etqw-sdk/base/def/players/roles_gdf.def
2008-05-29 00:00:00 +00:00

714 lines
19 KiB
Modula-2

#include <def/players/player_includes.include>
//=============================================================================
//== GDF WEAPON PACKAGES ======================================================
//=============================================================================
itemPackageDef package/weapons/law {
item "inventory/weapons/law"
}
itemPackageDef package/weapons/gpmg {
item "inventory/weapons/gpmg"
}
itemPackageDef package/weapons/sniperrifle {
item "inventory/weapons/sniperrifle"
}
itemPackageDef package/weapons/machinepistol {
item "inventory/weapons/machinepistol"
}
itemPackageDef package/weapons/machinepistol/silenced {
item "inventory/weapons/machinepistol/silenced"
}
itemPackageDef package/weapons/assaultrifle {
item "inventory/weapons/assaultrifle"
}
itemPackageDef package/weapons/assaultrifle/scoped {
item "inventory/weapons/assaultrifle/scoped"
}
itemPackageDef package/weapons/shotgun {
item "inventory/weapons/shotgun"
}
itemPackageDef package/weapons/none {
}
itemPackageDef disguise_gdf {
item "inventory/weapons/knife/strogg"
item "inventory/weapons/assaultrifle_dummy"
}
//=============================================================================
//== GDF CLASSES ==============================================================
//=============================================================================
itemPackageDef class_soldier {
item "inventory/weapons/knife"
item "inventory/weapons/machinepistol"
{
require "light_weapons_spawn_level_4 == true"
item "inventory/weapons/pistol_akimbo"
}
item "inventory/weapons/grenades/frag"
item "inventory/tools/pliers/charge"
item "inventory/items/he_charge"
item "inventory/tools/binoculars"
item "inventory/tools/gdf_parachute"
consumable ammo assaultrifle 120
consumable ammo rocketlauncher 10
consumable ammo gpmg 200
consumable ammo shotgun 30
consumable ammo machinepistol 100
consumable ammo pistol 30
consumable ammo grenade 2
consumable ammo infinite 1 // never used
}
playerClass soldier {
info {
"items" "class_soldier"
"items_disguised" "disguise_gdf"
"model" "models/players/gdf/soldier"
"title" "game/classes/soldier"
"team" "gdf"
"mtr_cm_icon" "guis/assets/commandmap/icon_player"
"mtr_icon_class" "hud/icons/classes/soldier"
"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
"mtr_icon_offscreen" "hud/icons/player/indicator_side"
"weapon_binocs" "inventory/tools/binoculars"
"weapon_tool1" "inventory/tools/pliers/charge"
"weapon_item1" "inventory/items/he_charge"
"stat_name" "soldier"
"player_class_num" "1"
"def_dead_body" "dead_body_gdf"
"climate_skin_key" "gdf"
"class_context_cvar" "g_class_context_soldier"
templates/players/request_icons
templates/classes/footsteps/gdf
templates/classes/pain/gdf
}
proficiency soldier {
text "game/proficiency/soldier"
level 1 {
text "game/proficiency/soldier/reward1"
title "game/proficiency/soldier/reward1_title"
icon "soldier/reward1"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 2 {
text "game/proficiency/soldier/reward2"
title "game/proficiency/soldier/reward2_title"
icon "soldier/reward2"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 3 {
text "game/proficiency/soldier/reward3"
title "game/proficiency/soldier/reward3_title"
icon "soldier/reward3"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 4 {
text "game/proficiency/soldier/reward4"
title "game/proficiency/soldier/reward4_title"
icon "soldier/reward4"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
}
templates/players/common_proficiencies_gdf
modelData {
templates/players/skeleton_info
templates/players/locational_damage_joints
templates/players/gdf_head_offset
}
abilities {
soldier
}
ammoLimits {
"machinepistol" "100"
"assaultrifle" "200"
"shotgun" "50"
"rocketlauncher" "10"
"gpmg" "400"
"grenade" "2"
"pistol" "50"
"infinite" "1"
}
option {
"package/weapons/assaultrifle"
"package/weapons/law"
"package/weapons/gpmg"
"package/weapons/shotgun"
}
}
