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map_enpro.def
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2004-08-04
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export fred {
camera maps/fred/enpro/monitor.mb -range 1 200 -dest models/md5/cinematics/enpro/monitorcam
camera maps/fred/enpro/monitor2.mb -range 1 32 -dest models/md5/cinematics/enpro/monitorcam2
camera maps/fred/enpro/escape_shot1.mb -range 1 90 -dest models/md5/cinematics/enpro/escapecam1
camera maps/fred/enpro/escape_shot2.mb -range 91 236 -dest models/md5/cinematics/enpro/escapecam2
camera maps/fred/enpro/swann_campbell.mb -range 237 315 -dest models/md5/cinematics/enpro/escapecam3
camera maps/fred/enpro/escape_shot3.mb -range 316 456 -dest models/md5/cinematics/enpro/escapecam4
camera maps/fred/enpro/marine_battle_shot1.mb -range 1 170 -dest models/md5/cinematics/enpro/exitcam_shot1
camera maps/fred/enpro/marine_battle_shot2.mb -range 171 259 -dest models/md5/cinematics/enpro/exitcam_shot2
camera maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exitcam_shot3
camera maps/fred/enpro/marine_battle_shot4.mb -range 350 420 -dest models/md5/cinematics/enpro/exitcam_shot4
camera maps/fred/enpro/marine_battle_shot5.mb -range 452 510 -dest models/md5/cinematics/enpro/exitcam_shot5
camera maps/fred/enpro/enpro_exit2.mb -range 511 698 -dest models/md5/cinematics/enpro/exitcam_shot6
camera maps/fred/enpro/enpro_exit2.mb -range 699 740 -dest models/md5/cinematics/enpro/exitcam_shot7
camera maps/fred/enpro/enpro_exit2.mb -range 741 979 -dest models/md5/cinematics/enpro/exitcam_shot8
camera maps/fred/enpro/glassexplosion.mb -dest models/md5/cinematics/enpro/glassexplosioncam
camera maps/fred/enpro/tuberide.mb -dest models/md5/cinematics/enpro/tuberidecam
camera maps/fred/enpro/lostsoulintro.mb -range 1 219 -dest models/md5/cinematics/enpro/lostcam1
camera maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostcam2
camera maps/fred/enpro/lostsoulintro.mb -range 284 320 -dest models/md5/cinematics/enpro/lostcam3
camera maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/marine_cam1
camera maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/marine_cam2
camera maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/marine_cam3
camera maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/marine_cam4
camera maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/marine_cam5
camera maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/marine_cam6
addoptions -prefix ENV_
mesh maps/fred/enpro/enpro_exit2.mb -range 1 1 -dest models/md5/cinematics/enpro/exithelmet
anim maps/fred/enpro/enpro_exit2.mb -range 511 979 -dest models/md5/cinematics/enpro/exithelmet
mesh maps/fred/enpro/lostsoulintro_poppy.mb -dest models/md5/cinematics/enpro/lostintro_spine
anim maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostintro_spine
addoptions -prefix CHAIR_
mesh maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro
anim maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/chair_lostintro
addoptions -prefix LOST_ -keep lost_flame1 -parent lost_flame1 Head
mesh maps/fred/enpro/lostsoulintro.mb -dest models/md5/cinematics/enpro/lostsoul_mesh
anim maps/fred/enpro/lostsoulintro_poppy.mb -range 187 269 -dest models/md5/cinematics/enpro/lostsoul_lostintro1
anim maps/fred/enpro/lostsoulintro.mb -range 284 320 -dest models/md5/cinematics/enpro/lostsoul_lostintro2
}
export fred {
options -prefix w_ -keep Lknee Rknee -keep fireball ROT -parent fireball head_FK -parent spine_1 ROT -parent ROT root
anim maps/eric/enpro/wounded_marine.mb -range 1 595 -dest models/md5/cinematics/enpro/marine_wraith
}
export fred {
options -prefix W_ -keep Lknee Rknee -keep fireball ROT -parent fireball head_FK -parent spine_1 ROT -parent ROT root
anim maps/fred/enpro/marine_battle_shot3.mb -range 260 321 -dest models/md5/cinematics/enpro/exit_wraith
}
export fred {
options -prefix KEY_
mesh maps/eric/enpro/wounded_marine.mb -dest models/md5/cinematics/enpro/wounded_keycard
anim maps/eric/enpro/wounded_marine.mb -range 1 92 -dest models/md5/cinematics/enpro/wounded_keycard_a
anim maps/eric/enpro/wounded_marine.mb -range 93 194 -dest models/md5/cinematics/enpro/wounded_keycard_b
anim maps/eric/enpro/wounded_marine.mb -range 195 340 -dest models/md5/cinematics/enpro/wounded_keycard_c
anim maps/eric/enpro/wounded_marine.mb -range 341 476 -dest models/md5/cinematics/enpro/wounded_keycard_d
anim maps/eric/enpro/wounded_marine.mb -range 477 571 -dest models/md5/cinematics/enpro/wounded_keycard_e
anim maps/eric/enpro/wounded_marine.mb -range 572 598 -dest models/md5/cinematics/enpro/wounded_keycard_f
