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Text File  |  1998-07-26  |  13KB  |  409 lines

  1. SDEF
  2. //
  3. // The file declaration section
  4. //
  5. path models/pl_blade
  6. scale 1.15
  7. blade_base.sbm
  8. blade_base.tga
  9. blade_base_dam.tga
  10.  
  11. //
  12. // Declare the animation types and files
  13. //
  14. // special animations
  15. blade_backflip.sam
  16. backflip2.sam
  17.  
  18. blade_rollleft.sam
  19. blade_rollright.sam
  20. blade_heligun.sam
  21. drive1            blade_drive.sam
  22. climb1            blade_climb.sam
  23. swim1                blade_swim1.sam
  24. punch1                  blade_punch.SAM
  25. punch_idle1             blade_punchidle1.SAM
  26. crouchpunch1            blade_crouchpunch.sam
  27.  
  28. // crouch enter/exit
  29. crouch1            blade_crouch1.SAM
  30. uncrouch1            blade_uncrouch1.SAM
  31.  
  32. // death animations (crouching)
  33. crouch_death1        blade_crouch1death1.SAM
  34. crouch_death2        blade_crouch1death2.SAM
  35. crouch_death3        blade_crouch1death3.SAM
  36. crouch_death4        blade_crouch1death4.SAM
  37.  
  38. // Idle animations (crouching)
  39. crouch_idle1        blade_crouch1idle1.SAM
  40. crouch_idle2        blade_crouch1idle2.SAM
  41.  
  42. // Pain animations (crouching)
  43. crouch_pain1        blade_crouch1pain1.SAM
  44. crouch_pain2        blade_crouch1pain2.SAM
  45. crouch_pain3        blade_crouch1pain3.SAM
  46.  
  47. // general crouching animations
  48. crouch_fire1        blade_crouch1fire1.SAM
  49. crouch_fire2        blade_crouch1fire2.SAM
  50. crouch_fire3        blade_crouch1fire3.SAM
  51.  
  52. crouch_walk1        blade_crouch1walk1.SAM
  53. crouch_run1            blade_crouch1walk1.SAM
  54.  
  55. // death animations (standing)
  56. death1                blade_death1.SAM
  57. death2                blade_death2.SAM
  58. death3                blade_death3.SAM
  59. death4                blade_death4.SAM
  60. death5                blade_death5.SAM
  61. death6                blade_death6.SAM
  62. death7                blade_death7.sam
  63. death8                 blade_death8.sam
  64. death9                blade_death9.sam
  65.  
  66. // Idle animations (standing)
  67. idle1                    blade_idle1.SAM
  68. idle2                    blade_idle2.SAM
  69. idle3                    blade_idle3.SAM
  70. idle4                    blade_idle4.SAM
  71. idle5                    blade_idle5_hvgun.sam
  72.  
  73. // Jumping animations
  74. jump1                    blade_jump1.SAM
  75. fall1                    blade_fall.SAM
  76. land1                    blade_jump1.SAM
  77.  
  78. // Pain animations (standing)
  79.  
  80. pain_torso_upper            blade_paintorsoupper1.SAM
  81. //                    blade_paintorsoupper2.SAM
  82. pain_torso_lower            blade_paintorsolower1.SAM
  83. //                    blade_paintorsolower2.SAM
  84. pain_arm_left_lower        blade_painarmleft.SAM
  85. pain_arm_left_upper        blade_painarmleft.sam
  86. pain_arm_right_upper        blade_painarmright.sam
  87. pain_arm_right_lower        blade_painarmright.sam
  88. pain_leg_right_upper        blade_painlegright.sam
  89. pain_leg_right_lower        blade_painlegright.sam
  90. pain_leg_left_upper        blade_painlegleft.sam
  91. pain_leg_left_lower        blade_painlegleft.sam
  92. pain_head                blade_painhead.sam
  93.  
