etqw-sdk/base/def/vehicles/goliath.def

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2008-05-29 00:00:00 +00:00
//
// Goliath
//
/*
export frankie {
options -prefix GOL_ -rotate 90 -sourcedir models/vehicles/strogg_goliath/dev_sd -destdir models/vehicles/strogg_goliath/ -keep l_pilot_gun_1 l_pilot_gun_2 l_pilot_gun_3 r_pilot_gun_1 r_pilot_gun_2 r_pilot_gun_3 l_gun r_gun gunner_cam driver_cam left_exit right_exit left_foot_ik right_foot_ik r_muzzle l_muzzle nose_muzzle nose_1 nose_2 driver_cam_2 left_exit_2 right_exit_2 -parent driver_cam_2 base
// mesh base.mb -dest goliath.md5mesh
mesh lod_0.mb -dest goliath.md5mesh
anim base.mb -dest goliath.md5anim -range 0 1
anim move.mb -dest move.md5anim
anim down.mb -dest down.md5anim -range 0 31
anim down.mb -dest up.md5anim -range 31 73
anim walk.mb -dest walk.md5anim
anim walkjr_004.mb -dest walk_r.md5anim -range 1 20
anim walk_stop_r.mb -dest walk_stop_r.md5anim -range 1 23
anim walkjr_004.mb -dest walk_l.md5anim -range 21 40
anim walk_stop_l.mb -dest walk_stop_l.md5anim -range 22 45
anim walk_start.mb -dest walk_start.md5anim -range 1 20
anim walk_back.mb -dest walk_back.md5anim
anim walk_back.mb -dest walk_back_r.md5anim -range 21 40
anim walk_back_stop_r.mb -dest walk_back_stop_r.md5anim -range 21 40
anim walk_back.mb -dest walk_back_l.md5anim -range 1 21
anim walk_back_stop_l.mb -dest walk_back_stop_l.md5anim -range 1 12
anim walk_back_start.mb -dest walk_back_start.md5anim -range 1 21
anim turn_right.mb -dest turn_right.md5anim
anim turn_left.mb -dest turn_left.md5anim
anim turn_right_noo.mb -dest turn_right_noo.md5anim
anim turn_left_noo.mb -dest turn_left_noo.md5anim
anim fire.mb -dest fire_left.md5anim -range 21 40
anim fire.mb -dest fire_right.md5anim -range 1 20
options -prefix GOL_ -rotate 90 -noJoints -sourcedir models/vehicles/strogg_goliath/dev_sd -destdir models/vehicles/strogg_goliath/ -keep origin gunner_cockpit base driver_cam driver_cam_2 l_hip l_upper_leg l_middle_leg l_lower_leg l_ankle l_ball l_toe l_front_l_toe_1 l_front_l_toe_2 l_front_r_toe_1 l_front_r_toe_2 l_rear_l_toe_1 l_rear_l_toe_2 l_rear_r_toe_1 l_rear_r_toe_2 left_exit left_foot_ik l_pilot_gun_1 l_pilot_gun_2 l_pilot_gun_3 nose_1 nose_2 nose_muzzle r_hip r_upper_leg r_middle_leg r_lower_leg r_ankle r_ball r_toe r_front_l_toe_1 r_front_l_toe_2 r_front_r_toe_1 r_front_r_toe_2 r_rear_l_toe_1 r_rear_l_toe_2 r_rear_r_toe_1 r_rear_r_toe_2 right_exit right_foot_ik r_pilot_gun_1 r_pilot_gun_2 r_pilot_gun_3 turret gunner_cam l_turret l_gun l_muzzle r_turret r_gun r_muzzle left_exit_2 right_exit_2 -parent driver_cam_2 base -parent gunner_cockpit turret_high
mesh lod_1.mb -dest goliath_lod1.md5mesh
mesh lod_2.mb -dest goliath_lod2.md5mesh
mesh lod_3.mb -dest goliath_lod3.md5mesh
options -prefix GOL_ -rotate 90 -sourcedir models/vehicles/strogg_goliath/dev_sd -destdir models/vehicles/strogg_goliath/ -keep origin base driver_cam driver_cam_2 l_hip l_upper_leg l_middle_leg l_lower_leg l_ankle l_ball l_toe l_front_l_toe_1 l_front_l_toe_2 l_front_r_toe_1 l_front_r_toe_2 l_rear_l_toe_1 l_rear_l_toe_2 l_rear_r_toe_1 l_rear_r_toe_2 left_exit left_foot_ik l_pilot_gun_1 l_pilot_gun_2 l_pilot_gun_3 nose_1 nose_2 nose_muzzle r_hip r_upper_leg r_middle_leg r_lower_leg r_ankle r_ball r_toe r_front_l_toe_1 r_front_l_toe_2 r_front_r_toe_1 r_front_r_toe_2 r_rear_l_toe_1 r_rear_l_toe_2 r_rear_r_toe_1 r_rear_r_toe_2 right_exit right_foot_ik r_pilot_gun_1 r_pilot_gun_2 r_pilot_gun_3 turret gunner_cam l_turret l_gun l_muzzle r_turret r_gun r_muzzle -parent driver_cam_2 base