}
entityDef enpro_exit_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"spawnclass" "idCameraAnim"
"cinematic" "1"
"anim exitshot_a" "models/md5/cinematics/enpro/exitcam_shot1.md5camera"
"anim exitshot_c" "models/md5/cinematics/enpro/exitcam_shot2.md5camera"
"anim exitshot_b" "models/md5/cinematics/enpro/exitcam_shot3.md5camera"
"anim exitshot_d" "models/md5/cinematics/enpro/exitcam_shot4.md5camera"
"anim exitshot_e" "models/md5/cinematics/enpro/exitcam_shot5.md5camera"
"anim exitshot_f" "models/md5/cinematics/enpro/exitcam_shot6.md5camera"
"anim exitshot_g" "models/md5/cinematics/enpro/exitcam_shot7.md5camera"
"anim exitshot_h" "models/md5/cinematics/enpro/exitcam_shot8.md5camera"
}
model enpro_soldier1 {
inherit npc_marine_w_mgun
anim shot_a models/md5/cinematics/enpro/exitsoldier2_shot1.md5anim {
frame 1 event ignoreDamage
//frame 1 sound_global enpro_intro_imps
//frame 1 sound_global enpro_intro_guns
frame 6 sound_body player_sounds_footstep
frame 25 sound_global enpro_intro
frame 17 sound_body player_sounds_footstep
frame 31 sound_body player_sounds_footstep
frame 45 sound_body player_sounds_footstep
frame 59 sound_body player_sounds_footstep
frame 71 sound_body player_sounds_footstep
frame 85 sound_body player_sounds_footstep
frame 96 sound_body player_sounds_footstep
frame 112 sound_body player_sounds_footstep
frame 124 sound_body player_sounds_footstep
frame 136 sound_body player_sounds_footstep
frame 145 sound_body player_sounds_footstep
}
anim shot_b models/md5/cinematics/enpro/exitsoldier2_shot2.md5anim {
frame 1 event ignoreDamage
frame 58 sound_body player_sounds_footstep
frame 66 sound_body player_sounds_footstep
frame 74 sound_voice snd_hallway
frame 75 sound_body player_sounds_footstep
}
anim shot_c models/md5/cinematics/enpro/exitsoldier2_shot3.md5anim {
frame 1 event ignoreDamage
frame 5 sound_body player_sounds_footstep
frame 16 sound_body player_sounds_footstep
frame 30 sound_body player_sounds_footstep
frame 43 sound_body player_sounds_footstep
frame 57 sound_body player_sounds_footstep
}
anim shot_d models/md5/cinematics/enpro/exitsoldier1_shot4.md5anim {
frame 30 sound_global enpro_sfx_imps
frame 68 sound_voice snd_what
}
anim shot_e models/md5/cinematics/enpro/exitsoldier2_shot5.md5anim {
frame 1 event ignoreDamage
frame 9 sound_body player_sounds_footstep
frame 23 sound_body player_sounds_footstep
frame 35 sound_body player_sounds_footstep
frame 50 sound_body player_sounds_footstep
}
anim shot_f models/md5/cinematics/enpro/exitsoldier2_shot6.md5anim {
frame 1 event ignoreDamage
frame 4 sound_body player_sounds_footstep
frame 9 sound_body player_sounds_footstep
frame 32 sound_body player_sounds_footstep
frame 41 sound_body player_sounds_footstep
frame 52 sound_body player_sounds_footstep
frame 116 sound_body player_sounds_footstep
frame 155 sound_voice snd_what
}
anim shot_g models/md5/cinematics/enpro/exitsoldier2_shot7.md5anim {
frame 1 event ignoreDamage
frame 16 launch_missile RHANDCONNECTOR
frame 16 sound_global enpro_intro_guns
frame 18 launch_missile RHANDCONNECTOR
frame 20 launch_missile RHANDCONNECTOR
frame 22 launch_missile RHANDCONNECTOR
frame 24 launch_missile RHANDCONNECTOR
frame 26 launch_missile RHANDCONNECTOR
frame 28 launch_missile RHANDCONNECTOR
frame 32 launch_missile RHANDCONNECTOR
frame 36 launch_missile RHANDCONNECTOR
frame 40 launch_missile RHANDCONNECTOR
}
anim shot_h models/md5/cinematics/enpro/exitsoldier2_shot8.md5anim {
frame 1 event ignoreDamage
frame 3 launch_missile RHANDCONNECTOR
frame 7 launch_missile RHANDCONNECTOR
frame 10 launch_missile RHANDCONNECTOR
frame 14 launch_missile RHANDCONNECTOR
frame 18 launch_missile RHANDCONNECTOR
frame 22 launch_missile RHANDCONNECTOR
frame 25 launch_missile RHANDCONNECTOR
frame 28 launch_missile RHANDCONNECTOR
frame 32 launch_missile RHANDCONNECTOR
frame 33 launch_missile RHANDCONNECTOR
frame 36 launch_missile RHANDCONNECTOR
frame 39 launch_missile RHANDCONNECTOR
frame 41 launch_missile RHANDCONNECTOR
frame 43 launch_missile RHANDCONNECTOR
frame 61 sound_body player_sounds_footstep
frame 66 sound_body player_sounds_footstep
frame 71 sound_body player_sounds_footstep
//test
frame 63 launch_missile RHANDCONNECTOR
frame 65 launch_missile RHANDCONNECTOR
frame 68 launch_missile RHANDCONNECTOR
frame 70 launch_missile RHANDCONNECTOR
frame 73 launch_missile RHANDCONNECTOR
frame 75 launch_missile RHANDCONNECTOR
frame 78 launch_missile RHANDCONNECTOR
frame 80 launch_missile RHANDCONNECTOR
frame 82 launch_missile RHANDCONNECTOR
frame 84 launch_missile RHANDCONNECTOR
frame 86 launch_missile RHANDCONNECTOR
frame 89 launch_missile RHANDCONNECTOR
