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doom3-bfg/base/def/monster_demon_d3xp_bruiser.def
2022-08-27 13:19:29 +02:00

362 lines
12 KiB
Modula-2

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