home *** CD-ROM | disk | FTP | other *** search
/ GEGA 010 / GEGA010.iso / Mods / Doom 3 / BloodyScreme / bloodymess.pk4 / def / monster_boss_cyberdemon.def < prev    next >
Text File  |  2004-08-04  |  14KB  |  340 lines

  1. /***********************************************************************
  2.  
  3.     monster_boss_cyberdemon.def
  4.  
  5. ***********************************************************************/
  6.  
  7. export fred {
  8.  
  9.     options -prefix CB_ -keep Waist Rclavicle Lloleg cyber_barrel_smoke cyber_lfoot_dust cyber_rfoot_dust cyber_mouth_fire cyber_mouth_fire_L cyber_mouth_fire_R Lknee Rknee Barrel ROT fx cyber_backfire1 cyber_backfire2 cyber_backfire3 -parent fx Barrel -parent Barrel Rwrist -parent Lknee Hips -parent Rknee Hips -parent Waist ROT -parent ROT Body -parent cyber_lfoot_dust Ltoe_r -parent cyber_rfoot_dust Rtoe_r -parent cyber_barrel_smoke Rwrist -sourcedir models/monsters/cyberdemon/cycles -destdir models/md5/monsters/cyberdemon
  10.  
  11.     mesh    cyberdeath.mb -dest cyberdeath_cyberdemon -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  12.     anim    cyberdeath.mb -range 1 1 -dest cyberdeath_cyberdemon_bind -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  13.     anim    cyberdeath.mb -range 44 89 -dest cyberdeath_cyberdemon_a -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  14.     anim    cyberdeath.mb -range 90 199 -dest cyberdeath_cyberdemon_b -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  15.     anim    cyberdeath.mb -range 200 220 -dest cyberdeath_cyberdemon_c -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  16.     anim    cyberdeath.mb -range 221 275 -dest cyberdeath_cyberdemon_d -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  17.     anim    cyberdeath.mb -range 276 340 -dest cyberdeath_cyberdemon_e -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  18.     anim    cyberdeath.mb -range 341 372 -dest cyberdeath_cyberdemon_f -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  19.     anim    cyberdeath.mb -range 373 428 -dest cyberdeath_cyberdemon_g -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  20.     anim    cyberdeath.mb -range 429 548 -dest cyberdeath_cyberdemon_h -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  21.     anim    cyberdeath.mb -range 549 800 -dest cyberdeath_cyberdemon_i -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  22.  
  23.     options -prefix CD_ -keep Rclavicle cyber_barrel_smoke cyber_lfoot_dust cyber_rfoot_dust cyber_mouth_fire cyber_mouth_fire_R cyber_mouth_fire_L Lknee Rknee Barrel ROT fx cyber_backfire1 cyber_backfire2 cyber_backfire3 -parent fx Barrel -parent Barrel Rwrist -parent Lknee Hips -parent Rknee Hips -parent Waist ROT -parent ROT Body -parent cyber_lfoot_dust Ltoe_r -parent cyber_rfoot_dust Rtoe_r -parent cyber_barrel_smoke Rwrist -sourcedir models/monsters/cyberdemon/cycles -destdir models/md5/monsters/cyberdemon
  24.  
  25.     //anim    cyberintro.mb -dest cyberintro_cyberdemon -range 30 765 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  26.     anim    cyberintro.mb -dest cyberintro_cyberdemon1 -range 30 104 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  27.     anim    cyberintro.mb -dest cyberintro_cyberdemon2 -range 105 220 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  28.     anim    cyberintro.mb -dest cyberintro_cyberdemon3 -range 221 252 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  29.     anim    cyberintro.mb -dest cyberintro_cyberdemon4 -range 253 337 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  30.     anim    cyberintro.mb -dest cyberintro_cyberdemon5 -range 338 492 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  31.     anim    cyberintro.mb -dest cyberintro_cyberdemon6 -range 493 542 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  32.     anim    cyberintro.mb -dest cyberintro_cyberdemon7 -range 543 654 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  33.     anim    cyberintro.mb -dest cyberintro_cyberdemon8 -range 655 732 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  34.     anim    cyberintro.mb -dest cyberintro_cyberdemon9 -range 733 765 -sourcedir maps/fred/cyberdemon -destdir models/md5/cinematics/hellhole -prefix CB_
  35.  