frame 91 launch_missile RHANDCONNECTOR
frame 93 launch_missile RHANDCONNECTOR
frame 95 launch_missile RHANDCONNECTOR
frame 97 launch_missile RHANDCONNECTOR
frame 100 launch_missile RHANDCONNECTOR
frame 102 launch_missile RHANDCONNECTOR
frame 105 launch_missile RHANDCONNECTOR
frame 107 launch_missile RHANDCONNECTOR
frame 109 launch_missile RHANDCONNECTOR
frame 112 launch_missile RHANDCONNECTOR
frame 114 launch_missile RHANDCONNECTOR
frame 116 launch_missile RHANDCONNECTOR
frame 119 launch_missile RHANDCONNECTOR
frame 121 launch_missile RHANDCONNECTOR
frame 123 launch_missile RHANDCONNECTOR
frame 125 launch_missile RHANDCONNECTOR
}
}
entityDef enpro_soldier1 {
"inherit" "npc_base"
"model" "enpro_soldier1"
"sound_bone" "Chest"
"def_projectile" "projectile_bullet_zsec_machinegun"
"projectile_spread" "0"
"num_projectiles" "1"
"smoke_weapon" "cgsmoke.smoke"
"smoke_wound_metal" "bulletricochet.prt"
"smoke_wound_ricochet" "bulletricochet.prt"
"mtr_flashShader" "muzzleflash"
"flashTime" "0.15"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"cinematic" "1"
"gib" "0"
"model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh"
"mass" "5000"
"ik_numlegs" "0"
"ragdoll" ""
"def_head" "head_marine_helmet"
"head_joint" "Shoulders"
"copy_joint_world eyecontrol" ""
"num_cinematics" "6"
"anim1" "shot_a"
"anim2" "shot_c"
"anim3" "shot_b"
"anim4" "shot_d"
"anim5" "shot_g"
"anim6" "shot_h"
"snd_hallway" "enpro_hallway_clear"
"snd_what" "enpro_what_the_hell"
}
model enpro_soldier2 {
inherit npc_marine_w_mgun
anim shot_a models/md5/cinematics/enpro/exitsoldier1_shot1.md5anim {
frame 1 event ignoreDamage
frame 16 sound_body player_sounds_footstep
frame 29 sound_body player_sounds_footstep
frame 41 sound_body player_sounds_footstep
frame 49 sound_body player_sounds_footstep
frame 54 sound_body player_sounds_footstep
frame 60 sound_body player_sounds_footstep
frame 67 sound_body player_sounds_footstep
frame 99 sound_body player_sounds_footstep
frame 104 sound_body player_sounds_footstep
frame 119 sound_body player_sounds_footstep
frame 128 sound_body player_sounds_footstep
frame 133 sound_body player_sounds_footstep
frame 140 sound_body player_sounds_footstep
frame 50 sound_voice snd_move_in
}
anim shot_b models/md5/cinematics/enpro/exitsoldier1_shot2.md5anim {
frame 1 event ignoreDamage
frame 3 sound_body player_sounds_footstep
frame 11 sound_body player_sounds_footstep
}
anim shot_c models/md5/cinematics/enpro/exitsoldier1_shot3.md5anim {
frame 1 event ignoreDamage
frame 7 sound_body player_sounds_footstep
frame 16 sound_body player_sounds_footstep
frame 30 sound_body player_sounds_footstep
frame 44 sound_body player_sounds_footstep
frame 58 sound_body player_sounds_footstep
frame 30 sound_voice snd_quiet
}
anim shot_d models/md5/cinematics/enpro/exitsoldier2_shot4.md5anim {
frame 1 event ignoreDamage
frame 12 sound_body player_sounds_footstep
frame 24 sound_body player_sounds_footstep
frame 36 sound_body player_sounds_footstep
frame 48 sound_body player_sounds_footstep
frame 60 sound_body player_sounds_footstep
}
anim shot_e models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim {
frame 1 event ignoreDamage
frame 1 sound_voice snd_man_down
frame 4 sound_body player_sounds_footstep
frame 14 sound_body player_sounds_footstep
frame 28 sound_body player_sounds_footstep
frame 41 sound_body player_sounds_footstep
frame 55 sound_body player_sounds_footstep
}
anim shot5b models/md5/cinematics/enpro/exitsoldier1_shot5.md5anim {
frame 1 event ignoreDamage
frame 4 sound_body player_sounds_footstep
frame 14 sound_body player_sounds_footstep
frame 28 sound_body player_sounds_footstep
frame 41 sound_body player_sounds_footstep
frame 55 sound_body player_sounds_footstep
}
anim shot_f models/md5/cinematics/enpro/exitsoldier1_shot6.md5anim {
frame 1 event ignoreDamage
frame 54 sound_voice snd_moving_right
frame 59 sound_body player_sounds_footstep
frame 68 sound_body player_sounds_footstep
frame 77 sound_body player_sounds_footstep
frame 82 sound_body player_sounds_footstep
}
anim shot_g models/md5/cinematics/enpro/exitsoldier1_shot7.md5anim {
frame 1 event ignoreDamage
}
anim shot_h models/md5/cinematics/enpro/exitsoldier1_shot8.md5anim {
frame 1 event ignoreDamage
frame 9 launch_missile RHANDCONNECTOR
frame 11 launch_missile RHANDCONNECTOR
frame 14 launch_missile RHANDCONNECTOR
frame 16 launch_missile RHANDCONNECTOR
frame 18 launch_missile RHANDCONNECTOR
frame 21 launch_missile RHANDCONNECTOR
frame 24 launch_missile RHANDCONNECTOR
frame 28 launch_missile RHANDCONNECTOR
frame 31 launch_missile RHANDCONNECTOR
frame 34 sound_body player_sounds_footstep