mesh lod_1.mb -dest test1.md5mesh
anim lod_1.mb -dest test1.md5anim
}
*/
model vehicle_goliathtest {
mesh models/vehicles/strogg_goliath/test1.md5mesh
anim test models/vehicles/strogg_goliath/test1.md5anim
}
model vehicle_goliath {
mesh models/vehicles/strogg_goliath/id/base.md5mesh
anim ik_pose models/vehicles/strogg_goliath/id/base.md5anim
anim af_pose models/vehicles/strogg_goliath/id/base.md5anim
anim base models/vehicles/strogg_goliath/id/idle.md5anim {
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim powerup models/vehicles/strogg_goliath/id/up.md5anim
anim shutdown models/vehicles/strogg_goliath/id/down.md5anim
anim walk models/vehicles/strogg_goliath/id/walk.md5anim
anim walk_back models/vehicles/strogg_goliath/id/walk.md5anim
anim fall models/vehicles/strogg_goliath/id/fall.md5anim
anim land models/vehicles/strogg_goliath/id/land.md5anim
anim walk_left_start models/vehicles/strogg_goliath/id/idle_to_walk.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
}
anim walk_left models/vehicles/strogg_goliath/id/walk_left.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim walk_left_stop models/vehicles/strogg_goliath/id/walk_left_to_stop.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
frame 11 sound_channel snd_vehicle_walk3 snd_footstep
frame 11 sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim walk_right_start models/vehicles/strogg_goliath/id/idle_to_walk.md5anim {
frame begin sound_channel snd_vehicle_walk5 snd_leg
frame begin sound_channel snd_vehicle_walk6 snd_leg_interior
} // CB: should be walk_left_start
anim walk_right models/vehicles/strogg_goliath/id/walk_right.md5anim {
frame begin sound_channel snd_vehicle_walk5 snd_leg
frame begin sound_channel snd_vehicle_walk6 snd_leg_interior
frame begin sound_channel snd_vehicle_walk7 snd_footstep
frame begin sound_channel snd_vehicle_walk8 snd_footstep_interior
}
anim walk_right_stop models/vehicles/strogg_goliath/id/walk_right_to_stop.md5anim {
frame begin sound_channel snd_vehicle_walk5 snd_leg
frame begin sound_channel snd_vehicle_walk6 snd_leg_interior
frame begin sound_channel snd_vehicle_walk7 snd_footstep
frame begin sound_channel snd_vehicle_walk8 snd_footstep_interior
}
anim walk_back_left_start models/vehicles/strogg_goliath/id/idle_to_walk_back.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
}
anim walk_back_left models/vehicles/strogg_goliath/id/walk_back_left.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim walk_back_left_stop models/vehicles/strogg_goliath/id/walk_back_left_to_stop.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim walk_back_right_start models/vehicles/strogg_goliath/id/idle_to_walk_back.md5anim {
frame begin sound_channel snd_vehicle_walk5 snd_leg
frame begin sound_channel snd_vehicle_walk6 snd_leg_interior
}
anim walk_back_right models/vehicles/strogg_goliath/id/walk_back_right.md5anim {
frame begin sound_channel snd_vehicle_walk5 snd_leg
frame begin sound_channel snd_vehicle_walk6 snd_leg_interior
frame begin sound_channel snd_vehicle_walk7 snd_footstep
frame begin sound_channel snd_vehicle_walk8 snd_footstep_interior
}
anim walk_back_right_stop models/vehicles/strogg_goliath/id/walk_back_right_to_stop.md5anim {
