mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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480 lines
17 KiB
Modula-2
480 lines
17 KiB
Modula-2
/***********************************************************************
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monster_hunter_helltime.def
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***********************************************************************/
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export jay5 {
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options -prefix H1_ -keep origin ALL CHUNKS chunk1_joint chunk2_joint chunk3_joint chunk4_joint chunk5_joint chunk6_joint chunk7_joint chunk8_joint body body2 RMISSILE LMISSILE -parent RMISSILE rhand1 -parent LMISSILE lhand1 -parent body2 body -parent chunk1_joint CHUNKS -parent chunk2_joint CHUNKS -parent chunk3_joint CHUNKS -parent chunk4_joint CHUNKS -parent chunk5_joint CHUNKS -parent chunk6_joint CHUNKS -parent chunk7_joint CHUNKS -parent chunk8_joint CHUNKS -sourcedir models/monsters/hunter_helltime/cycles -destdir models/md5/monsters/hunter_helltime
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addoptions -align ALL
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mesh helltime.mb
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anim idle.mb
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anim attack1.mb
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anim attack2.mb
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anim attack3.mb
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anim death.mb
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anim melee1.mb
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anim melee2.mb
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anim evade_left.mb
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anim evade_right.mb
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anim helltime_start.mb
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anim helltime_attack.mb
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anim helltime_teleport.mb
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anim helltime_teleport_end.mb
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anim helltime_start_cinematic.mb
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}
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model monster_hunter_helltime {
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mesh models/md5/monsters/hunter_helltime/helltime.md5mesh
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channel torso ( *body -hips)
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channel legs ( *CHUNKS ALL origin hips)
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anim idle models/md5/monsters/hunter_helltime/idle.md5anim {
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frame 1 sound_body snd_chatter
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frame 1 start_emitter chunk1_emitter chunk1_joint helltime_fireball2.prt
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frame 1 start_emitter chunk2_emitter chunk2_joint helltime_fireball2.prt
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frame 1 start_emitter chunk3_emitter chunk3_joint helltime_fireball2.prt
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frame 1 start_emitter chunk4_emitter chunk4_joint helltime_fireball2.prt
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frame 1 start_emitter chunk5_emitter chunk5_joint helltime_fireball2.prt
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frame 1 start_emitter chunk6_emitter chunk6_joint helltime_fireball2.prt
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frame 1 start_emitter chunk7_emitter chunk7_joint helltime_fireball2.prt
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frame 1 start_emitter chunk8_emitter chunk8_joint helltime_fireball2.prt
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}
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anim attack1 models/md5/monsters/hunter_helltime/attack1.md5anim {
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frame 1 event motionBlurOff
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frame 2 sound_weapon snd_attack
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frame 12 create_missile RMISSILE
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frame 29 launch_missile RMISSILE
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}
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anim attack2 models/md5/monsters/hunter_helltime/attack2.md5anim {
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frame 1 event motionBlurOff
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frame 2 sound_weapon snd_attack
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frame 9 create_missile LMISSILE
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frame 22 launch_missile LMISSILE
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}
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anim attack3 models/md5/monsters/hunter_helltime/attack3.md5anim {
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frame 1 event motionBlurOff
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frame 2 sound_body2 snd_summon
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frame 47 create_missile chunk1_joint
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frame 48 launch_missile chunk1_joint
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frame 50 create_missile chunk2_joint
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frame 51 launch_missile chunk2_joint
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frame 54 create_missile chunk3_joint
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frame 55 launch_missile chunk3_joint
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}
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anim melee1 models/md5/monsters/hunter_helltime/melee1.md5anim {
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frame 12 sound_weapon snd_melee_1
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frame 12 melee melee_Helltime
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}
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anim melee2 models/md5/monsters/hunter_helltime/melee2.md5anim {
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frame 16 sound_weapon snd_melee_1
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frame 16 melee melee_Helltime
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}
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anim evade_left models/md5/monsters/hunter_helltime/evade_left.md5anim
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anim evade_right models/md5/monsters/hunter_helltime/evade_right.md5anim
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anim helltime_start models/md5/monsters/hunter_helltime/helltime_start.md5anim {
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frame 9 event motionBlurOn
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}
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anim helltime_start_cinematic models/md5/monsters/hunter_helltime/helltime_start_cinematic.md5anim {
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frame 1 event motionBlurOn