  36.  
  37.     addoptions -align ALL    
  38.  
  39.     mesh    cyberdemon.mb
  40.     anim    idle.mb
  41.     anim    walk2.mb
  42.     anim    walk3.mb
  43.     anim    sight1.mb
  44.     anim    sight.mb
  45.     anim    turret.mb
  46.     anim    turret3.mb
  47.     anim    oneshot.mb
  48.     anim    twoshot.mb
  49.     anim    bite1.mb
  50.     anim    af_pose.mb
  51.     anim    ik_pose.mb
  52.     anim    stomp.mb -xyzprecision .01 -quatprecision 0.00006
  53.     anim    walkheadpain.mb
  54.     anim    walkleftarmpain.mb
  55.     anim    walkrightarmpain.mb
  56.     anim    bite1.mb
  57.     anim    evade_left.mb
  58.     anim    evade_right.mb
  59.     anim    death.mb -range 1 1
  60.     anim    pain_big1.mb
  61.     
  62.  
  63. }
  64.  
  65. model monster_boss_cyberdemon {
  66.     mesh                            models/md5/monsters/cyberdemon/cyberdemon.md5mesh
  67.     channel torso                    ( *Waist )
  68.     channel legs                    ( *Hips Body origin ROT -*Waist)
  69.  
  70.     anim af_pose                    models/md5/monsters/cyberdemon/af_pose.md5anim
  71.     anim ik_pose                    models/md5/monsters/cyberdemon/ik_pose.md5anim
  72.  
  73.     anim stand                        models/md5/monsters/cyberdemon/idle.md5anim
  74.     anim idle                        models/md5/monsters/cyberdemon/idle.md5anim
  75.     anim sight1                        models/md5/monsters/cyberdemon/sight.md5anim {
  76.  
  77.         frame 16.5                    sound_voice    snd_sight1
  78.  
  79.     }
  80.     anim walk                        models/md5/monsters/cyberdemon/walk3.md5anim {
  81.         frame 17                    sound_body snd_footstep
  82.         frame 17                    triggerSmokeParticle cyber_rfoot_dust
  83.         frame 37                    sound_body snd_footstep
  84.         frame 37                    triggerSmokeParticle cyber_lfoot_dust
  85.     }
  86.     anim pain                        models/md5/monsters/cyberdemon/pain_big1.md5anim {
  87.         frame 1                        call overrideLegs
  88.         frame 1                        sound_voice    snd_pain
  89.         frame 16                    sound_body snd_footstep
  90.         frame 49                    sound_body snd_footstep
  91.     }
  92.  
  93.     anim pain_chest                    models/md5/monsters/cyberdemon/pain_big1.md5anim  {
  94.         frame 1                        call overrideLegs
  95.         frame 1                        sound_voice    snd_pain
  96.         frame 16                    sound_body snd_footstep
  97.         frame 49                    sound_body snd_footstep
  98.     }
  99.  
  100.     anim pain_head                    models/md5/monsters/cyberdemon/pain_big1.md5anim  {
  101.         frame 1                        call overrideLegs
  102.         frame 1                        sound_voice    snd_pain
  103.         frame 16                    sound_body snd_footstep
  104.         frame 49                    sound_body snd_footstep
  105.     }
  106.  
  107.     anim pain_left_arm                models/md5/monsters/cyberdemon/pain_big1.md5anim  {
  108.         frame 1                        call overrideLegs
  109.         frame 1                        sound_voice    snd_pain
  110.         frame 16                    sound_body snd_footstep
  111.         frame 49                    sound_body snd_footstep
  112.     }
  113.  
