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- SDEF
- // SINED SECTION
- //
- /*SINED Monster_Mortician_Normal (1 .5 0) (0 0 0) (0 0 0)
- Mortician with a magnum
- */
-
- path models/mortician
-
- // Model Commands
- scale 1.5
-
- //Skin
- normal mort_05a.tga
- //mort_05b.tga
- //mort_05c.tga
- //mort_05d.tga
- //mort_05e.tga
- damage mort_damage_05a.tga
- //mort_damage_05b.tga
- //mort_damage_05c.tga
- //mort_damage_05d.tga
- //mort_damage_05e.tga
-
- //Base model
- mort_base.sbm
-
- // Normal Animations
- idle1 idlea.sam
- twitch1 idleb.sam
- twitch2 idlec.sam
- fire shoot.sam
- //fire2 shoot2.sam
- run walk.sam
- walk walk.sam
- melee step_punch.sam
-
- // Pain Location Based Animations
- pain1 pain_normal.sam
- pain_back pain_back.sam
- pain_chest pain_front.sam
- pain_head pain_head.sam
- pain_left_arm pain_left_arm.sam
- pain_left_leg pain_left_leg.sam
- pain_right_arm pain_right_arm.sam
- pain_right_leg pain_right_leg.sam
-
- // Death Location Based Animations
- death1 deatha.sam
- death2 deathb.sam
- death3 deathc.sam
- death4 deathd.sam
- death5 deathe.sam
-
- // Crouching Pain Location Based Animations
-
- // Crouching Death Location Based Animations
-
- // Optional Animations
- //melee_aim embalm_open.sam
- //melee_a embalm_extend.sam
- //melee_hit embalm_extend.sam
- //melee_miss embalm_extend.sam
- //melee_b embalm_withdraw.sam
- //melee_c embalm_withdraw.sam
- //melee_unaim embalm_close.sam
- strafe_left strafe_left.sam
- strafe_right strafe_right.sam
-
- // Leaping Around Animations
- jump_forward jump_forward.sam
- jump_left jump_left.sam
- jump_right jump_right.sam
- jump_back jump_up_back.sam
-
- jump_forward_inair jump_forward_post.sam
- jump_left_inair jump_left_post.sam
- jump_right_inair jump_right_post.sam
- jump_back_inair jump_back_post.sam
-
- //land land_forward.sam
- land_forward land_forward.sam
- land_left land_left.sam
- land_right land_right.sam
- land_back land_back.sam
- //land_left_kick land_left_kick.sam
- //land_right_kick land_right_kick.sam
- land_down land_up.sam
- //land_still land_upshort.sam
-
- air_flip jump_flip.sam
- air_idle jump_idle.sam
- air_shoot jump_shoot.sam
-
- step_left strafe_left.sam
- step_right strafe_right.sam
-
- // Scripted Animations
- step_punch step_push.sam
- //embalm dead_guy_start.sam
- //embalm_loop dead_guy_loop.sam
- //embalm_finish dead_guy_end.sam
-
- // Id And Group Definitions
- id 10 group head flesh
- group head damage 2.0
- id 20 group torso_front flesh
- group torso_front damage 1.2
- id 22 group torso_back flesh
- group torso_back damage 1
- id 30 group leg_left flesh
- group leg_left damage 0.4
- id 40 group leg_right flesh
- group leg_right damage 0.4
- id 50 group arm_left flesh
- group arm_left damage 0.7
- id 60 group arm_right flesh
- group arm_right damage 1
- id 100 group gunhand bone gun -115 60 20 2015attach flesh
-
-
- //
- // INITIALIZATION SECTION
- //
- !init:
-
- //
- // SERVER Initialization Commands
- //
-
- // Class Setup
- server classname mortician
- server setsize "-22 -22 0" "22 22 70"
- server crouchsize "-22 -22 0" "22 22 70"
- server script global/mortician.scr
- server weapon magnum
- server health 250
- //server health 400
- server meleerange 25
- server meleedamage 30
- server painthreshold 25
-
- server ifskill 0 aim 0.5
- server ifskill 1 aim 0.6
- server ifskill 2 aim 0.7
-
-
- // Sound Aliases
-
- // The mortician is a very intelligent mutant, but he doesn't talk.
