mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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362 lines
12 KiB
Modula-2
362 lines
12 KiB
Modula-2
/***********************************************************************
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monster_demon_d3xp_bruiser.def
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***********************************************************************/
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export bmatt_test {
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options -prefix B_ -keep Lknee Rknee -keep ROT -align movement -parent spine_1 ROT -parent ROT body -sourcedir models/monsters/d3xp_bruiser/cycles -destdir models/md5/monsters/d3xp_bruiser
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mesh d3xp_bruiser_mesh.mb -dest d3xp_bruiser
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anim af_pose.mb
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anim idle.mb
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anim sight.mb
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anim walk.mb
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anim pain_left.mb
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anim pain_right.mb
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anim range_attack1.mb
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anim range_attack2.mb
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anim range_attack3.mb
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anim attack1.mb
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anim attack2.mb
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anim evade_left.mb
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anim evade_right.mb
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anim teleport.mb
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}
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model monster_demon_d3xp_bruiser {
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mesh models/md5/monsters/d3xp_bruiser/d3xp_bruiser.md5mesh
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channel torso ( *spine_1 )
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channel legs ( *Hips origin body ROT )
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anim af_pose models/md5/monsters/d3xp_bruiser/af_pose.md5anim
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anim ik_pose models/md5/monsters/d3xp_bruiser/af_pose.md5anim
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anim idle models/md5/monsters/d3xp_bruiser/idle.md5anim
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anim stand models/md5/monsters/d3xp_bruiser/idle.md5anim
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anim sight models/md5/monsters/d3xp_bruiser/sight.md5anim {
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frame 11 sound_voice snd_sight
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}
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anim walk models/md5/monsters/d3xp_bruiser/walk.md5anim {
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim run models/md5/monsters/d3xp_bruiser/walk.md5anim {
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim pain models/md5/monsters/d3xp_bruiser/pain_left.md5anim {
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frame 3 sound_voice snd_pain
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim pain_left_arm models/md5/monsters/d3xp_bruiser/pain_left.md5anim {
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frame 3 sound_voice snd_pain
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim pain_right_arm models/md5/monsters/d3xp_bruiser/pain_right.md5anim {
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frame 3 sound_voice snd_pain
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim pain_legs models/md5/monsters/d3xp_bruiser/pain_right.md5anim {
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frame 3 sound_voice snd_pain
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frame 11 sound_body snd_footstep
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frame 26 sound_body snd_footstep
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}
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anim pain_chest models/md5/monsters/d3xp_bruiser/pain_left.md5anim {
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frame 3 sound_voice snd_pain
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim pain_head models/md5/monsters/d3xp_bruiser/pain_left.md5anim {
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frame 3 sound_voice snd_pain
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frame 11 sound_body snd_footstep
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frame 26 sound_body snd_footstep
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}
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anim melee_attack1 models/md5/monsters/d3xp_bruiser/attack1.md5anim {
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frame 15 melee melee_bRightClaw
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frame 11 sound_body snd_footstep
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frame 12 sound_body2 snd_attackmelee_1
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frame 13 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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}
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anim melee_attack2 models/md5/monsters/d3xp_bruiser/attack2.md5anim {
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frame 15 melee melee_bLeftClaw
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frame 11 sound_body snd_footstep
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frame 12 sound_body2 snd_attackmelee_1
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frame 13 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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}
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anim range_attack1 models/md5/monsters/d3xp_bruiser/range_attack1.md5anim {
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frame 3 sound_weapon snd_attackmissile
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frame 3 launch_missile flame_l
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frame 20 sound_weapon snd_attackmissile
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frame 20 launch_missile flame_r
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim range_attack2 models/md5/monsters/d3xp_bruiser/range_attack2.md5anim {
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frame 3 sound_weapon snd_attackmissile
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frame 3 launch_missile flame_l
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frame 8 sound_weapon snd_attackmissile
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frame 8 launch_missile flame_r
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frame 15 sound_weapon snd_attackmissile
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frame 15 launch_missile flame_l
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frame 20 sound_weapon snd_attackmissile
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frame 20 launch_missile flame_l
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim range_attack3 models/md5/monsters/d3xp_bruiser/range_attack3.md5anim {
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frame 3 sound_weapon snd_attackmissile