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frame 15 sound_body2 snd_summon
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frame 1 start_emitter chunk1_emitter chunk1_joint helltime_fireball2.prt
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frame 1 start_emitter chunk2_emitter chunk2_joint helltime_fireball2.prt
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frame 1 start_emitter chunk3_emitter chunk3_joint helltime_fireball2.prt
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frame 1 start_emitter chunk4_emitter chunk4_joint helltime_fireball2.prt
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frame 1 start_emitter chunk5_emitter chunk5_joint helltime_fireball2.prt
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frame 1 start_emitter chunk6_emitter chunk6_joint helltime_fireball2.prt
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frame 1 start_emitter chunk7_emitter chunk7_joint helltime_fireball2.prt
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frame 1 start_emitter chunk8_emitter chunk8_joint helltime_fireball2.prt
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}
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anim helltime_attack models/md5/monsters/hunter_helltime/helltime_attack.md5anim {
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frame 3 sound_weapon snd_melee_1
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frame 3 melee melee_Helltime
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}
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anim helltime_rangeattack1 models/md5/monsters/hunter_helltime/attack1.md5anim {
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frame 1 sound_weapon snd_attack
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frame 12 create_missile RMISSILE
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frame 29 launch_missile RMISSILE
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}
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anim helltime_rangeattack2 models/md5/monsters/hunter_helltime/attack2.md5anim {
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frame 1 sound_weapon snd_attack
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frame 9 create_missile LMISSILE
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frame 22 launch_missile LMISSILE
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}
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anim helltime_teleport models/md5/monsters/hunter_helltime/helltime_teleport.md5anim {
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frame 1 sound_body2 snd_teleport
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}
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anim helltime_teleport_end models/md5/monsters/hunter_helltime/helltime_teleport_end.md5anim {
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frame 1 sound_body3 snd_teleport_end
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}
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}
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entityDef monster_hunter_helltime {
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"skin" "skins/models/monsters/hunter_helltimenochunks"
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"inherit" "monster_default"
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"scriptobject" "monster_hunter_helltime"
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"model" "monster_hunter_helltime"
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"ragdoll" "monster_hunter_helltime"
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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" "100"
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"melee_range" "75"
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"turn_rate" "150"
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"def_projectile" "projectile_helltimefireball"
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"attack_cone" "70"
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"attack_accuracy" "0"
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"mass" "600"
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"burnaway" "0.50"
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"finalBoss" "1"
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"look_min" "-90 -125 0"
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"look_max" "25 125 0"
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"look_joint Head" "0.4 0.4 0"
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"look_joint LoNeck" "0.6 0.6 0"
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"anim" "idle"
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"snd_sight1" "hunter_sight"
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"snd_sight2" "hunter_sight"
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"snd_sight3" "hunter_sight"
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"snd_chatter" "hunter_idle"
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"snd_chatter_combat" "hunter_idle"
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"snd_pain" "hunter_pain"
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"snd_attackmissile" "monster_hunter_helltime_attackmissile"
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"snd_death" "hunter_death"
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"snd_summon" "monster_hunter_helltime_summon"
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"snd_absorb" "monster_hunter_helltime_absorb"
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"snd_appear" "monster_hunter_helltime_appear"
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"snd_melee_1" "hunter_attack"
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"snd_melee2" "hunter_attack"
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"snd_attack" "hunter_attack"
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"snd_teleport" "helltime_teleport"
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"snd_teleport_end" "helltime_teleport_end"
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"SmokeParticleSystem" "imp_trail2-chunk1_joint"
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"SmokeParticleSystem2" "imp_trail2-chunk2_joint"
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"SmokeParticleSystem3" "imp_trail2-chunk3_joint"
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"SmokeParticleSystem4" "imp_trail2-chunk4_joint"
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"SmokeParticleSystem5" "imp_trail2-chunk5_joint"
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"SmokeParticleSystem6" "imp_trail2-chunk6_joint"
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"SmokeParticleSystem7" "imp_trail2-chunk7_joint"
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"SmokeParticleSystem8" "imp_trail2-chunk8_joint"
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"smokeParticleSystem9" "helltime_flame2-hips"
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"skin_burn" "skins/monsters/hunter_helltime/burnaway"
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"model_cinematicsmooke" "ht_deathjuice.prt"
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"fxPrecacheBlah" "fx/hunter/helltime/start_teleport"
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"fxPrecacheBlah2" "fx/hunter/helltime/end_teleport"
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}
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// ===================================================================================
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// HELLTIME FIREBALL ATTACK
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// ===================================================================================
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entityDef damage_helltimefireball {
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"damage" "12"
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"kickDir" "1 0 0"
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"push" "800"
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"mtr_blob" "genericDamage"
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"blob_time" "300"
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"blob_size" "400"
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"blob_offset_x" "400"
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"knockback" "20"
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"kick_time" "600"
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"kick_amplitude" "1"
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"dv_time" "150"
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"smoke_wound_flesh" "bloodwound.smoke"
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}
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entityDef damage_helltimefireball_splash {
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"damage" "8"
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"radius" "120"
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"push" "8000"
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}
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entityDef projectile_helltimefireball {
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"spawnclass" "idProjectile"
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"mins" "-4 -4 -4"
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"maxs" "4 4 4"
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"cone" "3"
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"model" "helltime_fireball2.prt"
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"def_damage" "damage_helltimefireball"
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"def_splash_damage" "damage_helltimefireball_splash"
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"launchFromBarrel" "1"
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"health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
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"velocity" "575 0 -180" // how fast the projectile leaves the gun (or distance if fuse is 0)
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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" "10"
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"gravity" "350" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "20" // 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" "0" // 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" "75"
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"smoke_fly" "imp_trail2.prt" // 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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// parametric particles -- temp
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"model_detonate" "imp_explosion.prt"
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"debris_count" "3"
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"def_debris" "debris_largeshrapnel"
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"def_shrapnel" "debris_shrapnel"
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"mtr_light_shader" "lights/impflyflash"
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"light_color" "0.9 0.7 0.05"
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"light_radius" "160"
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"light_offset" "0 0 0"
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"light_noshadows" "1"
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"mtr_explode_light_shader" "lights/impflash"
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"explode_light_color" "3.6 3.0 0.5"
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"explode_light_radius" "320"
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"explode_light_fadetime" "1.0"
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"explode_light_noshadows" "1"
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"snd_explode" "monster_hunter_helltime_fireball_explode"
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"snd_fly" "monster_hunter_helltime_fireball_flight" // particle effect while in the air
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//"nograb" "1"
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}
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// ===================================================================================
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// MELEE ATTACK
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// ===================================================================================
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entityDef melee_Helltime {
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// melee specific parameters
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"snd_hit" "monster_hunter_helltime_melee_hit"
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"kickDir" "1 0 0"
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// damage parameters
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"damage" "22"
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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" "100"
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"kick_time" "800"
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"kick_amplitude" "2"
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"dv_time" "400"
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}
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// ===================================================================================
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// Damage defs for the killer projectile
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// ===================================================================================
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entityDef damage_killer_fireball {
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"damage" "22"
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"kickDir" "1 0 0"
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"push" "800"
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"mtr_blob" "genericDamage"
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"blob_time" "300"
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"blob_size" "400"
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"blob_offset_x" "400"
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"knockback" "20"
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"kick_time" "600"
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"kick_amplitude" "1"
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"dv_time" "150"
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"smoke_wound_flesh" "bloodwound.smoke"
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}
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entityDef damage_killerfireball_splash {
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"damage" "1"
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"radius" "10"
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"push" "10"
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}
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// ===================================================================================
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// Pedistal Projectile, the player uses it to kill the helltime hunter
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// ===================================================================================
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entityDef projectile_helltime_killer {
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"spawnclass" "idProjectile"
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"mins" "-16 -16 -16"
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"maxs" "16 16 16"
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//"cone" "3"
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"model" "ancient_fireball.prt"
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"def_damage" "damage_killer_fireball"
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"def_splash_damage" "damage_killerfireball_splash"
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"special_damage" "1"
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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" "0 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
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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" "5"
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"gravity" "350" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "9999" // 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" "0" // 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/ballburn_plasma"
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"decal_size" "75"
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"smoke_fly" "ancient_fireball_trail.prt" // 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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// parametric particles -- temp
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"model_detonate" "hellknight_explosion.prt"
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"debris_count" "3"
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"def_debris" "debris_largeshrapnel"
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"def_shrapnel" "debris_shrapnel"
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"mtr_light_shader" "lights/impflyflash"
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"light_color" "0.1 0.6 0.9"
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"light_radius" "240"
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"light_offset" "2 0 4"
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"mtr_explode_light_shader" "lights/spawnflash"
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"explode_light_color" "0.1 0.6 0.9"
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"explode_light_radius" "240"
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"explode_light_fadetime" "1"
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"snd_explode" "monster_hunter_helltime_fireball_explode"
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"snd_fly" "monster_hunter_helltime_fireball_flight" // particle effect while in the air
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}
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entityDef projectile_powerball_guided {
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"spawnclass" "idGuidedProjectile"
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"mins" "-2 -2 -5"
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"maxs" "2 2 5"
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"cone" "3"
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"model" "ancient_fireball.prt"
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"cinematic" "1"
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"def_damage" "damage_killer_fireball"
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"def_splash_damage" "damage_killerfireball_splash"
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"random" "0 0 0" // random angular offset
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"turn_max" "360" // maximum amount to turn per second
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"clamp_dist" "50" // distance to begin clamping off the random direction changes
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"launchFromBarrel" "1"
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"health" "5"
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"velocity" "-500 0 0"
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"angular_velocity" "0 0 0"
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"thrust" ""
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"thrust_start" "0"
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"thrust_end" "4"
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"linear_friction" "0"
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0"
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"mass" "10"
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"gravity" "0"
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"fuse" "7"
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"burstMode" "1"
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"burstDist" "32"
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"burstVelocity" "1.25"
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"detonate_on_fuse" "0"
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"detonate_on_death" "1"
|
|
"detonate_on_world" "1"
|
|
"detonate_on_actor" "1"
|
|
|
|
"impact_damage_effect" "0"
|
|
"impact_gib" "1"
|
|
|
|
//"mtr_detonate" "textures/decals/ballburn_rev"
|
|
"decal_size" "75"
|
|
|
|
// temp temp
|
|
"smoke_fly" "ancient_fireball_trail.prt"
|
|
"smoke_detonate" ""
|
|
"smoke_residue" ""
|
|
"smoke_bounce" ""
|
|
"smoke_fuse" ""
|
|
|
|
"debris_count" "3"
|
|
"def_debris" "debris_largeshrapnel"
|
|
"def_shrapnel" "debris_shrapnel"
|
|
|
|
// parametric particles -- temp
|
|
"model_detonate" "hellknight_explosion.prt"
|
|
|
|
"mtr_light_shader" "lights/impflyflash"
|
|
"light_color" "0.1 0.6 0.9"
|
|
"light_radius" "240"
|
|
"light_offset" "2 0 4"
|
|
|
|
|
|
"mtr_explode_light_shader" "lights/spawnflash"
|
|
"explode_light_color" "0.1 0.6 0.9"
|
|
"explode_light_radius" "240"
|
|
"explode_light_fadetime" "1"
|
|
|
|
|
|
"snd_fly" "monster_hunter_helltime_rocket_flight"
|
|
"snd_explode" "monster_hunter_helltime_rocket_explode"
|
|
"snd_havetone" "monster_hunter_helltime_rocket_tone"
|
|
}
|