- // We want him to give the impression of a well-trained killer who
- // doesn't feel the need to bad-mouth you when he's fighting. He
- // laughs quietly, and grunts when appropriate, and maybe says
- // a few words occasionally, but no stupid inhuman roaring or anything.
- // Many of the sounds are more body sounds, for example, he has claws so
- // he sounds like a dog when walking around, his twitch animations
- // invlove scratching his head, and his embalmer makes noise as it
- // extends towards the player and attaches to him.
-
- server aliascache snd_sight1 "monsters/mortician/site1.wav" 1
- server aliascache snd_sight2 "monsters/mortician/site2.wav" 1
- server aliascache snd_sight3 "monsters/mortician/site3.wav" 1
- server aliascache snd_sight4 "monsters/mortician/site4.wav" 1
-
- server aliascache snd_idle1 "monsters/mortician/idle1.wav" 1
- server aliascache snd_idle2 "monsters/mortician/idle2.wav" 1
- server aliascache snd_idle3 "monsters/mortician/idle3.wav" 1
-
- server aliascache snd_twitch1 "monsters/mortician/idle4.wav" 1
- server aliascache snd_twitch2 "monsters/mortician/idle5.wav" 1
-
- server aliascache snd_pursuit1 "monsters/mortician/purs1.wav" 1
- server aliascache snd_pursuit2 "monsters/mortician/purs2.wav" 1
- //server aliascache snd_pursuit3 "monsters/mortician/purs3.wav" 1
- server aliascache snd_pursuit4 "monsters/mortician/purs4.wav" 1
-
- //
- // CLIENT Initialization Commands
- //
-
- // Sound Aliases
- client aliascache snd_attack1 "monsters/mortician/attack1.wav" 1
- client aliascache snd_attack2 "monsters/mortician/attack2.wav" 1
- client aliascache snd_attack3 "monsters/mortician/attack3.wav" 1
-
- client aliascache snd_death1 "monsters/mortician/death1.wav" 1
- client aliascache snd_death2 "monsters/mortician/death2.wav" 1
- client aliascache snd_death3 "monsters/mortician/death3.wav" 1
-
- client aliascache snd_pain1 "monsters/mortician/pain1.wav" 1
- client aliascache snd_pain2 "monsters/mortician/pain2.wav" 1
- client aliascache snd_pain3 "monsters/mortician/pain3.wav" 1
- client aliascache snd_pain4 "monsters/mortician/pain4.wav" 1
-
- client aliascache stepsound1 "monsters/mortician/pain5.wav" 1
- client aliascache stepsound2 "monsters/mortician/pain5.wav" 1
- client aliascache stepsound3 "monsters/mortician/pain5.wav" 1
-
- client aliascache jump1 "monsters/mortician/pain5.wav" 1
- client aliascache jump2 "monsters/mortician/pain5.wav" 1
- client aliascache jump3 "monsters/mortician/pain5.wav" 1
-
- // Landsteps are louder footsteps, for when he lands. I'm not anticipating him
- // making any other sound when he lands.
- //client aliascache landstep1 "monsters/mortician/vulpain4.wav" 1
- //client aliascache landstep2 "monsters/mortician/vulpain4.wav" 1
- //client aliascache landstep3 "monsters/mortician/vulpain4.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
-
- // There is one scripted animation where he hits the player with his gun, so
- // we need a sound for that. The whoosh one is fine as it is though
- client aliascache snd_punch "weapons/punch/whsh1.wav" 1
- client aliascache snd_miss "weapons/punch/whsh2.wav" 1
-
- // He has a long mechanical tentacle thing in his right arm, which he extends into
- // the player to grab him and hurt him with, and this needs sounds for opening,
- // extending (short and loopable), attaching to the player, missing the player,
- // striking a wall, retracting either under load or not, and closing again.