  94. pain1                    blade_paintorsoupper2.SAM
  95. pain2                    blade_paintorsolower2.SAM
  96. pain3                    blade_paintorsolower1.SAM
  97. pain4                    blade_painlegleft.SAM
  98. pain5                    blade_painarmright.SAM
  99. pain6                    blade_painhead.SAM
  100.  
  101. // 1 handed weapon animations (magnum)
  102. fire1                    blade_fire1.SAM
  103. run1                    blade_run1.SAM
  104. walk1                    blade_walk1.SAM
  105.  
  106. // 2 handed shoulder-fired weapon animations (sniper rifle, shotgun, etc.)
  107. hi2hand_run1              blade_run2.sam
  108. hi2hand_fire1              blade_fire2.sam
  109. hi2hand_walk1              blade_walk1.SAM
  110.  
  111. // 2 handed low-fired weapon animations (rocket launcher)
  112. lo2hand_run1              blade_run2.sam
  113. lo2hand_fire2              blade_fire3.sam
  114. lo2hand_fire3              blade_fire4.sam
  115. lo2hand_walk1              blade_walk1.SAM
  116.  
  117. //
  118. // Define polygon model group areas
  119. //
  120. id   5 group head flesh  nodraw
  121. group head damage 3.0
  122. id   7 group hair fabric  nodraw
  123. group hair damage 0.1
  124. id  15 group torso_upper fabric  nodraw
  125. group torso_upper damage 1.0
  126. id  18 group torso_lower fabric
  127. group torso_lower damage 1.0
  128. id  45 group leg_left_upper fabric    
  129. group leg_left_upper damage 0.5
  130. id  50 group leg_left_lower fabric
  131. group leg_left_lower damage 0.3
  132. id  65 group leg_right_upper fabric
  133. group leg_right_upper damage 0.5
  134. id  70 group leg_right_lower fabric
  135. group leg_right_lower damage 0.3
  136. id  85 group arm_left_upper flesh  nodraw
  137. group arm_left_upper damage 0.5
  138. id  90 group arm_left_lower flesh  nodraw
  139. group arm_left_lower damage 0.3
  140. id 105 group arm_right_upper flesh nodraw
  141. group arm_right_upper damage 0.5
  142. id 110 group arm_right_lower flesh  nodraw
  143. group arm_right_lower damage 0.3
  144. id 200 group arm_right_lower bone gun2 7 153 -2 flesh  nodraw
  145. id 150 group glasses metal envmapped nodraw
  146. id 160 group glasses metal  nodraw
  147. group glasses damage 4.0
  148. id 210 group torso_lower bone ribs 0 0 -90 flesh
  149. id 130 group watch metal  nodraw
  150. group watch damage 0.1
  151.  
  152. id 201 group arm_right_lower bone gun 7 153 -2 flesh  nodraw
  153.  
  154.  
  155.  
  156. //
  157. // The initialization section
  158. //
  159. !init:
  160. server classname actor
  161. server setsize "-32 -32 0" "32 32 80"
  162. server crouchsize "-36 -32 0" "36 32 56"
  163. server friend
  164.  
  165. //
  166. // Define the aniamtion sound references
  167. //
  168. aliasprefix Blade_
  169. alias snd_jump1 "player/blade/jump/jump1.wav"
  170. alias snd_jump2 "player/blade/jump/jump2.wav"
  171.  
  172. alias snd_land1 "impact/landing/land1.wav"
  173. alias snd_land2 "impact/landing/land2.wav"
  174. alias snd_land3 "impact/landing/land3.wav"
  175. alias snd_land4 "impact/landing/land4.wav"
  176.  
  177. alias snd_fall1 "player/blade/fall/fall1.wav"
  178. alias snd_fall2 "player/blade/fall/fall2.wav"
  179. alias snd_fall3 "player/blade/fall/fall3.wav"
  180. alias snd_fall4 "player/blade/fall/fall4.wav"
  181.  