frame begin sound_channel snd_vehicle_walk5 snd_leg
frame begin sound_channel snd_vehicle_walk6 snd_leg_interior
frame begin sound_channel snd_vehicle_walk7 snd_footstep
frame begin sound_channel snd_vehicle_walk8 snd_footstep_interior
frame 12 sound_channel snd_vehicle_walk3 snd_footstep
frame 12 sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim turn_left models/vehicles/strogg_goliath/id/turn_left.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim turn_right models/vehicles/strogg_goliath/id/turn_right.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_leg
frame begin sound_channel snd_vehicle_walk2 snd_leg_interior
frame begin sound_channel snd_vehicle_walk3 snd_footstep
frame begin sound_channel snd_vehicle_walk4 snd_footstep_interior
}
anim run_left models/vehicles/strogg_goliath/id/walk.md5anim {
}
anim run_right models/vehicles/strogg_goliath/id/walk.md5anim {
}
anim fire_right models/vehicles/strogg_goliath/id/fire_left.md5anim
anim fire_left models/vehicles/strogg_goliath/id/fire_right.md5anim
anim jump models/vehicles/strogg_goliath/id/jump12feet.md5anim
anim jump_start models/vehicles/strogg_goliath/id/jump12feet_start.md5anim
anim jump_end models/vehicles/strogg_goliath/id/jump12feet_end.md5anim
anim stomp models/vehicles/strogg_goliath/id/leg_stomp.md5anim {
frame begin sound_channel snd_vehicle_walk1 snd_stomp
frame begin sound_channel snd_vehicle_walk2 snd_stomp_interior
frame begin effect fx_ground_pound_start right_foot_ik
frame 14 object_call Stamp
}
channel legs ( *origin )
}
entityDef vehicle_goliath {
"inherit" "vehicle_base_strogg"
"editor_color" "1 .5 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"editor_ragdoll" "1"
"editor_usage" "Goliath"
"control_context" "g_bind_context_goliath"
"health" "4000"
"mins" "-128 -128 0"
"maxs" "128 128 320"
"cylinder" "8"
"mass" "75000"
"model" "vehicle_goliath"
"gravity" "2000"
"spawnclass" "sdWalker"
"density" "50"
"respawntime" "10000"
"decay_time" "40"
"info_name" "game/vec/goliath"
"ragdoll" "vehicle_goliath"
"vs_vehicleScript" "goliath"
"scriptObject" "vehicle_goliath"
"aor_layout" "missile"
"vehicle_control" "walker"
"ik_disabled" "0"
"ik_smoothing" "0.25"
"ik_downsmoothing" "0.05"
"ik_waistSmoothing" "0.2"
"ik_tiltWaist" "0"
"ik_waist" "base"
"ik_numLegs" "2"
"ik_foot1" "left_foot_ik"
"ik_ankle1" "l_ankle"
"ik_knee1" "l_lower_leg"
"ik_mid1" "l_middle_leg"
"ik_hip1" "l_upper_leg"
"ik_foot2" "right_foot_ik"
"ik_ankle2" "r_ankle"
"ik_knee2" "r_lower_leg"
"ik_mid2" "r_middle_leg"
"ik_hip2" "r_upper_leg"
"ik_direction" "1 0 0"
"ik_direction2" "0 0 1"
"ik_tweakFactor" "0.5"
"ik_footSize" "96"
"ik_maxStepSpeed" "72"
"ik_footUpTrace" "96"
"ik_footDownTrace" "144"
"turn_rate" "45"
"turn_on_spot" "1"
"allow_stomp" "0"
"allow_stamp" "1"
"snd_engine_start" "sounds/vehicles/goliath/engine/start"
"snd_engine_stop" "sounds/vehicles/goliath/engine/stop"
"snd_leg" "sounds/vehicles/goliath/legs"
"snd_footstep" "sounds/vehicles/goliath/footsteps"
"snd_recharge_seige" "sounds/vehicles/goliath/recharge_siege"
"snd_recharge_nonseige" "sounds/vehicles/goliath/recharge_nonsiege"
"snd_stomp" "sounds/vehicles/goliath/stomp"
"snd_cockpit" "sounds/vehicles/goliath/interior/cockpit"
"snd_engine_start_interior" "sounds/vehicles/goliath/interior/engine/start"
"snd_engine_stop_interior" "sounds/vehicles/goliath/interior/engine/stop"
"snd_leg_interior" "sounds/vehicles/goliath/interior/legs"