  114.     anim pain_right_arm                models/md5/monsters/cyberdemon/pain_big1.md5anim {
  115.         frame 1                        call overrideLegs
  116.         frame 1                        sound_voice    snd_pain
  117.         frame 16                    sound_body snd_footstep
  118.         frame 49                    sound_body snd_footstep
  119.     }
  120.  
  121.     //anim melee_attack1                models/md5/monsters/cyberdemon/stomp.md5anim {
  122.     //    frame 18                    melee melee_cyberdemon_kick
  123.     //    frame 18                    sound_body snd_footstep
  124.     //    frame 19                    sound_voice snd_footstep
  125.     //}
  126.     anim range_attack1                models/md5/monsters/cyberdemon/turret3.md5anim {
  127.         frame 19                        sound_weapon snd_attackmissile
  128.         frame 19                        launch_missile Barrel
  129.         frame 42                        sound_weapon snd_attackmissile
  130.         frame 42                        launch_missile Barrel
  131.         frame 66                        sound_weapon snd_attackmissile
  132.         frame 66                        launch_missile Barrel
  133.     }
  134.     anim range_attack2                models/md5/monsters/cyberdemon/oneshot.md5anim {
  135.         frame 19                        sound_weapon snd_attackmissile
  136.         frame 19                        launch_missile Barrel
  137.     }
  138.     anim range_attack3                models/md5/monsters/cyberdemon/twoshot.md5anim {
  139.         frame 19                        sound_weapon snd_attackmissile
  140.         frame 19                        launch_missile Barrel
  141.         frame 42                        sound_weapon snd_attackmissile
  142.         frame 42                        launch_missile Barrel
  143.     }
  144.  
  145.     anim death                        models/md5/monsters/cyberdemon/death.md5anim
  146. }
  147.  
  148. entityDef monster_boss_cyberdemon {
  149.     "inherit"                        "monster_default"
  150.     "editor_mins"                    "-90 -90 0"
  151.     "editor_maxs"                    "90 90 300"
  152.     "scriptobject"                    "monster_boss_cyberdemon"
  153.     "model"                            "monster_boss_cyberdemon"
  154.     "ragdoll"                        "monster_boss_cyberdemon"
  155.     "size"                            "100 100 300"
  156.     "use_aas"                        "aas_cyberdemon"
  157.     "team"                            "1"
  158.     "rank"                            "3"
  159.     "health"                        "4000"
  160.     "mass"                            "1000"
  161.     "def_projectile"                "projectile_cyber_rocket"
  162.     "fov"                            "120"
  163.     "attack_cone"                    "120"
  164.     "attack_accuracy"                "2"
  165.     "melee_range"                    "95"
  166.     "combat_chatter_min"            "2"
  167.     "combat_chatter_max"            "4"
  168.     "af_push_moveables"                "1"
  169.     
  170.     "def_kickdamage"                "melee_cyberdemon_kick"
  171.     
  172.     "big_monster"                    "1"        // makes his bounding box non-solid to other monsters
  173.  
  174.     "smokeParticleSystem1"            "cyber_barrel_smoke"
  175.     "smokeParticleSystem2"            "cyber_backfire1"
  176.     "smokeParticleSystem3"            "cyber_backfire2"
  177.     "smokeParticleSystem4"            "cyber_backfire3"
  178.     "smokeParticleSystem5"            "cyber_mouth_fire"
  179.     "smokeParticleSystem6"            "cyber_mouth_fire_L"
  180.     "smokeParticleSystem7"            "cyber_mouth_fire_R"
  181.     "smokeParticleSystem8"            "cyber_rfoot_dust"
  182.     "smokeParticleSystem9"            "cyber_lfoot_dust"
  183.     
  184.  