  182. alias snd_pain1 "player/blade/pain/pain1.wav"
  183. alias snd_pain2 "player/blade/pain/pain2.wav"
  184. alias snd_pain3 "player/blade/pain/pain3.wav"
  185. alias snd_pain4 "player/blade/pain/pain4.wav"
  186. alias snd_pain5 "player/blade/pain/pain5.wav"
  187. alias snd_pain6 "player/blade/pain/booboo.wav"
  188.  
  189. alias snd_death1 "player/blade/death/death1.wav"
  190. alias snd_death2 "player/blade/death/death2.wav"
  191. alias snd_death3 "player/blade/death/death3.wav"
  192. alias snd_death4 "player/blade/scream/scream1.wav"
  193. alias snd_death5 "player/blade/scream/scream2.wav"
  194. alias snd_death6 "player/blade/scream/scream3.wav"
  195. alias snd_death7 "player/blade/scream/scream4.wav"
  196. alias snd_death8 "player/blade/scream/scream5.wav"
  197.  
  198. alias snd_acid1 "player/blade/acid/acid1.wav"
  199. alias snd_acid2 "player/blade/acid/acid2.wav"
  200. alias snd_acid3 "player/blade/acid/acid3.wav"
  201. alias snd_acid4 "player/blade/acid/acid4.wav"
  202. alias snd_acid5 "player/blade/acid/acid5.wav"
  203. alias snd_acid6 "player/blade/acid/acid6.wav"
  204. alias snd_acid7 "player/blade/acid/acid7.wav"
  205.  
  206. alias snd_burn1 "player/blade/burn/burn1.wav"
  207. alias snd_burn2 "player/blade/burn/burn2.wav"
  208. alias snd_burn3 "player/blade/burn/burn3.wav"
  209. alias snd_burn4 "player/blade/burn/burn4.wav"
  210. alias snd_burn5 "player/blade/burn/burn5.wav"
  211. alias snd_burn6 "player/blade/burn/burn6.wav"
  212. alias snd_burn7 "player/blade/burn/burn7.wav"
  213.  
  214. alias snd_choke1 "player/blade/choke/choke1.wav"
  215. alias snd_choke2 "player/blade/choke/choke2.wav"
  216. alias snd_choke3 "player/blade/choke/choke3.wav"
  217. alias snd_choke4 "player/blade/choke/choke4.wav"
  218. alias snd_choke5 "player/blade/choke/choke5.wav"
  219. alias snd_choke6 "player/blade/choke/choke6.wav"
  220. alias snd_choke7 "player/blade/choke/choke7.wav"
  221. alias snd_choke8 "player/blade/choke/choke8.wav"
  222. alias snd_choke9 "player/blade/choke/choke9.wav"
  223. alias snd_choke10 "player/blade/choke/choke10.wav"
  224.  
  225. alias snd_gasp1 "player/blade/gasp/gasp1.wav"
  226. alias snd_gasp2 "player/blade/gasp/gasp2.wav"
  227. alias snd_gasp3 "player/blade/gasp/gasp3.wav"
  228. alias snd_gasp4 "player/blade/gasp/gasp4.wav"
  229. alias snd_gasp5 "player/blade/gasp/gasp5.wav"
  230.  
  231. alias snd_drown1 "player/blade/gargle/gargle1.wav"
  232. alias snd_drown2 "player/blade/gargle/gargle2.wav"
  233. alias snd_drown3 "player/blade/gargle/gargle3.wav"
  234. alias snd_drown4 "player/blade/gargle/gargle4.wav"
  235. alias snd_drown5 "player/blade/gargle/gargle5.wav"
  236.  
  237. alias snd_gib1 "player/blade/gib/gib1.wav"
  238. alias snd_gib2 "player/blade/gib/gib2.wav"
  239. alias snd_gib3 "player/blade/gib/gib3.wav"
  240. alias snd_gib4 "player/blade/gib/gib4.wav"
  241. alias snd_gib5 "player/blade/gib/gib5.wav"
  242. alias snd_gib6 "player/blade/gib/gib6.wav"
  243.  