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frame 3 launch_missile flame_l
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frame 8 sound_weapon snd_attackmissile
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frame 8 launch_missile flame_r
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frame 15 sound_weapon snd_attackmissile
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frame 15 launch_missile flame_l
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frame 20 sound_weapon snd_attackmissile
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frame 20 launch_missile flame_l
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim turret_attack models/md5/monsters/d3xp_bruiser/range_attack1.md5anim {
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frame 3 sound_weapon snd_attackmissile
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frame 3 launch_missile flame_l
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frame 20 sound_weapon snd_attackmissile
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frame 20 launch_missile flame_r
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frame 11 sound_body snd_footstep
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frame 11 sound_body2 snd_deepfs
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frame 26 sound_body snd_footstep
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frame 26 sound_body2 snd_deepfs
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}
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anim evade_left models/md5/monsters/d3xp_bruiser/evade_left.md5anim {
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frame 1 sound_voice snd_chatter_combat
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frame 7 sound_body snd_footstep
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frame 7 sound_body2 snd_deepfs
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frame 14 sound_body snd_footstep
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frame 14 sound_body2 snd_deepfs
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}
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anim evade_right models/md5/monsters/d3xp_bruiser/evade_right.md5anim {
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frame 1 sound_voice snd_chatter_combat
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frame 7 sound_body snd_footstep
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frame 7 sound_body2 snd_deepfs
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frame 14 sound_body snd_footstep
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frame 14 sound_body2 snd_deepfs
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}
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anim teleport models/md5/monsters/d3xp_bruiser/teleport.md5anim {
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frame 11 sound_voice snd_sight
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}
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}
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entityDef monster_demon_d3xp_bruiser {
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//"chatter_min" "4"
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//"chatter_max" "10"
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"chatter_combat_min" "3"
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"chatter_combat_max" "7"
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"inherit" "monster_default"
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"model" "monster_demon_d3xp_bruiser"
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"scriptobject" "monster_demon_d3xp_bruiser"
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"ragdoll" "monster_demon_d3xp_bruiser"
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"size" "94 94 96"
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"use_aas" "aas96"
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"team" "1"
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"rank" "2"
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"health" "825"
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"def_projectile" "projectile_bruiser_rocket"
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"attack_cone" "70"
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"attack_accuracy" "0"
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"melee_range" "48"
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//"bone_focus" "neck_1"
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"burnaway" "0.50"
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"smoke_burnParticleSystem" "burn_imp.prt-spine_3"
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"delay" "2"
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//"look_min" "-90 -125 0"
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//"look_max" "25 125 0"
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//"look_joint spine_1" "0.4 0.4 0"
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//"look_joint neck_3" "0.6 0.6 0"
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"damage_zone head" "*neck_2"
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"damage_zone chest" "*spine_1 -*r_clav -*l_clav -*neck_2"
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"damage_zone left_arm" "*r_clav"
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"damage_zone right_arm" "*l_clav"
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"damage_scale head" "2"
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"mass" "1200"
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"ik_numLegs" "2"
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"ik_footSize" "4"
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"ik_footDownTrace" "64"
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"ik_waist" "body"
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"ik_hip1" "l_upleg"
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"ik_hip2" "r_upleg"
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"ik_knee1" "l_midleg"
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"ik_knee2" "r_midleg"
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"ik_ankle1" "l_loleg"
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"ik_ankle2" "r_loleg"
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"ik_dir1" "Lknee"
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"ik_dir2" "Rknee"
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"ik_foot1" "l_balls"
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"ik_foot2" "r_balls"
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"snd_sight" "bruiser_sight"
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//"snd_chatter" "monster_demon_guardian_chatter"
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"snd_chatter_combat" "bruiser_chatter_combat"
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"snd_pain" "bruiser_pain"
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"snd_deepfs" "bruiser_deepfs"
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"snd_attackmelee_1" "bruiser_melee"
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"snd_attackmissile" "bruiser_fire"
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"snd_death" "bruiser_death"
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"snd_footstep" "bruiser_fs"
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"snd_reload" "bruiser_reload"
