// // 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" }