  185.     "damage_zone head"                "*Neck"
  186.     "damage_zone chest"                "*Waist -*Rshldr -*Lshldr -*Neck"
  187.     "damage_zone left_arm"            "*Lshldr"
  188.     "damage_zone right_arm"            "*Rshldr"
  189.     "damage_scale head"                "1"
  190.  
  191.     "pain_threshold"                "150"
  192.     "finalBoss"                        "1"
  193.  
  194.     "focus_align_time"                "0"
  195.     "head_focus_rate"                "0.05"
  196.     "head_look"                        "1"
  197.     "bone_focus"                    "Barrel"
  198.     "look_min"                        "-90 -120 0"
  199.     "look_max"                        "25 120 0"
  200.     "look_joint Waist"                "0.4 0.4 0.4"
  201.     "look_joint Chest"                "0.4 0.4 0.4"
  202.     "look_joint Head"                "0.2 0.2 0.2"
  203.     "look_joint Rshldr"                "0.1 0.2 0.1"
  204.     "look_joint Relbow"                "0.1 0.2 0.1"
  205.     "turn_rate"                        "75"
  206.  
  207.     "ik_numLegs"                    "2"
  208.     "ik_footSize"                    "20"
  209.     "ik_minWaistAnkleDist"            "50"
  210.     "ik_footUpTrace"                "32"
  211.     "ik_footDownTrace"                "128"
  212.     "ik_waist"                        "Body"
  213.     "ik_hip1"                        "Lupleg"
  214.     "ik_hip2"                        "Rupleg"
  215.     "ik_knee1"                        "Lloleg"
  216.     "ik_knee2"                        "Rloleg"
  217.     "ik_ankle1"                        "Lankle_r"
  218.     "ik_ankle2"                        "Rankle_r"
  219.     "ik_dir1"                        "Lknee"
  220.     "ik_dir2"                        "Rknee"
  221.     "ik_foot1"                        "cyber_lfoot_dust"
  222.     "ik_foot2"                        "cyber_rfoot_dust"
  223.  
  224.     "snd_sight1"                    "monster_boss_cyberdemon_sight1"
  225.     "snd_chatter"                    "monster_boss_cyberdemon_chatter"
  226.     "snd_chatter_combat"            "monster_boss_cyberdemon_chatter_combat"
  227.     "snd_pain"                        "monster_boss_cyberdemon_pain"
  228.     "snd_attackmissile"                "monster_boss_cyberdemon_attackmissile"
  229.     "snd_footstep"                    "monster_boss_cyberdemon_step"
  230. }
  231.  
  232. entityDef melee_cyberdemon_kick {
  233.     "damage"                        "400"
  234.     "kickDir"                        "1 0 1"
  235.     "mtr_blob"                        "leftSmack"
  236.     "blob_time"                        "300"
  237.     "gib"                            "0"
  238.     "blob_x"                        "0"
  239.     "blob_y"                        "-50"
  240.     "blob_width"                    "650"
  241.     "blob_height"                    "650"
  242.     "knockback"                        "100"
  243.     "push"                            "2000"
  244.     "kick_time"                        "400"
  245.     "kick_amplitude"                "1"
  246.     "dv_time"                        "100"
  247. }
  248.  
  249. entityDef projectile_cyber_rocket {
  250.     "spawnclass"                "idProjectile"
  251.     "mins"                        "-6 -6 -9"
  252.     "maxs"                        "6 6 9"
  253.     "cone"                        "3"
  254.     "model"                        "models/monsters/cyberdemon/cdrocket.lwo"
  255.  
  256.     "def_damage"                "damage_CyberrocketDirect"
  257.     "def_splash_damage"            "damage_CyberRocketSplash"
  258.  
