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111 lines
4 KiB
Modula-2
111 lines
4 KiB
Modula-2
//------------------------------------------------
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// SDK Example Content
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// Slimy Lobber
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//
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// Compare the entries in this def file to those of the monster_slimy_transfer
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// (def/ai/monster_slimy_transfer.def) as an example of how to implement new
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// monsters and monster attacks using only existing AI code.
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//
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// aweldon Nov 05
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//------------------------------------------------
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model model_monster_slimy_lobber
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{
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inherit model_monster_slimy_transfer // Use Slimy Transfer mesh and anims as base.
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// Lobbing anim -----------------------------------------------------------------------------------------
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anim lob models/monsters/slimy_transfer/attack01.md5anim // Use existing melee anim
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{
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frame 1,13,27,36,57 sound snd_flesh // Use pre-existing sounds
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frame 19 ai_attack melee r_wrist // Throw at appropriate frame
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frame 19 fx fx_lob r_wrist
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}
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}
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entityDef damage_lobber_grenade
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{
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// These values are copied from the monster_gunner .def file and seem to work ok.
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"inherit" "damage_monster_base"
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"knockback" "0"
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"damage" "60"
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"push" "10000"
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"tv_scale" "0.7"
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"tv_time" "4200"
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}
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entityDef damage_lobber_grenade_splash
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{
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// These values are copied from the monster_gunner .def file and seem to work ok.
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"inherit" "damage_monster_base"
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"knockback" "0"
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"damage" "80"
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"radius" "200"
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"push" "10000"
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"tv_scale" "0.7"
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"tv_time" "4200"
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}
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entityDef projectile_lobber_bit
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{
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"inherit" "projectile_gunner_grenade" // inherit defaults from the Gunner grenade
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"fuse" "3" //shorten the fuse
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"detonate_on_actor" "1" // Explode when hitting directly
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"model" "models/gibs/head_pork.lwo" // New 'grenade' model (brraaaaaaainnnnns...)
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"fx_fly" "effects/impact/impact_flesh.fx" // When flying, play the impact effect. Admittedly not the best effect for this purpose.
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"fx_detonate" "effects/monsters/gib.fx" // Use the splatty gib effect for 'explosions'
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"fx_impact" "effects/monsters/gib.fx" // Use the splatty gib effect for 'explosions'
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"def_splash_damage" "damage_lobber_grenade_splash" // Use damage def specified above
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"def_damage" "damage_lobber_grenade" // Use damage def specified above
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"speed" "500" // Adjust speed
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"angular_velocity" "0 -900 200" // Give a nudge up and towards center.
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"bounce" "15" // Make with the bouncing
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"contact_friction" "1" // Reduced friction for better bounce behavior
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"delay_splash" "0" // Splash damage effects are instantaneous
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"snd_ricochet" "failedtransfer_flesh" // Fleshy sound on bounce
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}
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// New EntityDef
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entityDef monster_slimy_lobber
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{
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"inherit" "monster_slimy_transfer" // Inherit from the Slimy Transfer
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// --------------------------------- Actions ------------------------------------
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"action_meleeAttack" "1" // Leave this enabled, we'll replace it with our lobbing attack
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"action_meleeAttack_anim" "lob" // 'New' anim on melee attack
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"action_meleeAttack_minrange" "80" // Minimum distance (in units) for attack.
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"action_meleeAttack_maxrange" "512" // Maximum distance (in units) for attack.
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"action_meleeAttack_blendFrames" "6" // Blend frames on attack
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"action_meleeAttack_rate" ".5" // Rate of attack
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"action_vomitAttack" "1" // Keep the vomit attack enabled
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"action_vomitAttack_minrange" "0" // Minimum distance (in units) for attack.
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"action_vomitAttack_maxrange" "128" // Maximum distance (in units) for attack.
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// --------------------------------- Body ------------------------------------
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"model" "model_monster_slimy_lobber" // Use our new ModelDef from above
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// --------------------------------- Combat ----------------------------------
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"health" "75" // Beef these guys up a bit
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"painThreshold" "40" // Can take more damage before playing pain anims
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"def_attack_melee" "projectile_lobber_bit" // Change melee attack to our new projectile
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"fx_lob" "effects/impact/impact_flesh.fx" // Effect to play when lobbing (added on frame commands above)
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}
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