//=============================================================================
//=============================================================================
itemPackageDef class_medic {
item "inventory/weapons/knife"
{
require "light_weapons_spawn_level_4 == false"
item "inventory/weapons/pistol"
}
{
require "light_weapons_spawn_level_4 == true"
item "inventory/weapons/pistol_akimbo"
}
//item "inventory/weapons/assaultrifle"
item "inventory/weapons/grenades/frag"
item "inventory/tools/defibrillator"
item "inventory/items/healthpack"
item "inventory/weapons/grenades/supply_marker_medic"
item "inventory/tools/binoculars"
item "inventory/tools/gdf_parachute"
consumable ammo assaultrifle 80
consumable ammo shotgun 20
consumable ammo pistol 30
consumable ammo grenade 1
consumable ammo infinite 1 // never used
}
playerClass medic {
info {
"items" "class_medic"
"items_disguised" "disguise_gdf"
"model" "models/players/gdf/medic"
"title" "game/classes/medic"
"team" "gdf"
"mtr_cm_icon" "guis/assets/commandmap/icon_player"
"mtr_icon_class" "hud/icons/classes/paratech"
"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
"mtr_icon_offscreen" "hud/icons/player/indicator_side"
"weapon_binocs" "inventory/tools/binoculars"
"weapon_tool1" "inventory/tools/defibrillator"
"weapon_item1" "inventory/items/healthpack"
"weapon_item2" "inventory/weapons/grenades/supply_marker_medic"
"def_dead_body" "dead_body_gdf"
"climate_skin_key" "gdf"
"class_context_cvar" "g_class_context_medic"
"stat_name" "medic"
"player_class_num" "0"
templates/players/request_icons
templates/classes/footsteps/gdf
templates/classes/pain/gdf
}
proficiency medic {
text "game/proficiency/medic"
level 1 {
text "game/proficiency/medic/reward1"
title "game/proficiency/medic/reward1_title"
icon "medic/reward1"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 2 {
text "game/proficiency/medic/reward2"
title "game/proficiency/medic/reward2_title"
icon "medic/reward2"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 3 {
text "game/proficiency/medic/reward3"
title "game/proficiency/medic/reward3_title"
icon "medic/reward3"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 4 {
text "game/proficiency/medic/reward4"
title "game/proficiency/medic/reward4_title"
icon "medic/reward4"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
}
templates/players/common_proficiencies_gdf
modelData {
templates/players/skeleton_info
templates/players/locational_damage_joints
templates/players/gdf_head_offset
}
abilities {
revive
medic
healthBoost
deadview
qcItems
}
ammoLimits {
"pistol" "40"
"shotgun" "40"
"assaultrifle" "120"
"grenade" "2"
"infinite" "1"
}
option {
"package/weapons/assaultrifle"
"package/weapons/shotgun"
}
}
//=============================================================================
//=============================================================================
itemPackageDef class_engineer {
item "inventory/weapons/knife"
{
require "light_weapons_spawn_level_4 == false"
item "inventory/weapons/pistol"
}
{
require "light_weapons_spawn_level_4 == true"
item "inventory/weapons/pistol_akimbo"
}
item "inventory/weapons/grenades/frag"
item "inventory/tools/pliers"
item "inventory/tools/deploytool/engineer"
item "inventory/items/landmine"
item "inventory/tools/binoculars"
item "inventory/tools/gdf_parachute"
consumable ammo assaultrifle 80
consumable ammo grenade_rifle 5
consumable ammo shotgun 30
consumable ammo pistol 30
consumable ammo grenade 2
consumable ammo infinite 1 // never used
}
itemPackageDef package/engineer/weapons/assaultrifle {
item "inventory/weapons/assaultrifle"
}
itemPackageDef package/engineer/weapons/assaultrifle/grenade {
{
require "engineer_level_1 == true"
item "inventory/weapons/assaultrifle/grenade"
}
}
playerClass engineer {
info {
"items" "class_engineer"
"items_disguised" "disguise_gdf"
"model" "models/players/gdf/engineer"
"title" "game/classes/engineer"
"team" "gdf"
"mtr_cm_icon" "guis/assets/commandmap/icon_player"
"mtr_icon_class" "hud/icons/classes/engineer"