frame 34 sound_voice snd_son
frame 41 launch_missile RHANDCONNECTOR
frame 43 launch_missile RHANDCONNECTOR
frame 46 launch_missile RHANDCONNECTOR
frame 48 launch_missile RHANDCONNECTOR
frame 51 launch_missile RHANDCONNECTOR
frame 53 launch_missile RHANDCONNECTOR
frame 56 launch_missile RHANDCONNECTOR
frame 59 launch_missile RHANDCONNECTOR
frame 61 launch_missile RHANDCONNECTOR
frame 64 sound_body player_sounds_footstep
//test
frame 63 launch_missile RHANDCONNECTOR
frame 65 launch_missile RHANDCONNECTOR
frame 68 launch_missile RHANDCONNECTOR
frame 70 launch_missile RHANDCONNECTOR
frame 73 launch_missile RHANDCONNECTOR
frame 75 launch_missile RHANDCONNECTOR
frame 78 launch_missile RHANDCONNECTOR
frame 80 launch_missile RHANDCONNECTOR
frame 82 launch_missile RHANDCONNECTOR
frame 84 launch_missile RHANDCONNECTOR
frame 86 launch_missile RHANDCONNECTOR
frame 89 launch_missile RHANDCONNECTOR
frame 91 launch_missile RHANDCONNECTOR
frame 93 launch_missile RHANDCONNECTOR
frame 95 launch_missile RHANDCONNECTOR
frame 97 launch_missile RHANDCONNECTOR
frame 100 launch_missile RHANDCONNECTOR
frame 102 launch_missile RHANDCONNECTOR
frame 105 launch_missile RHANDCONNECTOR
frame 107 launch_missile RHANDCONNECTOR
frame 109 launch_missile RHANDCONNECTOR
frame 112 launch_missile RHANDCONNECTOR
frame 114 launch_missile RHANDCONNECTOR
frame 116 launch_missile RHANDCONNECTOR
frame 119 launch_missile RHANDCONNECTOR
frame 121 launch_missile RHANDCONNECTOR
frame 123 launch_missile RHANDCONNECTOR
frame 125 launch_missile RHANDCONNECTOR
}
}
entityDef enpro_soldier2 {
"inherit" "npc_base"
"model" "enpro_soldier2"
"sound_bone" "Chest"
"def_projectile" "projectile_bullet_zsec_machinegun"
"projectile_spread" "0"
"num_projectiles" "1"
"smoke_weapon" "cgsmoke.smoke"
"mtr_flashShader" "muzzleflash"
"flashTime" "0.15"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"cinematic" "1"
"gib" "0"
"mass" "5000"
"model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh"
"def_head" "head_marine_helmet"
"head_joint" "Shoulders"
"ik_numlegs" "0"
"ragdoll" ""
"copy_joint_world eyecontrol" ""
//"num_cinematics" "8"
//"anim1" "shot_a"
//"anim2" "shot_c"
//"anim3" "shot_b"
//"anim4" "shot_d"
//"anim5" "shot_e"
//"anim6" "shot_f"
//"anim7" "shot_g"
//"anim8" "shot_h"
"num_cinematics" "6"
"anim1" "shot_a"
"anim2" "shot_c"
"anim3" "shot_b"
"anim4" "shot_d"
"anim5" "shot_g"
"anim6" "shot_h"
"snd_move_in" "enpro_move_in"
"snd_quiet" "enpro_quiet"
"snd_moving_in" "enpro_moving_in"
"snd_man_down" "enpro_man_down"
"snd_moving_right" "enpro_moving_right"
"snd_son" "enpro_son_of_a"
}
model enpro_soldier3 {
inherit npc_marine_w_mgun
anim shot_a models/md5/cinematics/enpro/exitsoldier3_shot1.md5anim {
frame 1 event ignoreDamage
frame 91 sound_body player_sounds_footstep
frame 103 sound_body player_sounds_footstep
frame 117 sound_body player_sounds_footstep
frame 129 sound_body player_sounds_footstep
frame 144 sound_body player_sounds_footstep
frame 156 sound_body player_sounds_footstep
frame 169 sound_body player_sounds_footstep
}
anim shot_b models/md5/cinematics/enpro/exitsoldier3_shot2.md5anim {
frame 1 event ignoreDamage
frame 6 sound_body player_sounds_footstep
frame 14 sound_body player_sounds_footstep
frame 20 sound_body player_sounds_footstep
frame 28 sound_body player_sounds_footstep
frame 14 sound_voice snd_status
}
anim shot_c models/md5/cinematics/enpro/exitsoldier3_shot3.md5anim {
frame 1 event ignoreDamage
frame 5 sound_body player_sounds_footstep
frame 10 sound_body player_sounds_footstep
frame 18 sound_body player_sounds_footstep
frame 28 sound_body player_sounds_footstep
frame 36 sound_body player_sounds_footstep
frame 45 sound_body player_sounds_footstep
frame 53 sound_body player_sounds_footstep
frame 62 sound_body player_sounds_footstep
}
anim shot_d models/md5/cinematics/enpro/exitsoldier3_shot4.md5anim {
frame 1 event ignoreDamage
frame 21 sound_body player_sounds_footstep
frame 33 sound_body player_sounds_footstep
frame 42 sound_body player_sounds_footstep
frame 52 sound_body player_sounds_footstep
frame 61 sound_body player_sounds_footstep
frame 15 sound_voice snd_nothing_here
//frame 55 sound_body monster_demon_imp_sight
frame 55 sound_voice snd_pain
}
anim shot_e models/md5/cinematics/enpro/exitsoldier3_shot5.md5anim {
frame 1 event ignoreDamage
}
anim shot_f models/md5/cinematics/enpro/exitsoldier3_shot6.md5anim {
frame 1 event ignoreDamage
}
anim shot_g models/md5/cinematics/enpro/exitsoldier3_shot7.md5anim {
frame 1 event ignoreDamage
}
anim shot_h models/md5/cinematics/enpro/exitsoldier3_shot8.md5anim {
frame 1 event ignoreDamage
}
}
entityDef enpro_soldier3 {