"snd_footstep_interior" "sounds/vehicles/goliath/interior/footsteps"
"snd_stomp_interior" "sounds/vehicles/goliath/interior/stomp"
"snd_health_warn" "sounds/vehicles/misc/warning/ground/strogg"
"anim_state_0" "" // spawn ( never used )
"anim_state_1" "shutdown"
"anim_state_2" "powerup"
"anim_state_3" "" // left walk start
"anim_state_4" "walk_right_start"
"anim_state_5" "walk_left"
"anim_state_6" "walk_right"
"anim_state_7" "walk_left_stop"
"anim_state_8" "walk_right_stop"
"anim_state_9" "" // left back walk start
"anim_state_10" "walk_back_right_start"
"anim_state_11" "walk_back_left"
"anim_state_12" "walk_back_right"
"anim_state_13" "walk_back_left_stop"
"anim_state_14" "walk_back_right_stop"
"anim_state_15" "turn_right"
"anim_state_16" "turn_left"
"anim_state_17" "jump_start" // stomp start
"anim_state_18" "jump_end" // stomp end
"anim_state_19" "stomp" // leg stamp
"anim_state_20" "base" // single frame base standing anim for lerping back to
"anim_state_21" "fall"
"anim_state_22" "land"
"start_on_left" "0"
"repair_multiplier" "3"
"tt_enter" "vehicle_goliath_enter"
"icon_size_cm" "18"
"mtr_commandmap" "guis/assets/commandmap/icon_vehicle"
"mtr_commandmap_unknown" "guis/assets/commandmap/icon_vehicle"
"option_combat_model" "1"
"option_selection_combat_model" "1"
"option_task_interface" "1"
"joint_damage_smoke" "turret_high"
"joint_damage_fire" "turret_high"
"joint_foot_left" "left_foot_ik"
"joint_foot_right" "right_foot_ik"
"fx_leg" "effects/vehicles/goliath/legs"
"fx_footstep" "effects/vehicles/goliath/footsteps"
"fx_explode" "effects/base/explosion"
"fx_cannon_muzzle" "effects/weapons/plasmacannon/goliath"
"fx_hyperblaster_fire" "effects/weapons/hyperblaster_fire_goliath" // For Xian: Hyperblaster sound goes in here
"fx_hyperblaster_muzzle" "effects/weapons/hyperblaster_muzzleflash_vehicle"
"fx_hyperblaster_tracer" "effects/base/tracers_strogg"
"effectchance fx_hyperblaster_tracer" "1.0"
"fx_damage_level1" "effects/vehicles/vehicle_flames_small_goliath"
"fx_damage_level2" "effects/vehicles/vehicle_flames_medium_goliath"
"fx_damage_level3" "effects/vehicles/vehicle_flames_large_goliath"
"fx_damage_level_smoke" "effects/vehicles/vehicle_smoke_goliath"
"fx_emped" "effects/generic_smoke/emp"
"emp_effect_joint" "base"
"damage_smoke" "70"
"damage_level1" "60"
"damage_level2" "45"
"damage_level3" "20"
"gui_vehicle" "guis/vehicles/strogg_goliath"
"task_name" "game/vec/goliath"
"waypoint_offset" "0 0 192"
"collection_antivehicle" "antivehicle"
"collection_vehicles_heavy" "vehicles_heavy"
"no_drop" "1"
"joint_attach" "gunner_cam"
"amphibious" "0"
"wake_center_width" "0 0"
"wake_edge_width" "0 0"
"stomp_velocity" "250 0 1000"
"dmg_stomp" "damage_goliath_stomp"
"stomp_min_scale" "0.5"
"stomp_max_scale" "6"
"stomp_speed_scale" "0.005"
"stomp_hold_time" "0.6"
"ground_pound_walk_force" "8000000"
"ground_pound_walk_damage_scale" "0.15"
"ground_pound_walk_range" "384"
"ground_pound_min_speed" "200"
"ground_pound_force" "20000000"
"ground_pound_range" "512"
"stamp_hold_time" "0.1"
"stamp_force" "20000000"
"stamp_damage_scale" "3"
"stamp_range" "768"
"kick_force" "10000000"
// "joints_up_sparks" "r_middle_leg;l_middle_leg"
// "fx_up_sparks" "effects/rich/bullet_sparks"
"fx_ground_collide" "effects/vehicles/goliath/goliath_collide_default"
"fx_ground_snow" "effects/vehicles/goliath/goliath_collide_snow"