"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
"mtr_icon_offscreen" "hud/icons/player/indicator_side"
"weapon_binocs" "inventory/tools/binoculars"
"weapon_tool1" "inventory/tools/pliers"
"weapon_tool2" "inventory/tools/deploytool/engineer"
"weapon_item1" "inventory/items/landmine"
"def_dead_body" "dead_body_gdf"
"climate_skin_key" "gdf"
"class_context_cvar" "g_class_context_engineer"
"stat_name" "engineer"
"player_class_num" "2"
templates/players/request_icons
templates/classes/footsteps/gdf
templates/classes/pain/gdf
}
proficiency engineer {
text "game/proficiency/engineer"
level 1 {
text "game/proficiency/engineer/reward1"
title "game/proficiency/engineer/reward1_title"
icon "engineer/reward1"
tooltip "proficiency_upgrade_weapselect"
sound "sounds/tooltips/upgrade_new_weapon/info"
}
level 2 {
text "game/proficiency/engineer/reward2"
title "game/proficiency/engineer/reward2_title"
icon "engineer/reward2"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 3 {
text "game/proficiency/engineer/reward3"
title "game/proficiency/engineer/reward3_title"
icon "engineer/reward3"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 4 {
text "game/proficiency/engineer/reward4"
title "game/proficiency/engineer/reward4_title"
icon "engineer/reward4"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
}
templates/players/common_proficiencies_gdf
modelData {
templates/players/skeleton_info
templates/players/locational_damage_joints
templates/players/gdf_head_offset
}
abilities {
engineer
repair
canDeploy
qcItems
}
ammoLimits {
"pistol" "40"
"shotgun" "40"
"assaultrifle" "120"
"grenade_rifle" "5"
"grenade" "2"
"infinite" "1"
}
option {
"package/engineer/weapons/assaultrifle"
"package/weapons/shotgun"
"package/engineer/weapons/assaultrifle/grenade"
}
}
//=============================================================================
//=============================================================================
itemPackageDef class_fieldops {
item "inventory/weapons/knife"
{
require "light_weapons_spawn_level_4 == false"
item "inventory/weapons/pistol"
}
{
require "light_weapons_spawn_level_4 == true"
item "inventory/weapons/pistol_akimbo"
}
item "inventory/weapons/grenades/frag"
item "inventory/items/ammopack"
item "inventory/tools/deploytool/fieldops"
item "inventory/tools/binoculars/fieldops"
item "inventory/weapons/grenades/airstrike_marker_gdf"
item "inventory/tools/gdf_parachute"
consumable ammo assaultrifle 80
consumable ammo pistol 30
consumable ammo grenade 2
consumable ammo infinite 1 // never used
}
itemPackageDef package/fieldops/weapons/assaultrifle {
item "inventory/weapons/assaultrifle"
}
itemPackageDef package/fieldops/weapons/assaultrifle/scoped {
{
require "fieldops_level_1 == true"
item "inventory/weapons/assaultrifle/scoped"
}
}
playerClass fieldops {
info {
"items" "class_fieldops"
"items_disguised" "disguise_gdf"
"model" "models/players/gdf/fieldops"
"title" "game/classes/fieldops"
"team" "gdf"
"mtr_cm_icon" "guis/assets/commandmap/icon_player"
"mtr_icon_class" "hud/icons/classes/fieldops"
"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
"mtr_icon_offscreen" "hud/icons/player/indicator_side"
"weapon_binocs" "inventory/tools/binoculars/fieldops"
"weapon_tool1" "inventory/tools/deploytool/fieldops"
"weapon_item1" "inventory/items/ammopack"
"weapon_item2" "inventory/weapons/grenades/airstrike_marker_gdf"
"def_dead_body" "dead_body_gdf"
"stat_name" "fieldops"
"climate_skin_key" "gdf"
"class_context_cvar" "g_class_context_fieldops"
"player_class_num" "3"
templates/players/request_icons
templates/classes/footsteps/gdf
templates/classes/pain/gdf
}
proficiency fieldops {
text "game/proficiency/fieldops"
level 1 {
text "game/proficiency/fieldops/reward1"
title "game/proficiency/fieldops/reward1_title"
icon "fieldops/reward1"
tooltip "proficiency_upgrade_weapselect"
sound "sounds/tooltips/upgrade_new_weapon/info"
}
level 2 {
text "game/proficiency/fieldops/reward2"
title "game/proficiency/fieldops/reward2_title"
