Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- /*
- ==============================================================================
- SHAMBLER
- ==============================================================================
- */
- $cd id1/models/shams
- $origin 0 0 24
- $base base
- $skin base
- $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
- $frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
- $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7
- $frame walk8 walk9 walk10 walk11 walk12
- $frame run1 run2 run3 run4 run5 run6
- $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7
- $frame smash8 smash9 smash10 smash11 smash12
- $frame swingr1 swingr2 swingr3 swingr4 swingr5
- $frame swingr6 swingr7 swingr8 swingr9
- $frame swingl1 swingl2 swingl3 swingl4 swingl5
- $frame swingl6 swingl7 swingl8 swingl9
- $frame magic1 magic2 magic3 magic4 magic5
- $frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
- $frame pain1 pain2 pain3 pain4 pain5 pain6
- $frame death1 death2 death3 death4 death5 death6
- $frame death7 death8 death9 death10 death11
- void() sham_stand1 =[ $stand1, sham_stand2 ] {ai_stand();};
- void() sham_stand2 =[ $stand2, sham_stand3 ] {ai_stand();};
- void() sham_stand3 =[ $stand3, sham_stand4 ] {ai_stand();};
- void() sham_stand4 =[ $stand4, sham_stand5 ] {ai_stand();};
- void() sham_stand5 =[ $stand5, sham_stand6 ] {ai_stand();};
- void() sham_stand6 =[ $stand6, sham_stand7 ] {ai_stand();};
- void() sham_stand7 =[ $stand7, sham_stand8 ] {ai_stand();};
- void() sham_stand8 =[ $stand8, sham_stand9 ] {ai_stand();};
- void() sham_stand9 =[ $stand9, sham_stand10] {ai_stand();};
- void() sham_stand10 =[ $stand10, sham_stand11] {ai_stand();};
- void() sham_stand11 =[ $stand11, sham_stand12] {ai_stand();};
- void() sham_stand12 =[ $stand12, sham_stand13] {ai_stand();};
- void() sham_stand13 =[ $stand13, sham_stand14] {ai_stand();};
- void() sham_stand14 =[ $stand14, sham_stand15] {ai_stand();};
- void() sham_stand15 =[ $stand15, sham_stand16] {ai_stand();};
- void() sham_stand16 =[ $stand16, sham_stand17] {ai_stand();};
- void() sham_stand17 =[ $stand17, sham_stand1 ] {ai_stand();};
- void() sham_walk1 =[ $walk1, sham_walk2 ] {ai_walk(10);};
- void() sham_walk2 =[ $walk2, sham_walk3 ] {ai_walk(9 * (1 + self.speed_mod));};
- void() sham_walk3 =[ $walk3, sham_walk4 ] {ai_walk(9 * (1 + self.speed_mod));};
- void() sham_walk4 =[ $walk4, sham_walk5 ] {ai_walk(5 * (1 + self.speed_mod));};
- void() sham_walk5 =[ $walk5, sham_walk6 ] {ai_walk(6 * (1 + self.speed_mod));};
- void() sham_walk6 =[ $walk6, sham_walk7 ] {ai_walk(12 * (1 + self.speed_mod));};
- void() sham_walk7 =[ $walk7, sham_walk8 ] {ai_walk(8 * (1 + self.speed_mod));};
- void() sham_walk8 =[ $walk8, sham_walk9 ] {ai_walk(3 * (1 + self.speed_mod));};
- void() sham_walk9 =[ $walk9, sham_walk10] {ai_walk(13 * (1 + self.speed_mod));};
- void() sham_walk10 =[ $walk10, sham_walk11] {ai_walk(9 * (1 + self.speed_mod));};
- void() sham_walk11 =[ $walk11, sham_walk12] {ai_walk(7 * (1 + self.speed_mod));};
- void() sham_walk12 =[ $walk12, sham_walk1 ] {ai_walk(7 * (1 + self.speed_mod));
- if (random() > 0.8)
- sound_idle (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
- void() sham_run1 =[ $run1, sham_run2 ] {ai_run(20 * (1 + self.speed_mod));};
- void() sham_run2 =[ $run2, sham_run3 ] {ai_run(24 * (1 + self.speed_mod));};
- void() sham_run3 =[ $run3, sham_run4 ] {ai_run(20 * (1 + self.speed_mod));};
- void() sham_run4 =[ $run4, sham_run5 ] {ai_run(20 * (1 + self.speed_mod));};
- void() sham_run5 =[ $run5, sham_run6 ] {ai_run(24 * (1 + self.speed_mod));};