"inherit" "npc_base"
"model" "enpro_soldier3"
"sound_bone" "Chest"
"def_projectile" "projectile_bullet_zsec_machinegun"
"projectile_spread" "0"
"num_projectiles" "1"
"smoke_weapon" "cgsmoke.smoke"
"mtr_flashShader" "muzzleflash"
"flashTime" "0.15"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"cinematic" "1"
"gib" "0"
"model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh"
"mass" "5000"
"ik_numlegs" "0"
"ragdoll" ""
"def_head" "head_marine_helmet"
"head_joint" "Shoulders"
"copy_joint_world eyecontrol" ""
//"num_cinematics" "8"
//"anim1" "shot_a"
//"anim2" "shot_c"
//"anim3" "shot_b"
//"anim4" "shot_d"
//"anim5" "shot_e"
//"anim6" "shot_f"
//"anim7" "shot_g"
//"anim8" "shot_h"
"num_cinematics" "6"
"anim1" "shot_a"
"anim2" "shot_c"
"anim3" "shot_b"
"anim4" "shot_d"
"anim5" "shot_g"
"anim6" "shot_h"
"snd_status" "enpro_give_status"
"snd_nothing_here" "enpro_nothing_here"
"snd_pain" "enpro_pain"
}
model enpro_soldier4 {
inherit npc_marine_w_mgun
anim shot_a models/md5/cinematics/enpro/exitsoldier4_shot6.md5anim {
frame 1 event ignoreDamage
frame 4 sound_voice snd_johnny
frame 6 sound_body player_sounds_footstep
frame 13 sound_body player_sounds_footstep
frame 21 sound_body player_sounds_footstep
frame 89 sound_voice snd_watch
frame 179 sound_voice snd_fire
}
anim shot_b models/md5/cinematics/enpro/exitsoldier4_shot7.md5anim {
frame 1 event ignoreDamage
frame 19 launch_missile RHANDCONNECTOR
frame 23 launch_missile RHANDCONNECTOR
frame 25 launch_missile RHANDCONNECTOR
frame 27 launch_missile RHANDCONNECTOR
frame 30 launch_missile RHANDCONNECTOR
frame 32 launch_missile RHANDCONNECTOR
frame 35 launch_missile RHANDCONNECTOR
frame 38 launch_missile RHANDCONNECTOR
frame 41 launch_missile RHANDCONNECTOR
}
anim shot_c models/md5/cinematics/enpro/exitsoldier4_shot8.md5anim {
frame 1 event ignoreDamage
frame 73 sound_body player_sounds_footstep
frame 92 sound_body player_sounds_footstep
frame 102 sound_body player_sounds_footstep
frame 115 sound_body player_sounds_footstep
frame 128 sound_body player_sounds_footstep
frame 2 launch_missile RHANDCONNECTOR
frame 5 launch_missile RHANDCONNECTOR
frame 8 launch_missile RHANDCONNECTOR
frame 11 launch_missile RHANDCONNECTOR
frame 14 launch_missile RHANDCONNECTOR
frame 16 launch_missile RHANDCONNECTOR
frame 20 launch_missile RHANDCONNECTOR
frame 72 sound_voice snd_swing
frame 119 sound_voice snd_down
frame 139 launch_missile RHANDCONNECTOR
frame 141 launch_missile RHANDCONNECTOR
frame 143 launch_missile RHANDCONNECTOR
frame 146 launch_missile RHANDCONNECTOR
frame 148 launch_missile RHANDCONNECTOR
frame 150 launch_missile RHANDCONNECTOR
frame 152 launch_missile RHANDCONNECTOR
frame 154 launch_missile RHANDCONNECTOR
frame 156 launch_missile RHANDCONNECTOR
frame 158 launch_missile RHANDCONNECTOR
frame 160 launch_missile RHANDCONNECTOR
frame 164 launch_missile RHANDCONNECTOR
frame 168 launch_missile RHANDCONNECTOR
frame 170 launch_missile RHANDCONNECTOR
frame 172 launch_missile RHANDCONNECTOR
frame 173 launch_missile RHANDCONNECTOR
frame 155 trigger bulett_sparks_1
frame 157 trigger bulett_sparks_2
frame 159 trigger bulett_sparks_3
frame 161 trigger bulett_sparks_4
frame 163 trigger bulett_sparks_5
frame 165 trigger bulett_sparks_6
frame 167 trigger bulett_sparks_7
// frame 168 trigger bulett_sparks_8
// frame 169 trigger bulett_sparks_9
// frame 170 trigger bulett_sparks_10
// frame 171 trigger bulett_sparks_11
// frame 172 trigger bulett_sparks_12
frame 173 trigger pipe_explode1
frame 174 trigger pipe_explode1
frame 174 trigger fredminiexplode1
frame 176 trigger pipe_explode1
frame 178 trigger pipe_explode1
frame 210 trigger pipe_explode2
frame 211 trigger fredminiexplode2
frame 211 trigger pipe_explode2
frame 226 trigger pipe_explode3
frame 227 trigger fredminiexplode3
frame 228 trigger pipe_explode3
}
}
entityDef enpro_soldier4 {
"inherit" "npc_base"
"model" "enpro_soldier4"
"sound_bone" "Chest"
"def_projectile" "projectile_bullet_zsec_machinegun"
"projectile_spread" "0"
"num_projectiles" "1"
"smoke_weapon" "cgsmoke.smoke"
"mtr_flashShader" "muzzleflash"
"flashTime" "0.15"
"flashColor" "1 0.8 0.4"
"flashRadius" "120"
"cinematic" "1"
"gib" "0"
"model_gib" "models/md5/chars/skeleton_w_mgun.md5mesh"
"mass" "5000"
"ik_numlegs" "0"
"ragdoll" ""
"def_head" "head_marine_helmet"
"head_joint" "Shoulders"
"copy_joint_world eyecontrol" ""
//"num_cinematics" "3"
//"anim1" "shot_a"
//"anim2" "shot_b"
//"anim3" "shot_c"
"num_cinematics" "2"
"anim1" "shot_b"
"anim2" "shot_c"
"snd_johnny" "enpro_johnny"
"snd_watch" "enpro_watch_yourself"
"snd_swing" "enpro_swinging_left"
"snd_down" "enpro_im_down"
