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ee11625497
https://web.archive.org/web/*/http://iddevnet.com/quake4/* had them even though the links in the corresponding archived pages didn't work
84 lines
No EOL
3.5 KiB
Modula-2
84 lines
No EOL
3.5 KiB
Modula-2
//------------------------------------------------
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// SDK Example Content
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// Rocket Launcher Strogg Marine
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//
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// Compare the entries in this def file to those of the monster_strogg_marine_sgun
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// (monster_strogg_marine.def) as an example of how to implement new monsters
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// 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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entityDef projectile_strogg_marine_rocket
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{
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// We'll just steal the standard single player rocket.
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"inherit" "projectile_rocket"
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// ...but that does a little too much damage!
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"def_damage" "damage_strogg_marine_rocket"
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"def_splash_damage" "damage_strogg_marine_rocket_splash"
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}
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entityDef damage_strogg_marine_rocket
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{
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// Inherit the standard single player rocket damage
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"inherit" "damage_rocketDirect"
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// Lower damage from 150 to something more reasonable.
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"damage" "65"
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}
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entityDef damage_strogg_marine_rocket_splash
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{
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// Inherit the standard single player rocket splash damage
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// Lower damage from 150 to something more reasonable.
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"damage" "45"
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// This might also get a little messy...
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"gib" "1"
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}
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entityDef monster_strogg_marine_rocket
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{
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"inherit" "monster_strogg_marine_sgun" // Use the shotgun guy as a base
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"editor_usage" "Rocket Strogg Marine" // What will display in the editor
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"editor_ignore" "0" // Show the entity in the right click menu
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"model" "monster_strogg_marine_sgun" // Use the mesh and anims from the shotgun guy
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"skin" "skins/monsters/strogg_marine/smv_shotgun" // Leave the skin as the shotgun guy
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// --------------------------------- Defs ----------------------------------
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"minShots" "1" // Will fire at least once.
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"maxShots" "3" // ...and up to 3 times in sequence.
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// These refer only to the number of times the fire animation will play, and not how many physical shots are fired
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// That can be modified by including multiple shots on frame commands or by upping the count per attack.
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"actionTimer_rangedAttack_rate" ".5" // Was .25. Time between attacks
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"action_rangedAttack" "1"
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"action_rangedAttack_anim" "shotgun_range_attack" // Anim to play when attacking
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"action_rangedAttack_minRange" "128" // Minimum attack range in units. Was 0 on shotgun.
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"action_rangedAttack_maxRange" "640" // Maximum attack range in units. Was 400 on shotgun.
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"action_rangedAttack_failrate" "0" // Attack will never fail.
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"action_rollAttack_rate" "2" // Was .25. Time between attacks.
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"action_strafe" "0" // Disable Strafing
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"def_attack_base" "projectile_strogg_marine_rocket" // Use our new projectile for base attacks.
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"attack_base_count" "1" // One projectile
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"attack_base_spread" "0" // no spread
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"attack_base_hitscan" "0" // Does not hit instantly
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"attack_base_accuracy" "1" // increased accuracy
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"def_attack_jointDir" "projectile_strogg_marine_rocket" // Use our new projectile for joint attacks.
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"attack_jointDir_locktojoint" "1" // Lock to joint direction
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"attack_jointDir_count" "1" // One projectile
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"attack_jointDir_spread" "0" // no spread
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"attack_jointDir_hitscan" "0" // does not hit instantly
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"attack_jointDir_accuracy" "0" // no change
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// --------------------------------- Effects ---------------------------------
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"fx_blaster_muzzleflash" "effects\weapons\rocket\muzzleflash_world.fx" // Rocket launcher muzzle flash
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"snd_weapon_fire" "weapon_rocket_fire" // Rocket launcher sound shader
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} |