blob_time" "300"
  600. "blob_size" "400"
  601. "blob_offset_x" "400"
  602.  
  603.  
  604. "knockback" "10"
  605.  
  606. "kick_time" "400"
  607. "kick_amplitude" "1"
  608.  
  609. "dv_time" "100"
  610. "smoke_wound_flesh" "bloodwound.smoke"
  611. }
  612.  
  613. entityDef damage_impfireball_splash {
  614. "damage" "5"
  615. "radius" "50"
  616. "push" "5000"
  617. }
  618.  
  619. entityDef projectile_impfireball {
  620. "spawnclass" "idProjectile"
  621. "mins" "-4 -4 -4"
  622. "maxs" "4 4 4"
  623. "cone" "3"
  624. "model" "impfireball2.prt"
  625.  
  626. "def_damage" "damage_impfireball"
  627. "def_splash_damage" "damage_impfireball_splash"
  628.  
  629. "launchFromBarrel" "1"
  630. "health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
  631. "velocity" "475 0 -150" // how fast the projectile leaves the gun (or distance if fuse is 0)
  632. "angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun
  633. "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
  634. "thrust_start" "0" // when to start accelerating
  635. "thrust_end" "0" // when to stop accelerating
  636. "linear_friction" "0" // "air" friction
  637. "angular_friction" "0"
  638. "contact_friction" "0"
  639. "bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
  640. "mass" "5"
  641. "gravity" "250" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
  642. "fuse" "20" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
  643.  
  644. "detonate_on_fuse" "0" // whether projectile should detonate when it's fuse runs out
  645. "detonate_on_death" "1" // whether projectile should detonate when it's "killed" (health runs out)
  646. "detonate_on_world" "1" // whether projectile should detonate when it hits an obstacle
  647. "detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
  648.  
  649. "impact_damage_effect" "0" // whether projectile causes blood splats from characters that bleed
  650. "impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
  651.  
  652. "mtr_detonate" "textures/decals/ballburn01"
  653. "decal_size" "75"
  654.  
  655. "smoke_fly" "imp_trail2.prt" // particle effect while in the air
  656. "smoke_detonate" "" // particle effect when detonates
  657. "smoke_residue" "" // particle effect while in the air
  658. "smoke_bounce" "" // particle effect when bounces
  659. "smoke_fuse" "" // particle effect when removed from fuse expiring
  660.  
  661. // parametric particles -- temp
  662. "model_detonate" "imp_explosion.prt"
  663.  
  664. "debris_count" "3"
  665. "def_debris" "debris_largeshrapnel"
  666. "def_shrapnel" "debris_shrapnel"
  667.  
  668. "mtr_light_shader" "lights/impflyflash"
  669. "light_color" "0.9 0.7 0.05"
  670. "light_radius" "160"
  671. "light_offset" "0 0 0"
  672.  
  673.  
  674. "mtr_explode_light_shader" "lights/impflash"
  675. "explode_light_color" "3.6 3.0 0.5"
  676. "explode_light_radius" "320"
  677. "explode_light_fadetime" "1.0"
  678.  
  679. "snd_explode" "monster_demon_imp_fireball_explode"
  680. "snd_fly" "monster_demon_imp_fireball_flight" // particle effect while in the air
  681. }
  682.  
  683. entityDef melee_impLeapAttack {
  684. // melee specific parameters
  685. "snd_hit" "monster_demon_imp_melee_hit"
  686. "kickDir" "1 0 0"
  687.  
  688. // damage parameters
  689. "damage" "8"
  690.  
  691. "mtr_blob" "leftSlash"
  692. "blob_time" "300"
  693. "blob_x" "140"
  694. "blob_y" "-100"
  695. "blob_width" "600"
  696. "blob_height" "600"
  697.  
  698. "knockback" "100"
  699.  
  700. "kick_time" "800"
  701. "kick_amplitude" "2"
  702.  
  703. "dv_time" "400"
  704. }
  705.  
  706. entityDef melee_impLeftClaw {
  707. // melee specific parameters
  708. "snd_hit" "monster_demon_imp_melee_hit"
  709. "snd_miss" "monster_demon_imp_melee_miss"
  710. "kickDir" "0 -1 0"
  711.  
  712. // damage parameters
  713. "damage" "8"
  714.  
  715. "mtr_blob" "leftSlash"
  716. "blob_time" "300"
  717. "blob_x" "140"
  718. "blob_y" "-100"
  719. "blob_width" "600"
  720. "blob_height" "600"
  721.  
  722. "knockback" "40"
  723.  
  724. "kick_time" "400"
  725. "kick_amplitude" "2"
  726.  
  727. "dv_time" "100"
  728. }
  729.  
  730. entityDef melee_impRightClaw {
  731. "snd_hit" "monster_demon_imp_melee_hit"
  732. "snd_miss" "monster_demon_imp_melee_miss"
  733. "kickDir" "0 1 0"
  734.  
  735. "damage" "8"
  736.  
  737. "mtr_blob" "rightSlash"
  738. "blob_time" "300"
  739. "blob_x" "-100"
  740. "blob_y" "-100"
  741. "blob_width" "600"
  742. "blob_height" "600"
  743.  
  744. "knockback" "30"
  745.  
  746. "kick_time" "400"
  747. "kick_amplitude" "2"
  748.  
  749. "dv_time" "100"
  750. }
  751.  
  752. model monster_demon_imp_crawl_armdoor {
  753. mesh models/md5/monsters/imp/imp.md5mesh
  754. anim alphalabs2_impcrawl_arm models/md5/cinematics/alphalabs2/alphalabs2_impcrawl_arm.md5anim {
  755. frame 2 sound_body snd_sight5
  756. }
  757. anim underground_impcrawl_arm models/md5/cinematics/underground/underground_impcrawl_arm.md5anim {
  758. frame 57 sound_body snd_sight
  759. frame 75 sound_body snd_sight2
  760. frame 110 sound_body snd_sight3
  761. frame 128 sound_body snd_sight4
  762. }
  763. }
  764.  
  765. entityDef monster_demon_imp_crawl_armdoor {
  766. "inherit" "cin_base"
  767. "model" "monster_demon_imp_crawl_armdoor"
  768. "anim" "underground_impcrawl_arm"
  769.  
  770. "snd_sight" "mcu_imp_teh_angar"
  771. "snd_sight2" "mcu_imp_teh_angar2"
  772. "snd_sight3" "mcu_imp_teh_angar3"
  773. "snd_sight4" "mcu_imp_skulkaway"
  774. "snd_sight5" "monster_demon_imp_sight2_loud"
  775. }
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