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//"snd_burn" "monster_demon_mancubus_burn"
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"fx_teleport" "fx/teleporter_96.fx"
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"fx_teleport1" "fx/teleporter1_96.fx"
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"fx_teleport2" "fx/teleporter2_96.fx"
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"fx_teleport3" "fx/teleporter3_96.fx"
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"gui" "guis/bruiser/bruiser.gui"
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}
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entityDef melee_bLeftClaw {
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// melee specific parameters
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"snd_hit" "monster_demon_imp_melee_hit"
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"snd_miss" "monster_demon_imp_melee_miss"
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"kickDir" "0 -1 0"
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// damage parameters
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"damage" "16"
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"mtr_blob" "leftSlash"
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"blob_time" "300"
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"blob_x" "140"
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"blob_y" "-100"
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"blob_width" "600"
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"blob_height" "600"
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"knockback" "40"
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"kick_time" "400"
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"kick_amplitude" "2"
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"dv_time" "100"
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}
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entityDef melee_bRightClaw {
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"snd_hit" "monster_demon_imp_melee_hit"
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"snd_miss" "monster_demon_imp_melee_miss"
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"kickDir" "0 1 0"
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"damage" "16"
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"mtr_blob" "rightSlash"
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"blob_time" "300"
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"blob_x" "-100"
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"blob_y" "-100"
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"blob_width" "600"
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"blob_height" "600"
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"knockback" "30"
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"kick_time" "400"
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"kick_amplitude" "2"
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"dv_time" "100"
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}
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entityDef projectile_bruiser_rocket {
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"spawnclass" "idProjectile"
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"mins" "-8 -8 -8"
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"maxs" "8 8 8"
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"cone" "3"
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"model" "manc_fireball.prt"
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"bindOnImpact" "0"
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"def_damage" "damage_mancubusblast"
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"def_splash_damage" "damage_mancubusSplash"
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"launchFromBarrel" "1"
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"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
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"velocity" "700 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"random_shader_spin" "1" // sets shader parm 5 which if appropriate the projectile shader will use this as an alternating spin
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"angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun
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"thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
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"thrust_start" "0" // when to start accelerating
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"thrust_end" "0" // when to stop accelerating
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"linear_friction" "0" // "air" friction
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "100"
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"gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
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"detonate_on_fuse" "0" // whether projectile should detonate when it's fuse runs out
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"detonate_on_death" "1" // whether projectile should detonate when it's "killed" (health runs out)
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"detonate_on_world" "1" // whether projectile should detonate when it hits an obstacle
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"detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
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"impact_damage_effect" "1" // whether projectile causes blood splats from characters that bleed
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"impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
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"mtr_detonate" "textures/decals/ballburn01"
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"decal_size" "70"
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"smoke_fly" "plasmatrail.smoke" // particle effect while in the air
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"smoke_detonate" "" // particle effect when detonates
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"smoke_residue" "" // particle effect while in the air
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"smoke_bounce" "" // particle effect when bounces
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"smoke_fuse" "" // particle effect when removed from fuse expiring
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"model_detonate" "manc_explosion.prt"
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"mtr_light_shader" ""
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"light_color" "0.8 0.3 0"
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"light_radius" "160"
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"light_offset" "-8 0 0"
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"mtr_explode_light_shader" "muzzleflash"
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"explode_light_color" "1 0.4 0"
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"explode_light_radius" "160"
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"explode_light_fadetime" "0.25"
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"snd_fly" "monster_demon_imp_fireball_flight" // sound effect while in the air
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"snd_explode" "monster_demon_imp_fireball_explode"
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}
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