- void() sham_run6 =[ $run6, sham_run1 ] {ai_run(20 * (1 + self.speed_mod));
- if (random() > 0.8)
- sound_idle (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
- };
- void() sham_smash1 =[ $smash1, sham_smash2 ] {
- sound_attack (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
- ai_charge(2);};
- void() sham_smash2 =[ $smash2, sham_smash3 ] {ai_charge(6 * (1 + self.speed_mod));};
- void() sham_smash3 =[ $smash3, sham_smash4 ] {ai_charge(6 * (1 + self.speed_mod));};
- void() sham_smash4 =[ $smash4, sham_smash5 ] {ai_charge(5 * (1 + self.speed_mod));};
- void() sham_smash5 =[ $smash5, sham_smash6 ] {ai_charge(4 * (1 + self.speed_mod));};
- void() sham_smash6 =[ $smash6, sham_smash7 ] {ai_charge(1 * (1 + self.speed_mod));};
- void() sham_smash7 =[ $smash7, sham_smash8 ] {ai_charge(0 * (1 + self.speed_mod));};
- void() sham_smash8 =[ $smash8, sham_smash9 ] {ai_charge(0 * (1 + self.speed_mod));};
- void() sham_smash9 =[ $smash9, sham_smash10 ] {ai_charge(0 * (1 + self.speed_mod));};
- void() sham_smash10 =[ $smash10, sham_smash11 ] {
- local vector delta;
- local float ldmg;
- if (!self.enemy)
- return;
- ai_charge(0);
- delta = self.enemy.origin - self.origin;
- if (vlen(delta) > 100)
- return;
- if (!CanDamage (self.enemy, self))
- return;
- ldmg = (random() + random() + random()) * 40;
- T_Damage (self.enemy, self, self, ldmg);
- sound_hit (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
- SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
- SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
- };
- void() sham_smash11 =[ $smash11, sham_smash12 ] {ai_charge(5 * (1 + self.speed_mod));};
- void() sham_smash12 =[ $smash12, sham_run1 ] {ai_charge(4 * (1 + self.speed_mod));};
- void() sham_swingr1;
- void(float side) ShamClaw =
- {
- local vector delta;
- local float ldmg;
- if (!self.enemy)
- return;
- ai_charge(10 * (1 + self.speed_mod));
- delta = self.enemy.origin - self.origin;
- if (vlen(delta) > 100)
- return;
- ldmg = (random() + random() + random()) * 20;
- T_Damage (self.enemy, self, self, ldmg);
- sound_hit (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
- if (side)
- {
- makevectors (self.angles);
- SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
- }
- };
- void() sham_swingl1 =[ $swingl1, sham_swingl2 ] {
- sound_misc (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
- ai_charge(5);};
- void() sham_swingl2 =[ $swingl2, sham_swingl3 ] {ai_charge(3 * (1 + self.speed_mod));};
- void() sham_swingl3 =[ $swingl3, sham_swingl4 ] {ai_charge(7 * (1 + self.speed_mod));};
- void() sham_swingl4 =[ $swingl4, sham_swingl5 ] {ai_charge(3 * (1 + self.speed_mod));};
- void() sham_swingl5 =[ $swingl5, sham_swingl6 ] {ai_charge(7 * (1 + self.speed_mod));};
- void() sham_swingl6 =[ $swingl6, sham_swingl7 ] {ai_charge(9 * (1 + self.speed_mod));};
- void() sham_swingl7 =[ $swingl7, sham_swingl8 ] {ai_charge(5 * (1 + self.speed_mod)); ShamClaw(250);};
- void() sham_swingl8 =[ $swingl8, sham_swingl9 ] {ai_charge(4 * (1 + self.speed_mod));};
- void() sham_swingl9 =[ $swingl9, sham_run1 ] {
- ai_charge(8 * (1 + self.speed_mod));
- if (random()<0.5)
- self.think = sham_swingr1;
- };
- void() sham_swingr1 =[ $swingr1, sham_swingr2 ] {
- sound_attack (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
- ai_charge(1 * (1 + self.speed_mod));};
- void() sham_swingr2 =[ $swingr2, sham_swingr3 ] {ai_charge(8 * (1 + self.speed_mod));};
- void() sham_swingr3 =[ $swingr3, sham_swingr4 ] {ai_charge(14 * (1 + self.speed_mod));};
- void() sham_swingr4 =[ $swingr4, sham_swingr5 ] {ai_charge(7 * (1 + self.speed_mod));};