"fx_ground_sand" "effects/vehicles/goliath/goliath_collide_sand"
"fx_ground_dirt" "effects/vehicles/goliath/goliath_collide_dirt"
"fx_ground_mud" "effects/vehicles/goliath/goliath_collide_dirt"
"fx_ground_dusty_road" "effects/vehicles/goliath/goliath_collide_dirt"
"fx_ground_pound_start" "effects/vehicles/goliath/goliath_stomp_start"
"fx_ground_pound" "effects/vehicles/goliath/goliath_stomp_default"
"fx_ground_pound_pavement" "effects/vehicles/goliath/goliath_stomp_concrete"
"fx_ground_pound_stone" "effects/vehicles/goliath/goliath_stomp_default"
"fx_ground_pound_concrete" "effects/vehicles/goliath/goliath_stomp_concrete"
"fx_ground_pound_dirt" "effects/vehicles/goliath/goliath_stomp_dirt"
"fx_ground_pound_mud" "effects/vehicles/goliath/goliath_stomp_dirt"
"fx_ground_pound_gravel" "effects/vehicles/goliath/goliath_stomp_gravel"
"fx_ground_pound_metal" "effects/vehicles/goliath/goliath_stomp_default"
"fx_ground_pound_metal_thick" "effects/vehicles/goliath/goliath_stomp_default"
"fx_ground_pound_dusty_road" "effects/vehicles/goliath/goliath_stomp_dirt"
"fx_ground_pound_sand" "effects/vehicles/goliath/goliath_stomp_sand"
"fx_ground_pound_snow" "effects/vehicles/goliath/goliath_stomp_snow"
"fx_ground_pound_grass" "effects/vehicles/goliath/goliath_stomp_grass"
"fx_ground_pound_water" "effects/vehicles/goliath/goliath_stomp_water"
"fx_ground_walk" "effects/vehicles/goliath/goliath_walk_default"
"fx_ground_walk_pavement" "effects/vehicles/goliath/goliath_walk_concrete"
"fx_ground_walk_stone" "effects/vehicles/goliath/goliath_walk_default"
"fx_ground_walk_concrete" "effects/vehicles/goliath/goliath_walk_concrete"
"fx_ground_walk_dirt" "effects/vehicles/goliath/goliath_walk_dirt"
"fx_ground_walk_mud" "effects/vehicles/goliath/goliath_walk_dirt"
"fx_ground_walk_gravel" "effects/vehicles/goliath/goliath_walk_gravel"
"fx_ground_walk_metal" "effects/vehicles/goliath/goliath_walk_default"
"fx_ground_walk_metal_thick" "effects/vehicles/goliath/goliath_walk_default"
"fx_ground_walk_dusty_road" "effects/vehicles/goliath/goliath_walk_dirt"
"fx_ground_walk_sand" "effects/vehicles/goliath/goliath_walk_sand"
"fx_ground_walk_snow" "effects/vehicles/goliath/goliath_walk_snow"
"fx_ground_walk_grass" "effects/vehicles/goliath/goliath_walk_grass"
"fx_ground_walk_water" "effects/vehicles/goliath/goliath_walk_water"
//mal: give the bots an easy means of identifying a vehicle and its traits
"vehicle_num" "4"
"vehicle_team" "1"
"vehicle_flags" "6"
//DECOY STUFF
"def_projectile_decoy" "projectile_decoy_goliath"
"projectile_decoy_velocity" "0 0 500"
"projectile_decoy_rate" "3"
"projectile_decoy_joint" "gunner_cam"
"projectile_decoy_charge" "100"
"projectile_decoy_max" "3"
"qc_spotted" "quickchat/context/attack/armorspotted"
}
damageDef damage_goliath_stomp {
damage "damage_goliath_stomp"
prof_damage "pro_vehicle_damage"
stat_name "goliath_weapons"
tt_obituary "tooltips/killmsgs/vehicles/goliath"
tt_obituary_unknown "tooltips/killmsgs/vehicles/goliath/empty"
tt_obituary_team_kill "tooltips/killmsgs/vehicles/goliath/teamkill"
tt_obituary_self "tooltips/killmsgs/vehicles/driving"
}
damageFilter damage_goliath_stomp {
type {
target "target_player_all"
damage 100
}
type {
target "target_veh_all"
damage 200
}
type {
target "target_supply_crate"
damage 200
}
type {
target "target_deployables_all"
damage 75
}
}
toolTip vehicle_goliath_enter {
length 5
text "game/tt/goliath"
}