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  1. SDEF
  2. // -----------------------------------------------------------------------------
  3. // MODEL DESCRIPTION:
  4. // Thug carrying a Magnum
  5. //
  6. // MODEL AUTHOR:
  7. // Boon
  8. //
  9. /*SINED Cinematic_ManeroThug_Unarmed (1 .5 0) (0 0 0) (0 0 0)
  10. Menero Thug, unarmed, for cinematics
  11. */
  12.  
  13. // -----------------------------------------------------------------------------
  14. // FILE DECLARATIONS
  15. //
  16. // Model Commands
  17. path models/thug
  18. scale 1.0
  19.  
  20. // Base Model
  21. thug_base.sbm
  22.  
  23. // Skins
  24. normal    thug_07a.tga
  25. //normal    thug_07b.tga
  26. //normal    thug_07c.tga
  27. damage    thug_damage_07a.tga
  28. //damage    thug_damage_07b.tga
  29. //damage    thug_damage_07c.tga
  30.  
  31. // Normal Animations
  32. //readyfire        shoot_start.sam
  33. //unaim            shoot_end.sam
  34. //alert         guerilla_restfire.sam
  35. idle1             idle_a.sam
  36. idle2            idle_b.sam
  37. //twitch1        idle_b.sam
  38. //walk1             walk.sam
  39. //run1              run.sam
  40. //fire1             shoot_straight.sam
  41. //fire2            shoot_sweep.sam
  42. //runfire1          guerilla_runfire.sam
  43. //melee1        kick.sam
  44.  
  45. // Smoko Animations
  46. //smoke_start        idle_smoko_a.sam
  47. //smoke_idle1        idle_smoko_c.sam
  48. //smoke_twitch1    idle_smoko_d.sam
  49. //smoke_twitch2    idle_smoko_b2.sam
  50. //smoke_into_mouth    idle_smoko_b1.sam
  51. //smoke_into_hand    idle_smoko_b3.sam
  52. //smoke_finish    idle_smoko_b3.sam
  53.  
  54.  
  55. // Crouch Animations
  56. //crouch            crouch.sam
  57. //crouch_return        crouch_return.sam
  58. //crouch_idle            crouch_idle.sam
  59. //crouch_aim            crouch_shoot.sam
  60. //crouch_fire            crouch_shoot.sam
  61. //crouch_pain            crouch_pain.sam
  62. //crouch_up_readyfire    crouch_up.sam
  63. //crouch_up_postfire    crouch_up_return.sam
  64. //crouch_up_fire        crouch_up_shoot.sam
  65. //crouch_up_pain        crouch_pain.sam
  66. //crouch_left_readyfire    crouch_left.sam
  67. //crouch_left_aim        crouch_left_shoot.sam
  68. //crouch_left_postfire    crouch_left_return.sam
  69. //crouch_left_fire        crouch_left_shoot.sam
  70. //crouch_left_pain        crouch_left_pain.sam
  71. //crouch_left_idle        crouch_left_return.sam
  72. //crouch_right_readyfire    crouch_right.sam
  73. //crouch_right_postfire    crouch_right_return.sam
  74. //crouch_right_aim        crouch_right_shoot.sam
  75. //crouch_right_fire        crouch_right_shoot.sam
  76. //crouch_right_pain        crouch_right_pain.sam
  77. //crouch_right_idle        crouch_right_return.sam
  78. //crouch_death1        death_back.sam
  79. //crouch_strafe_left    crouch_strafe_left.sam
  80. //crouch_strafe_right    crouch_strafe_right.sam
  81. //crouch_walk            crouch_walk.sam
  82.  
  83. // Pistol Animations
  84. //draw_pistol        draw_pistol.sam
  85. //pistol_aim        shoot_pistol_start.sam        
  86. //pistol_unaim    shoot_pistol_end.sam
  87. //pistol_fire        shoot_pistol_loop.sam
  88.  
  89. //Guarding animations
  90. //guard_1_idle    tough_1.sam
  91. //guard_2_idle1    tough_2a.sam
  92. //guard_2_idle2    tough_2b.sam
  93. //guard_1_twitch    tough_1to2.sam
  94. //guard_2_twitch    tough_2to1.sam
  95.  