- //client aliascache embalm_open "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_extend1 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_extend2 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_attach1 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_attach2 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_miss "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_retract1 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_retract2 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_pull1 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_pull2 "weapons/punch/whsh1.wav" 1
- //client aliascache embalm_close "weapons/punch/whsh1.wav" 1
-
-
- //
- // SHARED initialization commands
- //
-
- // Sound Aliases
-
- //
- // MAIN SECTION
- //
- !main:
-
- // Animation tricky manipulation stuff
- server air_idle last nextanim air_idle
- //server melee_a last nextframe 0
- //server melee_hit first setframe 10
- //server melee_miss first setframe 10
-
-
- // Normal Animations
- //client walk 2 randomsound footstep 1 2
- client walk 2 footstep
- //client walk 7 randomsound footstep 1 2
- client walk 7 footstep
- server walk 7 movementsound
-
- server fire 4 fire
- //server fire2 3 fire
- server air_shoot 1 fire
- server melee 3 melee
-
- //server melee_aim 2 movementsound
- //client melee_aim 1 randomsound embalm_open 1 2
- //server melee_a 1 melee
- //client melee_a 1 randomsound embalm_extend 1 1
- //client melee_a 5 randomsound embalm_extend 1 1
- //client melee_a 9 randomsound embalm_extend 1 1
- //server melee_hit 1 melee
- //client melee_hit 1 randomsound embalm_hit 1 1
- //server melee_miss 1 melee
- //client melee_miss 1 randomsound embalm_miss 1 1
- //server melee_b 1 melee
- //client melee_b 1 randomsound embalm_pull 1 1
- //server melee_c 1 melee
- //client melee_c 1 randomsound embalm_rectract 1 1
- //server melee_unaim 2 movementsound
- //client melee_unaim 1 randomsound embalm_close 1 2
-
-
- // Pain Location Based Animations
- server pain1 painsound
- client pain1 first randomsound snd_pain 1 2
- server pain_back painsound
- client pain_back first randomsound snd_pain 1 2
- server pain_chest painsound
- client pain_chest first randomsound snd_pain 1 2
- server pain_head painsound
- client pain_head first randomsound snd_pain 1 2
- server pain_left_arm painsound
- client pain_left_arm first randomsound snd_pain 1 2
- server pain_left_leg painsound
- client pain_left_leg first randomsound snd_pain 1 2
- server pain_right_arm painsound
- client pain_right_arm first randomsound snd_pain 1 2
- server pain_right_leg painsound
- client pain_right_leg first randomsound snd_pain 1 2
-
-
- // Death Location Based Animations
- server death1 first deathsound
- client death1 first randomsound snd_death 1 2
- client death1 14 randomsound snd_bodyfall 1 4
- client death1 22 randomsound snd_partfall 1 4
-
- server death2 first deathsound
- client death2 first randomsound snd_death 1 2
- client death2 10 randomsound snd_bodyfall 1 4
-
- server death3 first deathsound
- client death3 first randomsound snd_death 1 2
- client death3 10 randomsound snd_bodyfall 1 4
-
- server death4 first deathsound
- client death4 first randomsound snd_death 1 2
- client death4 13 randomsound snd_bodyfall 1 4
-
- server death4 first deathsound
- client death4 first randomsound snd_death 1 2
- client death4 13 randomsound snd_bodyfall 1 4
-
- server death5 1 deathsound
- client death5 1 randomsound snd_death 1 2
- client death5 5 randomsound snd_bodyfall 1 4
-
- // Crouching Pain Location Based Animations
-
- // Crouching Death Location Based Animations
-
- // Optional Animations
-
- // Scripted Animations
- client step_punch 2 footstep
- server step_punch 2 movementsound
- client step_punch 7 footstep
- server step_punch 7 movementsound
- // This also needs a sound for contact perhaps?
-