  244. alias snd_taunt1  "player/blade/taunt/asif.wav"
  245. alias snd_taunt2  "player/blade/taunt/getbent.wav"
  246. alias snd_taunt3  "player/blade/taunt/gtrffmys.wav"
  247. alias snd_taunt4  "player/blade/taunt/gtthrt.wav"
  248. alias snd_taunt5  "player/blade/taunt/lkthh!.wav"
  249. alias snd_taunt6  "player/blade/taunt/mkmybtc1.wav"
  250. alias snd_taunt7  "player/blade/taunt/mkmybtch.wav"
  251. alias snd_taunt8  "player/blade/taunt/ncshtbtc.wav"
  252. alias snd_taunt9  "player/blade/taunt/rcknrll.wav"
  253. alias snd_taunt10 "player/blade/taunt/rcknrll2.wav"
  254. alias snd_taunt11 "player/blade/taunt/rstnpcs.wav"
  255. alias snd_taunt12 "player/blade/taunt/schldy.wav"
  256. alias snd_taunt13 "player/blade/taunt/trynw1.wav"
  257. alias snd_taunt14 "player/blade/taunt/whsyrdd1.wav"
  258. alias snd_taunt15 "player/blade/taunt/whsyrddd.wav"
  259. alias snd_taunt16 "player/blade/taunt/whtchmp.wav"
  260. alias snd_taunt17 "player/blade/taunt/ylttlpnk.wav"
  261.  
  262. alias snd_kneefall1 "impact/bodyfall/sml1.wav" 1
  263. alias snd_kneefall2 "impact/bodyfall/sml2.wav" 1
  264. alias snd_partfall1 "impact/bodyfall/med1.wav" 1
  265. alias snd_partfall2 "impact/bodyfall/med2.wav" 1
  266. alias snd_partfall3 "impact/bodyfall/med3.wav" 1
  267. alias snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
  268. alias snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1
  269. alias snd_whoosh1   "weapons/punch/whsh1.wav" 1
  270. alias snd_whoosh2   "weapons/punch/whsh2.wav" 1
  271. alias snd_ladder1   "impact/ladder/pole1.wav"
  272. alias snd_ladder2   "impact/ladder/pole2.wav"
  273. alias snd_ladder3   "impact/ladder/pole3.wav"
  274.  
  275. alias act_idle             "behavior Idle"
  276. alias act_sightenemy        "behavior FireOnSight"
  277. alias act_weaponsound        "behavior Investigate"
  278. alias act_movementsound        "behavior Investigate"
  279. alias act_painsound        "behavior Investigate"
  280. alias act_deathsound        "behavior Investigate"
  281. alias act_breakingsound        "behavior Investigate"
  282. alias act_doorsound        "behavior Investigate"
  283. alias act_mutantsound        "behavior Investigate"
  284. alias act_voicesound        "behavior Investigate"
  285. alias act_machinesound        "behavior Investigate"
  286. alias act_radiosound        "behavior Investigate"
  287.  
  288. //
  289. // The main section
  290. //
  291. !main:
  292. //
  293. // Define the clinet/server animation references
  294. //
  295. server pain1 1 painsound snd_pain
  296. server pain2 1 painsound snd_pain
  297. server pain3 1 painsound snd_pain
  298. client pain3 3 randomsound snd_bodyfall
  299. server pain4 1 painsound snd_pain
  300. server pain5 1 painsound snd_pain
  301. server pain6 1 painsound snd_pain
  302.  
  303. server death1 1 deathsound snd_death
  304. client death1 3 randomsound snd_whoosh
  305. client death1 9 randomsound snd_bodyfall
  306.  
  307.  
  308. server death2 1 deathsound snd_death
  309. client death2 3 randomsound snd_kneefall
  310. client death2 4 randomsound snd_kneefall
  311. client death2 5 randomsound snd_bodyfall
  312.  