"snd_fire" "enpro_fire_fire"
}
model enpro_exit_imp1 {
mesh models/md5/monsters/imp/imp.md5mesh
anim exit1 models/md5/cinematics/enpro/exitimp1.md5anim {
frame 13 trigger implight1
}
}
entityDef enpro_exit_imp1 {
"inherit" "cin_base"
"model" "enpro_exit_imp1"
"anim" "exit1"
"cinematic" "1"
}
model enpro_exit_imp2 {
mesh models/md5/monsters/imp/imp.md5mesh
anim exitstart_a models/md5/cinematics/enpro/exitimp2a.md5anim
anim exitstart_b models/md5/cinematics/enpro/exitimp2b.md5anim
anim exitstart_c models/md5/cinematics/enpro/exitimp2c.md5anim
anim exit models/md5/cinematics/enpro/exitimp2.md5anim
}
entityDef enpro_exit_imp2 {
"inherit" "cin_base"
"model" "enpro_exit_imp2"
"anim" "exit"
"cinematic" "1"
}
entityDef enpro_exit_imp3 {
"inherit" "cin_base"
"model" "enpro_exit_imp2"
"anim" "exitstart_a"
"cinematic" "1"
"auto_advance" "1"
"num_anims" "3"
"anim1" "exitstart_a"
"anim2" "exitstart_b"
"anim3" "exitstart_c"
}
model enpro_exit_helmet {
mesh models/md5/cinematics/enpro/exithelmet.md5mesh
anim exit models/md5/cinematics/enpro/exithelmet.md5anim {
frame 147 trigger helmetsplat
}
}
entityDef enpro_exit_helmet {
"inherit" "cin_base"
"model" "enpro_exit_helmet"
"cinematic" "1"
"anim" "exit"
}
entityDef enpro_monitor_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"spawnclass" "idCameraAnim"
"cinematic" "1"
"anim monitor" "models/md5/cinematics/enpro/monitorcam.md5camera"
"anim endmonitor" "models/md5/cinematics/enpro/monitorcam2.md5camera"
}
entityDef enpro_glass_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"spawnclass" "idCameraAnim"
"cinematic" "1"
"anim glassexplosion" "models/md5/cinematics/enpro/glassexplosioncam.md5camera"
}
entityDef enpro_escape_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"spawnclass" "idCameraAnim"
"cinematic" "1"
"anim escape1" "models/md5/cinematics/enpro/escapecam1.md5camera"
"anim escape2" "models/md5/cinematics/enpro/escapecam2.md5camera"
"anim escape3" "models/md5/cinematics/enpro/escapecam3.md5camera"
"anim escape4" "models/md5/cinematics/enpro/escapecam4.md5camera"
}
entityDef enpro_tuberide_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"cinematic" "1"
"spawnclass" "idCameraAnim"
"anim tuberide" "models/md5/cinematics/enpro/tuberidecam.md5camera"
}
entityDef enpro_lostintro_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"spawnclass" "idCameraAnim"
"cinematic" "1"
"anim lostintro1" "models/md5/cinematics/enpro/lostcam1.md5camera"
"anim lostintro2" "models/md5/cinematics/enpro/lostcam2.md5camera"
"anim lostintro3" "models/md5/cinematics/enpro/lostcam3.md5camera"
}
model enpro_lost_spine {
mesh models/md5/cinematics/enpro/lostintro_spine.md5mesh
anim pop models/md5/cinematics/enpro/lostintro_spine.md5anim
}
entityDef enpro_lost_spine {
"inherit" "cin_base"
"model" "enpro_lost_spine"
"cinematic" "1"
"anim" "pop"
}
model enpro_lost_chair {
mesh models/md5/cinematics/enpro/chair_lostintro.md5mesh
anim exit models/md5/cinematics/enpro/chair_lostintro.md5anim
}
entityDef enpro_lost_chair {
"inherit" "cin_base"
"model" "enpro_lost_chair"
"cinematic" "1"
"anim" "exit"
}
model enpro_cin_female {
skin skins/poppy.skin
mesh models/md5/characters/poppy/poppy.md5mesh
anim af_pose models/md5/characters/poppy/initial.md5anim
anim lostintrostart models/md5/cinematics/enpro/fem_lostintrostart.md5anim
anim lostintro1 models/md5/cinematics/enpro/fem_lostintro1.md5anim {
frame 1 skin skins/poppy.skin
frame 1 sound_global enpro_lostsoul
frame 30 sound_voice2 enpro_chair
frame 65 sound_voice snd_help
frame 120 sound_body2 enpro_slow_whoosh
frame 165 skin skins/poppyfx1
frame 165 call setShaderTime
frame 167 sound_voice2 snd_leatherface
}
anim lostintro2 models/md5/cinematics/enpro/fem_lostintro2.md5anim {
frame 1 skin skins/poppyfx2
frame 1 sound_voice snd_scream
frame 15 trigger popemit
frame 43 trigger lostspurt1
frame 45 sound_voice2 snd_spinerip
frame 45 trigger func_smoke_1
frame 46 trigger lostspurt2
frame 46 sound_global monster_demon_lostsoul_sight
frame 47 event startRagdoll
}
}
entityDef enpro_cin_female {
"inherit" "cin_base"
"bleed" "1"
"model" "enpro_cin_female"
"anim" "lostintro"
"sound_bone" "Chest"
"ragdoll" "monster_zombie_zfem"
"velocityTime" "200"
"combatModel" "1"
"takeDamage" "1"
"cinematic" "1"
"skin" "skins/poppy.skin"
"health" "10"
"gib" "0"
"skin_dropGib" "skins/poppy_gib.skin"
"def_dropGibItem1" "moveable_item_head_pork"
"dropGibItem1Joint" "HEAD_headcontrol"
"def_dropGibItem2" "moveable_item_torso_pork"
"dropGibItem2Joint" "Chest"
"def_dropGibItem3" "moveable_item_rup_arm_pork"
"dropGibItem3Joint" "Ruparm"
"def_dropGibItem4" "moveable_item_left_waist_pork"
"dropGibItem4Joint" "Waist"