- void() sham_swingr5 =[ $swingr5, sham_swingr6 ] {ai_charge(3 * (1 + self.speed_mod));};
- void() sham_swingr6 =[ $swingr6, sham_swingr7 ] {ai_charge(6 * (1 + self.speed_mod));};
- void() sham_swingr7 =[ $swingr7, sham_swingr8 ] {ai_charge(6 * (1 + self.speed_mod)); ShamClaw(-250);};
- void() sham_swingr8 =[ $swingr8, sham_swingr9 ] {ai_charge(3 * (1 + self.speed_mod));};
- void() sham_swingr9 =[ $swingr9, sham_run1 ] {ai_charge(1 * (1 + self.speed_mod));
- ai_charge(10 * (1 + self.speed_mod));
- if (random()<0.5)
- self.think = sham_swingl1;
- };
- void() sham_melee =
- {
- local float chance;
- chance = random();
- if (chance > 0.6 || self.health == 600)
- sham_smash1 ();
- else if (chance > 0.3)
- sham_swingr1 ();
- else
- sham_swingl1 ();
- };
- //============================================================================
- void() sham_arc_think =
- {
- if (self.owner != world && self.owner.trigger_field == self)
- self.owner.trigger_field = world;
- remove (self);
- };
- void() CastLightning =
- {
- local vector org, dir;
- self.effects = self.effects | EF_MUZZLEFLASH;
- ai_face ();
- org = self.origin + self.attack_offset; //'0 0 40';
- dir = self.enemy.origin + '0 0 16' - org;
- dir = normalize (dir);
- if (self.hitscan_range)
- traceline (org, self.origin + dir*self.hitscan_range, TRUE, self);
- else
- traceline (org, self.origin + dir*600, TRUE, self);
- WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
- WriteByte (MSG_BROADCAST, TE_LIGHTNING1);
- WriteEntity (MSG_BROADCAST, self);
- WriteCoord (MSG_BROADCAST, org_x);
- WriteCoord (MSG_BROADCAST, org_y);
- WriteCoord (MSG_BROADCAST, org_z);
- WriteCoord (MSG_BROADCAST, trace_endpos_x);
- WriteCoord (MSG_BROADCAST, trace_endpos_y);
- WriteCoord (MSG_BROADCAST, trace_endpos_z);
- LightningDamage (org, trace_endpos, self, 10);
- };
- //void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face();
- // sound_misc1 (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
- void() sham_magic1 =[ $magic1, sham_magic2 ] {ai_face();
- sound_misc1 (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
- };
- void() sham_magic2 =[ $magic2, sham_magic3 ] {ai_face();};
- void() sham_magic3 =[ $magic3, sham_magic4 ] {ai_face();self.nextthink = self.nextthink + (0.2 * self.speed_mod);
- local entity o;
- self.effects = self.effects | EF_MUZZLEFLASH;
- ai_face();
- self.trigger_field = spawn();
- o = self.trigger_field;
- setmodel (o, "progs/s_light.mdl");
- setorigin (o, self.origin);
- o.owner = self;
- o.angles = self.angles;
- o.nextthink = time + 0.7;
- o.think = sham_arc_think;
- };
- void() sham_magic4 =[ $magic4, sham_magic5 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- self.trigger_field.frame = 1;
- };
- void() sham_magic5 =[ $magic5, sham_magic6 ]
- {
- self.effects = self.effects | EF_MUZZLEFLASH;
- self.trigger_field.frame = 2;
- };
- void() sham_magic6 =[ $magic6, sham_magic9 ]
- {
- remove (self.trigger_field);
- self.trigger_field = world;
- CastLightning();
- sound_misc2 (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
- };
- void() sham_magic9 =[ $magic9, sham_magic10 ]
- {CastLightning();};
- void() sham_magic10 =[ $magic10, sham_magic11 ]
- {CastLightning();};
- void() sham_magic11 =[ $magic11, sham_magic12 ]
- {
- if (skill == 3)
- CastLightning();
- };
- void() sham_magic12 =[ $magic12, sham_run1 ] {};
- void() sham_pain1 =[ $pain1, sham_pain2 ] {};
- void() sham_pain2 =[ $pain2, sham_pain3 ] {};
- void() sham_pain3 =[ $pain3, sham_pain4 ] {};
- void() sham_pain4 =[ $pain4, sham_pain5 ] {};
- void() sham_pain5 =[ $pain5, sham_pain6 ] {};