  96. // Pain Location Based Animations
  97. //pain1                 pain_torso.sam
  98.  
  99. //pain_head            pain_head.sam
  100. //pain_torso_upper        pain_head.sam
  101. //pain_torso_lower        pain_torso.sam
  102. //pain_torso_back        pain_back.sam
  103. //pain_groin            pain_groin.sam
  104. //pain_arm_right        pain_right_arm.sam
  105. //pain_arm_left        pain_left_arm.sam
  106. //pain_leg_right_inside    pain_right_leg_i.sam
  107. //pain_leg_right_outside    pain_right_leg_o.sam
  108. //pain_leg_left_inside    pain_left_leg_i.sam
  109. //pain_leg_left_outside    pain_left_leg_o.sam
  110. //pain_foot_left        pain_left_leg_i.sam
  111. //pain_foot_right        pain_right_leg_i.sam
  112.  
  113. // Death Location Based Animations
  114. //death1                deatha.sam
  115. //death2                deathb.sam
  116. //death_head            pain_head.sam
  117. //death_torso_upper        pain_head.sam
  118. //death_torso_lower        pain_torso.sam
  119. //death_torso_back        deathb.sam
  120. //death_groin            death_groin.sam
  121. //death_arm_right        pain_right_arm.sam
  122. //death_arm_left        pain_left_arm.sam
  123. //death_leg_right_inside    pain_right_leg_i.sam
  124. //death_leg_right_outside    deathb.sam
  125. //death_leg_left_inside    pain_left_leg_i.sam
  126. //death_leg_left_outside    deathb.sam
  127. //death_foot_left        deathb.sam
  128. //death_foot_right        deathb.sam
  129.  
  130. // Blast Animations - for explosions and very big guns
  131. //blast_head            death_back.sam
  132. //blast_torso_upper        death_back.sam
  133. //blast_torso_lower        death_back.sam
  134. //blast_torso_back        death_forward_left.sam
  135. //blast_groin            death_back.sam
  136. //blast_arm_right        death_forward_left.sam
  137. //blast_arm_left        death_forward_right.sam
  138. //blast_leg_right_inside    deatha.sam
  139. //blast_leg_right_outside    deatha.sam
  140. //blast_leg_left_inside    deatha.sam
  141. //blast_leg_left_outside    deatha.sam
  142.  
  143. // Wierdo extra stuff for getting up again
  144. //up_death_back_prep    down_roll_over.sam
  145. //up_death_back_left_right    down_roll_up.sam
  146. //up_death_forward        down_get_up.sam
  147.  
  148. // Optional Animations
  149. //use1           guerilla_use.sam
  150. //open1          guerilla_opendoor.sam
  151. //punch1       guerilla_punch.sam
  152. //kick1           kick.sam
  153. //sitting        chair_idle.sam
  154. //sitting_stand1    chair_stand_up_fast.sam
  155. //sitting_stand2    chair_stand_up.sam
  156. //repel1         guerilla_repel.sam
  157. //Can't Americans spell rappel?
  158. //step_left      strafe_left.sam
  159. //step_right     strafe_right.sam
  160. //jump_left       strafe_left.sam
  161. //jump_right      strafe_right.sam
  162. //retreat        retreat.sam
  163. //pickup        pickup.sam
  164.  
  165. // Scripted Animations
  166. shot_in_leg        shot_fall_down.sam
  167. dont_shoot        dont_shoot.sam
  168. dont_shoot_idle    dont_shoot_idle.sam
  169. dont_shoot_end    dont_shoot_end.sam
  170. lie_on_ground    lie_on_ground.sam
  171. dont_shoot_fall    lie_down_die.sam
  172.  