  313. server death3 1 deathsound snd_death
  314. client death3 5 randomsound snd_bodyfall
  315. client death3 last randomsound snd_kneefall
  316.  
  317.  
  318. server death4 1 deathsound snd_death 1 1
  319. client death4 2 randomsound snd_whoosh 1 2
  320. client death4 5 randomsound snd_whoosh 1 2
  321. client death4 8 randomsound snd_bodyfall 1 2
  322.  
  323. server death5 1 deathsound snd_death
  324. client death5 3 randomsound snd_bodyfall
  325. client death5 8 randomsound snd_partfall
  326.  
  327. server death6 1 deathsound snd_death
  328. client death6 3 randomsound snd_bodyfall
  329.  
  330. server death7 1 deathsound snd_death
  331. client death7 5 randomsound snd_partfall
  332. client death7 6 randomsound snd_bodyfall
  333.  
  334. server death8 1 deathsound snd_death
  335. client death8 4 randomsound snd_partfall
  336. client death8 8 randomsound snd_kneefall
  337.  
  338. server death9 1 deathsound snd_death
  339. client death9 7 randomsound snd_bodyfall
  340.  
  341. client punch1 0 randomsound snd_whoosh
  342. client punch1 3 randomsound snd_whoosh
  343. client punch1 5 randomsound snd_whoosh
  344.  
  345. client run1 3 footstep
  346. server run1 3 movementsound
  347. client run1 7 footstep
  348. server run1 7 movementsound
  349.  
  350. client crouch_pain3 3 randomsound snd_bodyfall
  351. client crouch_pain3 7 footstep
  352. client crouch_pain3 8 footstep
  353. server crouch_pain3 7 movementsound
  354.  
  355. server crouch_death1 first deathsound snd_death
  356. client crouch_death1     3 randomsound snd_partfall
  357. client crouch_death1     8 randomsound snd_bodyfall
  358. server crouch_death2 first deathsound snd_death
  359. client crouch_death2     4 randomsound snd_bodyfall
  360. server crouch_death3 first deathsound snd_death
  361. client crouch_death3     4 randomsound snd_bodyfall
  362. server crouch_death4 first deathsound snd_death
  363. client crouch_death4     3 randomsound snd_kneefall
  364. client crouch_death4     7 randomsound snd_bodyfall
  365.  
  366. client crouch_run1 0 footstep
  367. server crouch_run1 0 movementsound
  368. client crouch_run1 7 footstep
  369. server crouch_run1 7 movementsound
  370.  
  371. client crouch_walk1 0 footstep
  372. server crouch_walk1 0 movementsound
  373. client crouch_walk1 7 footstep
  374. server crouch_walk1 7 movementsound
  375.  
  376. server jump1 0 randomsound "snd_jump" 1 1
  377. //client jump1 5 randomsound snd_partfall .5 1
  378. server jump1 0 movementsound
  379. server jump1 3 nextframe 3
  380.  
  381. //server fall1 0 setframe 4
  382. //server fall1 0 nextframe 4
  383. //client fall1 5 randomsound snd_partfall .5
  384. server fall1 4 nextframe 0
  385.  
  386. server land1 0 setframe 5
  387. server land1 5 randomsound "snd_land" 1 3
  388. server land1 5 movementsound
  389. //client land1 5 randomsound snd_partfall .5 2
  390. client land1 5 footstep 1 1
  391. client land1 6 footstep 1 1
  392.  
  393. client walk1 4 footstep
  394. server walk1 4 movementsound
  395. client walk1 10 footstep
  396. server walk1 10 movementsound
  397.  
  398. server climb1 0 randomsound snd_ladder .7
  399. server climb1 0 movementsound
  400. server climb1 4 randomsound snd_ladder .7
  401. server climb1 4 movementsound
  402.  
  403. //
  404. // The SINED declaration section
  405. //
  406. /*SINED Hero_Blade (1 .5 0) (0 0 0) (0 0 0)
  407. Blade (Our Hero)
  408. */
  409.