  259.     "launchFromBarrel"            "1"                    // launch from barrel
  260.     "health"                    "5"                    // amount of damage projectile can take if damaged (0 means it can't be destroyed)
  261.     "velocity"                    "900 0 0"            // how fast the projectile leaves the gun (or distance if fuse is 0)
  262.     "angular_velocity"            "0 0 0"                // how the projectile is rotating when it leaves the gun
  263.     "thrust"                    "0"                    // the rate of acceleration (always in the direction of the projectiles model)
  264.     "thrust_start"                "0"                    // when to start accelerating
  265.     "thrust_end"                "4"                    // when to stop accelerating
  266.     "linear_friction"            "0"                    // "air" friction
  267.     "angular_friction"            "0"
  268.     "contact_friction"            "0"
  269.     "bounce"                    "0"                    // how much speed a projectile retains when it bounces off of objects (coefficient of restitution).  0 means no bounce.
  270.     "mass"                        "300"
  271.     "gravity"                    "0"                    // how much gravity affects the trajectory.  gravity direction is same as the entity that fired it.
  272.     "fuse"                        "10"                // how long before the projectile is removed or self-detonates.  Use 0 for beam weapons (velocity == distance).
  273.  
  274.     "detonate_on_fuse"            "0"                    // whether projectile should detonate when it's fuse runs out
  275.     "detonate_on_death"            "1"                    // whether projectile should detonate when it's "killed" (health runs out)
  276.     "detonate_on_world"            "1"                    // whether projectile should detonate when it hits an obstacle
  277.     "detonate_on_actor"            "1"                    // whether projectile should detonate when it hits a character in the game
  278.  
  279.     "impact_damage_effect"        "1"                    // whether projectile causes blood splats from characters that bleed
  280.     "impact_gib"                "1"                    // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
  281.                                 
  282.     "mtr_detonate"                "textures/decals/ballburn01"
  283.     "decal_size"                "75"
  284.  
  285.     "smoke_fly"                    "rockettrail.prt"        // particle effect while in the air
  286.     // parametric particles -- temp
  287.     "model_detonate"            "rocketExplosion.prt"
  288.     "smoke_detonate"            ""                        // particle effect when detonates
  289.     "smoke_residue"                ""                        // particle effect while in the air
  290.     "smoke_bounce"                ""
  291.     "smoke_fuse"                ""
  292.  
  293.     "debris_count"                "6"
  294.     "def_debris"                "debris_largeshrapnel"
  295.     "def_shrapnel"                "debris_shrapnel"
  296.     
  297.     "mtr_light_shader"            ""
  298.     "light_color"                "1 0.8 0.4"
  299.     "light_radius"                "160"
  300.     "light_offset"                "0 0 0"
  301.  
  302.     "mtr_explode_light_shader"    "muzzleflash"
  303.     "explode_light_color"        "2 1.6 0.8"
  304.     "explode_light_radius"        "320"
  305.     "explode_light_fadetime"    "0.5"
  306.  
  307.     "snd_fly"                    "rocket_flight"                    // sound effect while in the air
  308.     "snd_explode"                "rocket_impact"
  309. }
  310.  
  311. entityDef damage_CyberrocketDirect {
  312.     "kickDir"            "1 0 0"
  313.     "damage"            "40"
  314.     "knockback"            "0"
  315.     "push"                "2000"
  316.     "smoke_wound_flesh"    "bloodwound.smoke"
  317.     "mtr_wound_flesh"    "textures/decals/hurt02"
  318.     "mtr_splat_flesh"    ""
  319.     "gib"                "1"
  320.     
  321.     "kick_time"            "600"
  322.     "kick_amplitude"    "4"
  323.  
  324.     "dv_time"            "500"
  325. }
  326.  
  327. entityDef damage_CyberRocketSplash {
  328.     "damage"            "40"
  329.     "radius"            "40"
  330.     "knockback"            "0"
  331.     "push"                "5000"
  332.     "gib"                "1"
  333.     "smoke_wound_flesh"    "bloodwound.smoke"
  334.  
  335.     "kick_time"            "600"
  336.     "kick_amplitude"    "4"
  337.  
  338.     "dv_time"            "500"
  339. }
  340.