- void() sham_pain6 =[ $pain6, sham_run1 ] {};
- void(entity attacker, float damage) sham_pain =
- {
- sound_pain (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
- if (self.health <= 0)
- return; // allready dying, don't go into pain frame
- if (random()*400 > damage)
- return; // didn't flinch
- if (self.pain_finished > time)
- return;
- self.pain_finished = time + 2;
- if (self.trigger_field != world && self.trigger_field.owner == self)
- self.trigger_field.frame = 2;
- self.trigger_field = world;
- sham_pain1 ();
- };
- //============================================================================
- void() sham_death1 =[ $death1, sham_death2 ] {};
- void() sham_death2 =[ $death2, sham_death3 ] {};
- void() sham_death3 =[ $death3, sham_death4 ] {self.solid = SOLID_NOT;};
- void() sham_death4 =[ $death4, sham_death5 ] {};
- void() sham_death5 =[ $death5, sham_death6 ] {};
- void() sham_death6 =[ $death6, sham_death7 ] {};
- void() sham_death7 =[ $death7, sham_death8 ] {};
- void() sham_death8 =[ $death8, sham_death9 ] {};
- void() sham_death9 =[ $death9, sham_death10 ] {};
- void() sham_death10 =[ $death10, sham_death11 ] {};
- void() sham_death11 =[ $death11, sham_death11 ] {};
- void() sham_die =
- {
- // check for gib
- if (self.health < -60)
- {
- sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
- if (self.mdl_head != "") //dumptruck_ds custom_mdls
- {
- ThrowHead (self.mdl_head, self.health);
- }
- else
- {
- ThrowHead ("progs/h_shams.mdl", self.health);
- }
- // ThrowGib ("progs/gib1.mdl", self.health);
- // ThrowGib ("progs/gib2.mdl", self.health);
- // ThrowGib ("progs/gib3.mdl", self.health);
- if (self.mdl_gib1 != "") // custom models -- dumptruck_ds
- {
- ThrowGib (self.mdl_gib1, self.health);
- }
- else
- {
- ThrowGib ("progs/gib1.mdl", self.health);
- }
- if (self.mdl_gib2 != "")
- {
- ThrowGib (self.mdl_gib2, self.health);
- }
- else
- {
- ThrowGib ("progs/gib2.mdl", self.health);
- }
- if (self.mdl_gib3 != "")
- {
- ThrowGib (self.mdl_gib3, self.health);
- }
- else
- {
- ThrowGib ("progs/gib3.mdl", self.health);
- }
- DropStuff();
- return;
- }
- // regular death
- sound_death (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM);
- DropStuff();
- sham_death1 ();
- };
- //============================================================================
- /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH X X TRIGGER_SPAWNED X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
- {
- model ("progs/shambler.mdl");
- }
- Shambler.
- Default health = 600
- snd_death(string) : "Path to custom death sound"
- snd_pain(string) : "Path to custom pain sound"
- snd_sight(string) : "Path to custom sight sound"
- snd_attack(string) : "Path to custom attack sound (GRUNT)"
- snd_hit(string) : "Path to custom hit sound (FLESH TEARING)"
- snd_idle(string) : "Path to custom idle sound"
- snd_misc(string) : "Path to custom sound (GRUNT 2)"
- snd_misc1(string) : "Path to custom sound (LIGHTNING ZAP)"
- snd_misc2(string) : "Path to custom sound (LIGHTNING BOOM)"
- mdl_head(string) : "Path to custom head model"
- mdl_body(string) : "Path to custom body model"
- skin_head(float) : "Skin index of custom head model"
- mdl_gib1(string) : "Path to custom 1st gib model"
- mdl_gib2(string) : "Path to custom 2nd gib model"
- mdl_gib3(string) : "Path to custom 3rd gib model"
- effects(choices) : "Add a visual effect to an entity"
- 0 : "None (Default)"
- 1 : "Brightfield (yellow particles)"
- 4 : "Bright light"
- 8 : "Dim light"
- berserk(choices) "Skips certain pain animations similar to skill 3 (Makes a semi-nightmare monster!)"