icon "fieldops/reward2"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 3 {
text "game/proficiency/fieldops/reward3"
title "game/proficiency/fieldops/reward3_title"
icon "fieldops/reward3"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 4 {
text "game/proficiency/fieldops/reward4"
title "game/proficiency/fieldops/reward4_title"
icon "fieldops/reward4"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
}
templates/players/common_proficiencies_gdf
modelData {
templates/players/skeleton_info
templates/players/locational_damage_joints
templates/players/gdf_head_offset
}
abilities {
fieldops
giveAmmo
canDeploy
qcItems
}
ammoLimits {
"pistol" "40"
"assaultrifle" "120"
"grenade" "2"
"infinite" "1"
}
option {
"package/fieldops/weapons/assaultrifle"
"package/fieldops/weapons/assaultrifle/scoped"
}
}
//=============================================================================
//=============================================================================
itemPackageDef class_covertops {
item "inventory/weapons/knife"
{
require "covertops_spawn_level_1 == false"
{
require "light_weapons_spawn_level_4 == false"
item "inventory/weapons/pistol/silenced"
}
{
require "light_weapons_spawn_level_4 == true"
item "inventory/weapons/pistol_akimbo/silenced"
}
}
{
require "covertops_spawn_level_1 == true"
item "inventory/weapons/machinepistol/silenced"
}
item "inventory/weapons/grenades/emp"
item "inventory/tools/pliers_hack"
item "inventory/tools/deploytool/ranger"
item "inventory/tools/binoculars"
item "inventory/items/third_eye"
item "inventory/weapons/grenades/smoke"
item "inventory/tools/gdf_parachute"
consumable ammo sniperrifle 30
consumable ammo assaultrifle 80
consumable ammo machinepistol 40
consumable ammo pistol 30
consumable ammo grenade 2
consumable ammo infinite 1 // never used
}
playerClass covertops {
info {
"items" "class_covertops"
"items_disguised" "disguise_gdf"
"model" "models/players/gdf/covertops"
"title" "game/classes/covertops"
"team" "gdf"
"mtr_cm_icon" "guis/assets/commandmap/icon_player"
"mtr_icon_class" "hud/icons/classes/ranger"
"mtr_icon_friendly_arrow" "hud/icons/player/indicator_team"
"mtr_icon_enemy_arrow" "hud/icons/player/indicator_enemy"
"mtr_icon_offscreen" "hud/icons/player/indicator_side"
"weapon_binocs" "inventory/tools/binoculars"
"weapon_tool1" "inventory/tools/pliers_hack"
"weapon_tool2" "inventory/tools/deploytool/ranger"
"weapon_item1" "inventory/items/third_eye"
"weapon_item2" "inventory/weapons/grenades/smoke"
// "cvar_limit" "g_maxRangers"
"def_dead_body" "dead_body_gdf"
"climate_skin_key" "gdf"
"class_context_cvar" "g_class_context_covertops"
"stat_name" "covertops"
"player_class_num" "4"
templates/players/request_icons
templates/classes/footsteps/gdf
templates/classes/pain/gdf
}
proficiency covertops {
text "game/proficiency/covertops"
level 1 {
text "game/proficiency/covertops/reward1"
title "game/proficiency/covertops/reward1_title"
icon "covertops/reward1"
tooltip "proficiency_upgrade_respawn"
sound "sounds/tooltips/upgrade_on_respawn/info"
}
level 2 {
text "game/proficiency/covertops/reward2"
title "game/proficiency/covertops/reward2_title"
icon "covertops/reward2"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 3 {
text "game/proficiency/covertops/reward3"
title "game/proficiency/covertops/reward3_title"
icon "covertops/reward3"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
level 4 {
text "game/proficiency/covertops/reward4"
title "game/proficiency/covertops/reward4_title"
icon "covertops/reward4"
tooltip "proficiency_upgrade_now"
sound "sounds/tooltips/upgrade_now_available/info"
}
}
templates/players/common_proficiencies_gdf
modelData {
templates/players/skeleton_info
templates/players/locational_damage_joints
templates/players/gdf_head_offset
}
abilities {
covertops
hack
canDeploy
}
ammoLimits {
"pistol" "40"
"machinepistol" "60"
"sniperrifle" "40"
"assaultrifle" "120"
"grenade" "2"
"infinite" "1"
}
option {
"package/weapons/assaultrifle/scoped"
"package/weapons/sniperrifle"
}
}