  173. // Id And Group Definitions
  174. id   2 group head             flesh
  175. //id   3 group head nodraw      flesh
  176. group head damage 4.0
  177. id  4 group torso_upper    fabric
  178. group torso_upper damage 1.2
  179. id  5 group torso_lower    fabric
  180. group torso_lower damage 1.0
  181. id  6 group groin    fabric
  182. group groin damage 1.5
  183. id  7 group torso_back    fabric
  184. group torso_back damage 1.0
  185. id  11 group leg_left_inside    fabric
  186. group leg_left_inside damage 0.6
  187. id  12 group leg_left_outside    fabric
  188. group leg_left_outside damage 0.5
  189. id  16 group leg_right_inside    fabric
  190. group leg_right_inside damage 0.6
  191. id  17 group leg_right_outside    fabric
  192. group leg_right_outside damage 0.5
  193. id  18 group foot_right fabric
  194. group foot_right damage 0.4
  195. id  19 group foot_left fabric
  196. group foot_left damage 0.4
  197. id  21 group arm_left    fabric
  198. group arm_left  damage 0.6
  199. id 26 group arm_right     fabric
  200. group arm_right  damage 0.6
  201. id 28 group hand_right    flesh
  202. group hand_right damage 0.4
  203. id 200 group hand_right bone gun 25 160 190 2015attach fabric
  204.  
  205. // -----------------------------------------------------------------------------
  206. // INITIALIZATION SECTION
  207. //
  208. !init:
  209. //
  210. // SERVER Initialization Commands
  211. //
  212. // Class Setup
  213. server classname actor
  214. server script global/cinematic.scr
  215. server setsize "-16 -16 0" "16 16 80"
  216. server crouchsize "-16 -16 0" "16 16 64"
  217. server health 70
  218. server item FlakJacket 50
  219. server item FlakPants 20
  220. server painthreshold 15
  221.  
  222.  
  223. // Sound Aliases
  224. //I've removed them...
  225. server aliascache  snd_idle1          "misc/null.wav"  1
  226.  
  227. //
  228. // CLIENT Initialization Commands
  229. //
  230. // Sound Aliases
  231. client aliascache  snd_pain1     "monsters/thug/pain1.wav" 1
  232. client aliascache  snd_pain2     "monsters/thug/pain2.wav" 1
  233. client aliascache  snd_pain3     "monsters/thug/pain3.wav" 1
  234. client aliascache  snd_pain4     "monsters/thug/pain4.wav" 1
  235. client aliascache  snd_pain6     "monsters/thug/pain6.wav" 1
  236. client aliascache  snd_pain7     "monsters/thug/pain7.wav" 1
  237. client aliascache  snd_pain8     "monsters/thug/pain8.wav" 1
  238. client aliascache  snd_pain9     "monsters/thug/pain9.wav" 1
  239.  
  240. client aliascache  snd_kneefall1   "impact/bodyfall/sml1.wav" 1
  241. client aliascache  snd_kneefall2   "impact/bodyfall/sml2.wav" 1
  242. client aliascache  snd_partfall1   "impact/bodyfall/med1.wav" 1
  243. client aliascache  snd_partfall2   "impact/bodyfall/med2.wav" 1
  244. client aliascache  snd_partfall3   "impact/bodyfall/med3.wav" 1
  245. client aliascache  snd_bodyfall1   "impact/bodyfall/lrg1.wav" 1
  246. client aliascache  snd_bodyfall2   "impact/bodyfall/lrg2.wav" 1
  247.  
  248. // -----------------------------------------------------------------------------
  249. // MAIN SECTION
  250. //
  251. !main:
  252. // Special Commands
  253. //server crouch last nextanim crouch_idle
  254. //server uncrouch last nextanim idle
  255. //server crouch_left_idle last nextanim crouch_idle
  256. //server crouch_right_idle last nextanim crouch_idle
  257. //server crouch_aim first nextframe 0
  258. //server crouch_left_aim first nextframe 0
  259. //server crouch_right_aim first nextframe 0
  260.  