"def_dropGibItem5" "moveable_item_lup_leg_pork"
"dropGibItem5Joint" "Lupleg"
"def_dropGibItem6" "moveable_item_rup_leg_pork"
"dropGibItem6Joint" "Rupleg"
"def_dropGibItem7" "moveable_item_rup2_leg_pork"
"dropGibItem7Joint" "Rloleg"
"def_dropGibItem8" "moveable_item_pelvis_pork"
"dropGibItem8Joint" "Hips"
"snd_help" "enpro_help_me"
"snd_scream" "enpro_scream"
"snd_spinerip" "enpro_spinerip"
"snd_leatherface" "enpro_leatherface"
"snd_chair" "enpro_chair"
"snd_gibbed" "sound_giblets"
"snd_bounce" "ragdoll_impact"
}
model enpro_cin_lostsoul {
mesh models/md5/cinematics/enpro/lostsoul_mesh.md5mesh
anim lostintro1 models/md5/cinematics/enpro/lostsoul_lostintro1.md5anim
anim lostintro2 models/md5/cinematics/enpro/lostsoul_lostintro2.md5anim {
frame 1 sound_voice2 enpro_cin_lsflight
}
}
entityDef enpro_cin_lostsoul {
"inherit" "cin_base"
"model" "enpro_cin_lostsoul"
"anim" "lostintro1"
"sound_bone" "Head"
"auto_advance" "1"
"num_anims" "2"
"anim1" "lostintro1"
"anim2" "lostintro2"
"cinematic" "1"
}
model enpro_cin_player {
mesh models/md5/characters/player/mocap/wepplayer.md5mesh
skin skins/player/shotgun.skin
anim monitor models/md5/cinematics/enpro/monitor_player.md5anim {
frame 1 sound_global enpro_coolantrod
frame 1 sound_global enpro_coolantrod_music
}
anim endmonitor models/md5/cinematics/enpro/monitor_player2.md5anim
anim lostintro1 models/md5/cinematics/enpro/player_lostintro1.md5anim
anim lostintro2 models/md5/cinematics/enpro/player_lostintro2.md5anim
//anim wounded1 models/md5/cinematics/enpro/marine_player1.md5anim {
// frame 463 trigger wsplat
//}
}
entityDef enpro_cin_player {
"inherit" "cin_base"
"model" "enpro_cin_player"
"anim" "monitor"
"sound_bone" "Chest"
"spawnclass" "idAnimated"
"cinematic" "1"
}
model enpro_wounded_player {
skin skins/player/noweapon.skin
mesh models/md5/characters/player/mocap/player.md5mesh
channel torso ( )
channel legs ( *origin )
anim idle models/md5/cinematics/enpro/marine_player1.md5anim
anim stand models/md5/cinematics/enpro/marine_player1.md5anim
anim wounded_a models/md5/cinematics/enpro/marine_player1.md5anim {
frame 1 sound_global enpro_wounded_music
}
anim wounded_b models/md5/cinematics/enpro/marine_player2.md5anim
anim wounded_c models/md5/cinematics/enpro/marine_player3.md5anim
anim wounded_d models/md5/cinematics/enpro/marine_player4.md5anim
anim wounded_e models/md5/cinematics/enpro/marine_player5.md5anim
anim wounded_f models/md5/cinematics/enpro/marine_player6.md5anim
}
entityDef enpro_wounded_player {
"inherit" "character_default"
"model" "enpro_wounded_player"
"anim" "wounded1"
"sound_bone" "Chest"
"size" ""
"cinematic" "1"
"auto_advance" "1"
"num_cinematics" "6"
"anim1" "wounded_a"
"anim2" "wounded_b"
"anim3" "wounded_c"
"anim4" "wounded_d"
"anim5" "wounded_e"
"anim6" "wounded_f"
"def_attach" "enpro_cin_machinegun"
//"def_attach" "underground_cin_pistol"
}
model enpro_cin_machinegun {
mesh models/md5/weapons/machinegun_world/worldmachinegun.md5mesh
anim idle models/md5/weapons/machinegun_world/machinegun_idle.md5anim
}
entityDef enpro_cin_machinegun {
"inherit" "cin_base"
"model" "enpro_cin_machinegun"
"anim" "idle"
"joint" "Lhand"
"origin" "0 4 0"
"angles" "270 160 0"
"cinematic" "1"
}
model enpro_campbellhead {
inherit head_campbell
anim escape_a models/md5/heads/campbell/enpro/escape_campheadshot1.md5anim
anim escape_b models/md5/heads/campbell/enpro/escape_campheadshot2.md5anim
}
model enpro_campbell {
inherit char_campbell_bfg
anim escape_a models/md5/chars/campbell/enpro/campbell_escape1.md5anim
anim escape_b models/md5/chars/campbell/enpro/campbell_escape2.md5anim {
frame 10 sound_voice snd_convo1
frame 140 sound_voice snd_convo2
}
}
entityDef enpro_campbell {
"inherit" "char_campbell_bfg"
"model" "enpro_campbell"
"def_head" "enpro_campbellhead"
"head_joint" "Shoulders"
"cinematic" "1"
"ik_numLegs" "0"
"snd_convo1" "enpro_no_sir"
"snd_convo2" "enpro_yes_sir"
"num_cinematics" "2"
"anim1" "escape_a"
"anim2" "escape_b"
}
model enpro_swannhead {
inherit head_swann
anim escape_a models/md5/heads/swann/enpro/escape_swannheadshot1.md5anim
anim escape_b models/md5/heads/swann/enpro/escape_swannheadshot2.md5anim
}
model enpro_swann {
inherit char_swann
anim escape_a models/md5/cinematics/enpro/swann_escape1.md5anim {
frame 60 sound_voice enpro_do_u_see
}
anim escape_b models/md5/cinematics/enpro/swann_escape2.md5anim {
frame 40 sound_voice enpro_ok_lets_get_to
}
}
entityDef enpro_swann {
"inherit" "char_swann"
"model" "enpro_swann"
"def_head" "enpro_swannhead"
"head_joint" "Shoulders"
"ik_numLegs" "0"
"cinematic" "1"
"num_cinematics" "2"
"anim1" "escape_a"
"anim2" "escape_b"