- 0 : "Off (Default)"
- 1 : "Berserk (skip pain animations)"
- delay(float) : "Delay spawn in for this amount of time"
- wait(choices) : "Play an effect when trigger spawned?"
- 0 : "Teleport Effects (Default)"
- 1 : "Spawn Silently"
- spawn_angry(Choices)
- 0 : "Only when trigger spawned, default behavior - not angry"
- 1 : "Only when trigger spawned, set to 1 to spawn angry at player"
- health(integer) : "Set this to a custom health amount"
- pain_target(string) : "Fire this target when pain_threshold is reached"
- pain_threshold(integer) : "Fire pain_target when health drops below this amount"
- sight_trigger(integer) : "1 = Fire target upon seeing the player instead of death"
- skin(integer) : "Skin index (default 0) Use this when your custom model has more than one skin to select"
- obit_name(string) : "When used with obit_method, this will set part of the text for a custom obituary. e.g. a Super Soldier! Using the examples here, the obituary would read: Player was eviscerated by a Super Solider!"
- obit_method(string) : "When used with obit_name, will set part of the text for a custom obituary. e.g. eviscerated - If empty, defaults to killed."
- damage_mod(float) : "USE WITH CAUTION! Multiply all damage from this monster by this number (e.g. 4 = Quad damage)"
- */
- void() monster_shambler =
- {
- if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
- return;
- if (deathmatch)
- {
- remove(self);
- return;
- }
- precache_body_model ("progs/shambler.mdl"); // custom_mdls dumptruck_ds
- precache_head_model ("progs/h_shams.mdl"); // custom_mdls dumptruck_ds
- // precache_model ("progs/shambler.mdl");
- precache_model ("progs/s_light.mdl");
- // precache_model ("progs/h_shams.mdl");
- precache_model ("progs/bolt.mdl");
- precache_sound_misc1 ("shambler/sattck1.wav");
- precache_sound_misc2 ("shambler/sboom.wav");
- precache_sound_death ("shambler/sdeath.wav");
- precache_sound_pain ("shambler/shurt2.wav");
- precache_sound_idle ("shambler/sidle.wav");
- precache_sound_sight ("shambler/ssight.wav");
- precache_sound_attack ("shambler/melee1.wav");
- precache_sound_misc ("shambler/melee2.wav");
- precache_sound_hit ("shambler/smack.wav");
- precache_gib1 ("progs/gib1.mdl");
- precache_gib2 ("progs/gib2.mdl");
- precache_gib3 ("progs/gib3.mdl");
- self.solid = SOLID_SLIDEBOX;
- self.movetype = MOVETYPE_STEP;
- body_model ("progs/shambler.mdl");
- // setmodel (self, "progs/shambler.mdl");
- setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
- if (!self.health) //thanks RennyC -- dumptruck_ds
- self.health = 600;
- self.attack_offset = '0 0 40'; //lightning offset
- self.th_stand = sham_stand1;
- self.th_walk = sham_walk1;
- self.th_run = sham_run1;
- self.th_die = sham_die;
- self.th_melee = sham_melee;
- self.th_missile = sham_magic1;
- if !(self.berserk) //Berserk test from http://celephais.net/board/view_thread.php?id=4&start=3465 -- dumptruck_ds
- self.th_pain = sham_pain;
- else
- self.th_pain = SUB_NullPain;
- walkmonster_start();
- };
- /* Scenic Dead Monster Patch stuff here from DeadStuff mod -- dumptruck_ds */
- /*QUAKED monster_dead_shambler (0 0.5 0.8) (-32 -32 -24) (32 32 64) SOLID X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
- {
- model ({"path":"progs/shambler.mdl","frame":93});
- }
- */
- void() monster_dead_shambler =
- {
- if (SUB_Inhibit ()) // new spawnflags for all entities -- iw
- return;
- precache_model("progs/shambler.mdl");
- setmodel(self, "progs/shambler.mdl");
- self.frame = $death11;
- if (self.spawnflags & 1)
- {
- self.solid = SOLID_BBOX;
- setsize(self,'-77.09 -72.17 -51.52','47.44 98.15 30');
- }
- else
- {
- self.solid = SOLID_NOT;
- }
- };
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement