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

480 lines
17 KiB
Modula-2

/***********************************************************************
monster_hunter_helltime.def
***********************************************************************/
export jay5 {
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
addoptions -align ALL
mesh helltime.mb
anim idle.mb
anim attack1.mb
anim attack2.mb
anim attack3.mb
anim death.mb
anim melee1.mb
anim melee2.mb
anim evade_left.mb
anim evade_right.mb
anim helltime_start.mb
anim helltime_attack.mb
anim helltime_teleport.mb
anim helltime_teleport_end.mb
anim helltime_start_cinematic.mb
}
model monster_hunter_helltime {
mesh models/md5/monsters/hunter_helltime/helltime.md5mesh
channel torso ( *body -hips)
channel legs ( *CHUNKS ALL origin hips)
anim idle models/md5/monsters/hunter_helltime/idle.md5anim {
frame 1 sound_body snd_chatter
frame 1 start_emitter chunk1_emitter chunk1_joint helltime_fireball2.prt
frame 1 start_emitter chunk2_emitter chunk2_joint helltime_fireball2.prt
frame 1 start_emitter chunk3_emitter chunk3_joint helltime_fireball2.prt
frame 1 start_emitter chunk4_emitter chunk4_joint helltime_fireball2.prt
frame 1 start_emitter chunk5_emitter chunk5_joint helltime_fireball2.prt
frame 1 start_emitter chunk6_emitter chunk6_joint helltime_fireball2.prt
frame 1 start_emitter chunk7_emitter chunk7_joint helltime_fireball2.prt
frame 1 start_emitter chunk8_emitter chunk8_joint helltime_fireball2.prt
}
anim attack1 models/md5/monsters/hunter_helltime/attack1.md5anim {
frame 1 event motionBlurOff
frame 2 sound_weapon snd_attack
frame 12 create_missile RMISSILE
frame 29 launch_missile RMISSILE
}
anim attack2 models/md5/monsters/hunter_helltime/attack2.md5anim {
frame 1 event motionBlurOff
frame 2 sound_weapon snd_attack
frame 9 create_missile LMISSILE
frame 22 launch_missile LMISSILE
}
anim attack3 models/md5/monsters/hunter_helltime/attack3.md5anim {
frame 1 event motionBlurOff
frame 2 sound_body2 snd_summon
frame 47 create_missile chunk1_joint
frame 48 launch_missile chunk1_joint
frame 50 create_missile chunk2_joint
frame 51 launch_missile chunk2_joint
frame 54 create_missile chunk3_joint
frame 55 launch_missile chunk3_joint
}
anim melee1 models/md5/monsters/hunter_helltime/melee1.md5anim {
frame 12 sound_weapon snd_melee_1
frame 12 melee melee_Helltime
}
anim melee2 models/md5/monsters/hunter_helltime/melee2.md5anim {
frame 16 sound_weapon snd_melee_1
frame 16 melee melee_Helltime
}
anim evade_left models/md5/monsters/hunter_helltime/evade_left.md5anim
anim evade_right models/md5/monsters/hunter_helltime/evade_right.md5anim
anim helltime_start models/md5/monsters/hunter_helltime/helltime_start.md5anim {
frame 9 event motionBlurOn
}
anim helltime_start_cinematic models/md5/monsters/hunter_helltime/helltime_start_cinematic.md5anim {
frame 1 event motionBlurOn
frame 15 sound_body2 snd_summon
frame 1 start_emitter chunk1_emitter chunk1_joint helltime_fireball2.prt
frame 1 start_emitter chunk2_emitter chunk2_joint helltime_fireball2.prt
frame 1 start_emitter chunk3_emitter chunk3_joint helltime_fireball2.prt
frame 1 start_emitter chunk4_emitter chunk4_joint helltime_fireball2.prt
frame 1 start_emitter chunk5_emitter chunk5_joint helltime_fireball2.prt
frame 1 start_emitter chunk6_emitter chunk6_joint helltime_fireball2.prt
frame 1 start_emitter chunk7_emitter chunk7_joint helltime_fireball2.prt
frame 1 start_emitter chunk8_emitter chunk8_joint helltime_fireball2.prt
}
anim helltime_attack models/md5/monsters/hunter_helltime/helltime_attack.md5anim {
frame 3 sound_weapon snd_melee_1
frame 3 melee melee_Helltime
}
anim helltime_rangeattack1 models/md5/monsters/hunter_helltime/attack1.md5anim {
frame 1 sound_weapon snd_attack
frame 12 create_missile RMISSILE
frame 29 launch_missile RMISSILE
}
anim helltime_rangeattack2 models/md5/monsters/hunter_helltime/attack2.md5anim {
frame 1 sound_weapon snd_attack
frame 9 create_missile LMISSILE
frame 22 launch_missile LMISSILE
}
anim helltime_teleport models/md5/monsters/hunter_helltime/helltime_teleport.md5anim {
frame 1 sound_body2 snd_teleport
}
anim helltime_teleport_end models/md5/monsters/hunter_helltime/helltime_teleport_end.md5anim {
frame 1 sound_body3 snd_teleport_end
}
}
entityDef monster_hunter_helltime {
"skin" "skins/models/monsters/hunter_helltimenochunks"
"inherit" "monster_default"
"scriptobject" "monster_hunter_helltime"
"model" "monster_hunter_helltime"
"ragdoll" "monster_hunter_helltime"
"size" "94 94 96"
"use_aas" "aas96"
"team" "1"
"rank" "2"
"health" "100"
"melee_range" "75"
"turn_rate" "150"
"def_projectile" "projectile_helltimefireball"
"attack_cone" "70"
"attack_accuracy" "0"
"mass" "600"
"burnaway" "0.50"
"finalBoss" "1"
"look_min" "-90 -125 0"
"look_max" "25 125 0"
"look_joint Head" "0.4 0.4 0"
"look_joint LoNeck" "0.6 0.6 0"
"anim" "idle"
"snd_sight1" "hunter_sight"
"snd_sight2" "hunter_sight"
"snd_sight3" "hunter_sight"
"snd_chatter" "hunter_idle"
"snd_chatter_combat" "hunter_idle"
"snd_pain" "hunter_pain"
"snd_attackmissile" "monster_hunter_helltime_attackmissile"
"snd_death" "hunter_death"
"snd_summon" "monster_hunter_helltime_summon"
"snd_absorb" "monster_hunter_helltime_absorb"
"snd_appear" "monster_hunter_helltime_appear"
"snd_melee_1" "hunter_attack"
"snd_melee2" "hunter_attack"
"snd_attack" "hunter_attack"
"snd_teleport" "helltime_teleport"
"snd_teleport_end" "helltime_teleport_end"
"SmokeParticleSystem" "imp_trail2-chunk1_joint"
"SmokeParticleSystem2" "imp_trail2-chunk2_joint"
"SmokeParticleSystem3" "imp_trail2-chunk3_joint"
"SmokeParticleSystem4" "imp_trail2-chunk4_joint"
"SmokeParticleSystem5" "imp_trail2-chunk5_joint"
"SmokeParticleSystem6" "imp_trail2-chunk6_joint"
"SmokeParticleSystem7" "imp_trail2-chunk7_joint"
"SmokeParticleSystem8" "imp_trail2-chunk8_joint"
"smokeParticleSystem9" "helltime_flame2-hips"
"skin_burn" "skins/monsters/hunter_helltime/burnaway"
"model_cinematicsmooke" "ht_deathjuice.prt"
"fxPrecacheBlah" "fx/hunter/helltime/start_teleport"
"fxPrecacheBlah2" "fx/hunter/helltime/end_teleport"
}
// ===================================================================================
// HELLTIME FIREBALL ATTACK
// ===================================================================================
entityDef damage_helltimefireball {
"damage" "12"
"kickDir" "1 0 0"
"push" "800"
"mtr_blob" "genericDamage"
"blob_time" "300"
"blob_size" "400"
"blob_offset_x" "400"
"knockback" "20"
"kick_time" "600"
"kick_amplitude" "1"
"dv_time" "150"
"smoke_wound_flesh" "bloodwound.smoke"
}
entityDef damage_helltimefireball_splash {
"damage" "8"
"radius" "120"
"push" "8000"
}
entityDef projectile_helltimefireball {
"spawnclass" "idProjectile"
"mins" "-4 -4 -4"
"maxs" "4 4 4"
"cone" "3"
"model" "helltime_fireball2.prt"
"def_damage" "damage_helltimefireball"
"def_splash_damage" "damage_helltimefireball_splash"
"launchFromBarrel" "1"
"health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "575 0 -180" // how fast the projectile leaves the gun (or distance if fuse is 0)
"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" "10"
"gravity" "350" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "20" // 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" "0" // 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" "75"
"smoke_fly" "imp_trail2.prt" // 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
// parametric particles -- temp
"model_detonate" "imp_explosion.prt"
"debris_count" "3"
"def_debris" "debris_largeshrapnel"
"def_shrapnel" "debris_shrapnel"
"mtr_light_shader" "lights/impflyflash"
"light_color" "0.9 0.7 0.05"
"light_radius" "160"
"light_offset" "0 0 0"
"light_noshadows" "1"
"mtr_explode_light_shader" "lights/impflash"
"explode_light_color" "3.6 3.0 0.5"
"explode_light_radius" "320"
"explode_light_fadetime" "1.0"
"explode_light_noshadows" "1"
"snd_explode" "monster_hunter_helltime_fireball_explode"
"snd_fly" "monster_hunter_helltime_fireball_flight" // particle effect while in the air
//"nograb" "1"
}
// ===================================================================================
// MELEE ATTACK
// ===================================================================================
entityDef melee_Helltime {
// melee specific parameters
"snd_hit" "monster_hunter_helltime_melee_hit"
"kickDir" "1 0 0"
// damage parameters
"damage" "22"
"mtr_blob" "leftSlash"
"blob_time" "300"
"blob_x" "140"
"blob_y" "-100"
"blob_width" "600"
"blob_height" "600"
"knockback" "100"
"kick_time" "800"
"kick_amplitude" "2"
"dv_time" "400"
}
// ===================================================================================
// Damage defs for the killer projectile
// ===================================================================================
entityDef damage_killer_fireball {
"damage" "22"
"kickDir" "1 0 0"
"push" "800"
"mtr_blob" "genericDamage"
"blob_time" "300"
"blob_size" "400"
"blob_offset_x" "400"
"knockback" "20"
"kick_time" "600"
"kick_amplitude" "1"
"dv_time" "150"
"smoke_wound_flesh" "bloodwound.smoke"
}
entityDef damage_killerfireball_splash {
"damage" "1"
"radius" "10"
"push" "10"
}
// ===================================================================================
// Pedistal Projectile, the player uses it to kill the helltime hunter
// ===================================================================================
entityDef projectile_helltime_killer {
"spawnclass" "idProjectile"
"mins" "-16 -16 -16"
"maxs" "16 16 16"
//"cone" "3"
"model" "ancient_fireball.prt"
"def_damage" "damage_killer_fireball"
"def_splash_damage" "damage_killerfireball_splash"
"special_damage" "1"
"launchFromBarrel" "1"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "0 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
"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" "5"
"gravity" "350" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "9999" // 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" "0" // 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/ballburn_plasma"
"decal_size" "75"
"smoke_fly" "ancient_fireball_trail.prt" // 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
// parametric particles -- temp
"model_detonate" "hellknight_explosion.prt"
"debris_count" "3"
"def_debris" "debris_largeshrapnel"
"def_shrapnel" "debris_shrapnel"
"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_explode" "monster_hunter_helltime_fireball_explode"
"snd_fly" "monster_hunter_helltime_fireball_flight" // particle effect while in the air
}
entityDef projectile_powerball_guided {
"spawnclass" "idGuidedProjectile"
"mins" "-2 -2 -5"
"maxs" "2 2 5"
"cone" "3"
"model" "ancient_fireball.prt"
"cinematic" "1"
"def_damage" "damage_killer_fireball"
"def_splash_damage" "damage_killerfireball_splash"
"random" "0 0 0" // random angular offset
"turn_max" "360" // maximum amount to turn per second
"clamp_dist" "50" // distance to begin clamping off the random direction changes
"launchFromBarrel" "1"
"health" "5"
"velocity" "-500 0 0"
"angular_velocity" "0 0 0"
"thrust" ""
"thrust_start" "0"
"thrust_end" "4"
"linear_friction" "0"
"angular_friction" "0"
"contact_friction" "0"
"bounce" "0"
"mass" "10"
"gravity" "0"
"fuse" "7"
"burstMode" "1"
"burstDist" "32"
"burstVelocity" "1.25"
"detonate_on_fuse" "0"
"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"
}