"snd_convo1" "enpro_do_u_see"
"snd_convo2" "enpro_ok_lets_get_to"
}
model enpro_wounded_head {
skin skins/characters/npcs/head_asian_young.skin
mesh models/md5/characters/npcs/heads/h5.md5mesh
anim idle models/md5/characters/npcs/heads/h5idle.md5anim
anim stand models/md5/characters/npcs/heads/h5idle.md5anim
}
model enpro_wounded_marine {
inherit npc_marine
anim escape models/md5/cinematics/enpro/marine_escape.md5anim
}
entityDef enpro_wounded_marine {
"inherit" "npc_base"
"model" "enpro_wounded_marine"
"def_head" "enpro_wounded_head"
"head_joint" "Shoulders"
"sound_bone" "Chest"
"skin" "skins/characters/npcs/body_marine_bloody.skin"
"cinematic" "1"
"copy_joint_world eyecontrol" ""
}
model enpro_wounded_head2 {
skin skins/characters/npcs/head_asian_young.skin
mesh models/md5/characters/npcs/heads/h5.md5mesh
anim idle models/md5/characters/npcs/heads/h5idle.md5anim
anim stand models/md5/characters/npcs/heads/h5idle.md5anim
anim wounded_a models/md5/heads/asian_young/enpro/woundedmarine1.md5anim
anim wounded_b models/md5/heads/asian_young/enpro/woundedmarine2.md5anim
anim wounded_c models/md5/heads/asian_young/enpro/woundedmarine3.md5anim
anim wounded_d models/md5/heads/asian_young/enpro/woundedmarine4.md5anim
anim wounded_e models/md5/heads/asian_young/enpro/woundedmarine5.md5anim
anim wounded_f models/md5/heads/asian_young/enpro/woundedmarine6.md5anim
}
model enpro_wounded_marine2 {
inherit npc_marine
anim wounded_a models/md5/chars/enpro_wounded_marine/marine_wounded1.md5anim {
frame 53 sound_voice snd_wounded1
}
anim wounded_b models/md5/chars/enpro_wounded_marine/marine_wounded2.md5anim
anim wounded_c models/md5/chars/enpro_wounded_marine/marine_wounded3.md5anim {
frame 90 sound_voice snd_wounded2
}
anim wounded_d models/md5/chars/enpro_wounded_marine/marine_wounded4.md5anim {
frame 29 sound_voice snd_wounded3
}
anim wounded_e models/md5/chars/enpro_wounded_marine/marine_wounded5.md5anim {
frame 1 sound_voice2 enpro_cin_wraithnoise
frame 40 trigger wsplat
}
anim wounded_f models/md5/chars/enpro_wounded_marine/marine_wounded6.md5anim
}
entityDef enpro_wounded_marine2 {
"inherit" "npc_base"
"model" "enpro_wounded_marine2"
"def_head" "enpro_wounded_head2"
"head_joint" "Shoulders"
"sound_bone" "Chest"
"skin" "skins/characters/npcs/body_marine_bloody.skin"
"size" ""
"cinematic" "1"
"ik_numLegs" "0"
"health" "500"
"num_cinematics" "6"
"anim1" "wounded_a"
"anim2" "wounded_b"
"anim3" "wounded_c"
"anim4" "wounded_d"
"anim5" "wounded_e"
"anim6" "wounded_f"
"snd_wounded1" "enpro_wounded_marine1"
"snd_wounded2" "enpro_wounded_marine2"
"snd_wounded3" "enpro_wounded_marine3"
"copy_joint_world eyecontrol" ""
}
entityDef enpro_wounded_cam {
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"spawnclass" "idCameraAnim"
"cinematic" "1"
"anim wounded1" "models/md5/cinematics/enpro/marine_cam1.md5camera"
"anim wounded2" "models/md5/cinematics/enpro/marine_cam2.md5camera"
"anim wounded3" "models/md5/cinematics/enpro/marine_cam3.md5camera"
"anim wounded4" "models/md5/cinematics/enpro/marine_cam4.md5camera"
"anim wounded5" "models/md5/cinematics/enpro/marine_cam5.md5camera"
"anim wounded6" "models/md5/cinematics/enpro/marine_cam6.md5camera"
}
model enpro_cin_wraith {
mesh models/md5/monsters/wraith/wraith.md5mesh
anim marine models/md5/cinematics/enpro/marine_wraith.md5anim
anim exit models/md5/cinematics/enpro/exit_wraith.md5anim {
frame 5 sound_body snd_footstep
frame 10 sound_body snd_footstep
frame 15 sound_body snd_footstep
frame 20 sound_body snd_footstep
}
}
entityDef enpro_cin_wraith {
"inherit" "cin_base"
"model" "enpro_cin_wraith"
"anim" "marine"
"cinematic" "1"
"snd_footstep" "monster_demon_wraith_footstep"
}
model enpro_keycard {
mesh models/md5/cinematics/enpro/wounded_keycard.md5mesh
anim marine_to_player_a models/md5/cinematics/enpro/wounded_keycard_a.md5anim
anim marine_to_player_b models/md5/cinematics/enpro/wounded_keycard_b.md5anim
anim marine_to_player_c models/md5/cinematics/enpro/wounded_keycard_c.md5anim
anim marine_to_player_d models/md5/cinematics/enpro/wounded_keycard_d.md5anim
anim marine_to_player_e models/md5/cinematics/enpro/wounded_keycard_e.md5anim
anim marine_to_player_f models/md5/cinematics/enpro/wounded_keycard_f.md5anim
}
entityDef enpro_keycard {
"model" "enpro_keycard"
"editor_color" "1 .5 0"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 64"
"size" ""
"cinematic" "1"
"auto_advance" "1"
"num_anims" "6"
"anim1" "marine_to_player_a"
"anim2" "marine_to_player_b"
"anim3" "marine_to_player_c"
"anim4" "marine_to_player_d"
"anim5" "marine_to_player_e"
"anim6" "marine_to_player_f"
"spawnclass" "idAnimated"
}