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hcofficer2_shtg.def
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Text File
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1998-07-26
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6KB
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187 lines
SDEF
//
// The file declaration section
//
path models/hcofficer
scale 1.16
hcofficer_base.sbm
hcofficer2_base.tga
hcofficer2_damage.tga
//
// Declare the animation types and files
//
walk1 hcofficer_walk.sam
run1 hcofficer_run.sam
rf1 hcofficer_runfire.sam
idle1 hcofficer_idle1.sam
idle2 hcofficer_idle2.sam
pain1 hcofficer_paintorsoupper.sam
pain2 hcofficer_paintorsolower.sam
pain3 hcofficer_painhead.sam
death1 hcofficer_death1.sam
death2 hcofficer_death2.sam
death3 hcofficer_death3.sam
sitting1 hcofficer_sitting.sam
sitting2 hcofficer_sitting2.sam
readyfire1 hcofficer_readyfire.sam
fire1 hcofficer_fire.sam
aim1 hcofficer_aim.sam
pain_head hcofficer_painhead.sam
pain_torso_upper hcofficer_paintorsoupper.sam
pain_torso_lower hcofficer_paintorsolower.sam
pain_leg_right_upper hcofficer_painlegright.sam
pain_leg_right_lower hcofficer_painlegright.sam
pain_leg_left_upper hcofficer_painlegleft.sam
pain_leg_left_lower hcofficer_painlegleft.sam
pain_arm_right_upper hcofficer_painarmright.sam
pain_arm_right_lower hcofficer_painarmright.sam
pain_arm_left_upper hcofficer_painarmleft.sam
pain_arm_left_lower hcofficer_painarmleft.sam
//
// Define model group areas
//
id 5 group head flesh
group head damage 4.0
id 15 group torso_upper fabric
group torso_upper damage 1.0
id 18 group torso_lower fabric
group torso_lower damage 1.0
id 45 group leg_left_upper fabric
group leg_left_upper damage 0.7
id 50 group leg_left_lower fabric
group leg_left_lower damage 0.5
id 65 group leg_right_upper fabric
group leg_right_upper damage 0.7
id 70 group leg_right_lower fabric
group leg_right_lower damage 0.5
id 85 group arm_left_upper flesh
group arm_left_upper damage 0.7
id 90 group arm_left_lower flesh
group arm_left_lower damage 0.5
id 102 group arm_right_upper flesh
group arm_right_upper damage 0.7
id 110 group arm_right_lower flesh
group arm_right_lower damage 0.5
id 105 group helmet ricochet metal nodraw
group helmet damage 0.3
id 200 group arm_right_lower bone gun 10 160 -2
//
// The initialization section
//
!init:
server classname actor
server setsize "-22 -22 0" "22 22 80"
server crouchsize "-28 -28 0" "28 28 64"
server weapon Shotgun
server health 80
server script global/friend.scr
aliasprefix HCOfficer_
client aliascache snd_idle1 "misc/null.wav" 1
client aliascache snd_pain1 "misc/hc/pain1.wav" 1
client aliascache snd_pain2 "misc/hc/pain2.wav" 1
client aliascache snd_pain3 "misc/hc/pain3.wav" 1
client aliascache snd_pain4 "misc/hc/pain4.wav" 1
client aliascache snd_pain5 "misc/hc/pain5.wav" 1
client aliascache snd_pain6 "misc/hc/pain6.wav" 1
client aliascache snd_pain_leg1 "misc/hc/painleg1.wav" 1
client aliascache snd_pain_leg2 "misc/hc/pain2.wav" 1
client aliascache snd_pain_leg3 "misc/hc/pain3.wav" 1
client aliascache snd_pain_leg4 "misc/hc/pain4.wav" 1
client aliascache snd_pain_head1 "misc/hc/painhed1.wav" 1
client aliascache snd_pain_head2 "misc/hc/pain1.wav" 1
client aliascache snd_death1 "misc/hc/death1.wav" 1
client aliascache snd_death2 "misc/hc/death2.wav" 1
client aliascache snd_death3 "misc/hc/death3.wav" 1
client aliascache snd_death4 "misc/hc/death4.wav" 1
server aliascache snd_panic1 "misc/hc/panic1.wav" 1
server aliascache snd_panic2 "misc/hc/panic2.wav" 1
server aliascache snd_sight1 "misc/hc/site1.wav" 1
server aliascache snd_sight2 "misc/hc/site2.wav" 1
client aliascache snd_kneefall1 "impact/bodyfall/sml1.wav" 1
client aliascache snd_kneefall2 "impact/bodyfall/sml2.wav" 1
client aliascache snd_partfall1 "impact/bodyfall/med1.wav" 1
client aliascache snd_partfall2 "impact/bodyfall/med2.wav" 1
client aliascache snd_partfall3 "impact/bodyfall/med3.wav" 1
client aliascache snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
client aliascache snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1
//
// Define the aniamtion sound references
//
//
// The main section
//
!main:
//
// Define the clinet/server animation references
//
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1 4 randomsound snd_bodyfall 1 4
server death2 first deathsound
client death2 first randomsound snd_death 1 2
client death2 5 randomsound snd_bodyfall 1 4
server death3 first deathsound
client death3 first randomsound snd_death 1 2
client death3 1 randomsound snd_kneefall 1 4
client death3 6 randomsound snd_partfall 1 4
server pain_head first painsound
client pain_head first randomsound pain_head 1 2
server pain_torso_upper first painsound
client pain_torso_upper first randomsound snd_pain 1 2
server pain_torso_lower first painsound
client pain_torso_lower first randomsound snd_pain 1 2
server pain_leg_right_upper first painsound
client pain_leg_right_upper first randomsound snd_pain_leg 1 2
server pain_leg_left_upper first painsound
client pain_leg_left_upper first randomsound snd_pain_leg 1 2
server pain_leg_right_lower first painsound
client pain_leg_right_lower first randomsound snd_pain_leg 1 2
server pain_leg_left_lower first painsound
client pain_leg_left_lower first randomsound snd_pain_leg 1 2
server pain_arm_right_upper first painsound
client pain_arm_right_upper first randomsound snd_pain 1 2
server pain_arm_left_upper first painsound
client pain_arm_left_upper first randomsound snd_pain 1 2
server pain_arm_right_lower first painsound
client pain_arm_right_lower first randomsound snd_pain 1 2
server pain_arm_left_lower first painsound
client pain_arm_left_lower first randomsound snd_pain 1 2
server fire1 2 fire
server walk1 5 movementsound
client walk1 5 footstep
server walk1 11 movementsound
client walk1 11 footstep
server run1 0 movementsound
client run1 0 footstep
server run1 4 movementsound
client run1 4 footstep
server run2 0 movementsound
client run2 0 footstep
server run2 4 movementsound
client run2 4 footstep
//
// Define the behaviors
//
//
// The SINED declaration section
//
/*SINED Hero_HCOfficer2_Shotgun (1 .5 0) (0 0 0) (0 0 0)
HC Officer 2 with Shotgun
*/