  261. // Normal Animations
  262. //server walk1      5 movementsound
  263. //server walk1     11 movementsound
  264. //client walk1        2 footstep
  265. //client walk1        7 footstep
  266. //server run1       0 movementsound
  267. //server run1       4 movementsound
  268. //client run1         0 footstep
  269. //client run1            4 footstep
  270. //server fire1  first fire
  271. //server fire1  1 fire
  272. //server crouch_fire first fire
  273. //server crouch_fire 1 fire
  274. //server crouch_fire 2 fire
  275. //server crouch_fire 3 fire
  276. //server crouch_up_fire first fire
  277. //server crouch_up_fire 1 fire
  278. //server crouch_up_fire 2 fire
  279. //server crouch_up_fire 3 fire
  280. //server crouch_left_fire first fire
  281. //server crouch_left_fire 1 fire
  282. //server crouch_left_fire 2 fire
  283. //server crouch_left_fire 3 fire
  284. //server crouch_right_fire first fire
  285. //server crouch_right_fire 1 fire
  286. //server crouch_right_fire 2 fire
  287. //server crouch_right_fire 3 fire
  288.  
  289. // Pain Location Based Animations
  290. //server pain1             first painsound
  291. //client pain1             first randomsound snd_pain 1 2
  292.  
  293. //server pain_head            first painsound
  294. //client pain_head            first randomsound snd_pain 1 2
  295. //server pain_torso_upper        first painsound
  296. //client pain_torso_upper        first randomsound snd_pain 1 2
  297. //server pain_torso_lower        first painsound
  298. //client pain_torso_lower        first randomsound snd_pain 1 2
  299. //server pain_torso_back        first painsound
  300. //client pain_torso_back        first randomsound snd_pain 1 2
  301. //etc...
  302.  
  303.  
  304. // Death Location Based Animations
  305.  
  306. //all removed...
  307.  
  308. // Crouching Pain Location Based Animations
  309. //client crouch_pain1 first randomsound snd_pain 1 2
  310. //server crouch_pain1 first painsound
  311. //client crouch_pain2 first randomsound snd_pain 1 2
  312. //server crouch_pain2 first painsound
  313.  
  314. // Crouching Death Location Based Animations
  315. //server crouch_death1 first deathsound
  316. //client crouch_death1 first randomsound snd_death 1 2
  317. //client crouch_death1  3 randomsound snd_partfall 1 4
  318. //client crouch_death1  8 randomsound snd_bodyfall 1 4
  319. //client crouch_death1 11 randomsound snd_partfall 1 4
  320. //server crouch_death2 first deathsound
  321. //client crouch_death2 first randomsound snd_death 1 2
  322. //client crouch_death2  4 randomsound snd_bodyfall 1 4
  323. //client crouch_death2  7 randomsound snd_kneefall 1 4
  324. //server crouch_death3 first deathsound
  325. //client crouch_death3 first randomsound snd_death 1 2
  326. //client crouch_death3  5 randomsound snd_kneefall 1 4
  327. //client crouch_death3  8 randomsound snd_partfall 1 4
  328.  
  329. // Optional Animations
  330. //server kick1 3 movementsound
  331. //server kick1 7 movementsound
  332. //client kick1 3 randomsound snd_whoosh 1 4
  333. //client kick1 7 footstep
  334. //server jump1 5 movementsound
  335. //server jump1 6 movementsound
  336. //client jump1 5 footstep
  337. //client jump1 6 footstep
  338.  
  339. // Scripted Animations
  340. server dont_shoot_idle 3 nextframe 0
  341. server lie_on_ground 3 nextframe 0
  342. // Some overkill here...it's crunch time, sorry
  343. server dont_shoot_fall 2 nextframe 2
  344.  
  345.  
  346. // -----------------------------------------------------------------------------
  347. // SOURCESAFE Update Log
  348. //
  349. // 10/14/98 Ken
  350. // First draft.
  351. //
  352. // 12/14/98 Boon
  353. // Converted to mthug_unarmed for cinematic
  354. //
  355. // -----------------------------------------------------------------------------
  356.  
  357.  
  358. //SDEF
  359. //path models/thug
  360. //scale 1
  361. //thug_base03b.tga
  362. //thug_base03a.tga
  363. //thug_base03c.tga
  364. //thug_base.sbm
  365. //
  366. //chair_idle.sam            
  367. //chair_stand_up_fast.sam        
  368. //chair_stand_gun.sam        
  369. //chair_stand_up.sam        
  370. //deatha.sam            
  371. //deathb.sam            
  372. //death_back.sam            
  373. //death_left.sam            
  374. //death_right.sam            
  375. //down_roll_over.sam        
  376. //draw_pistol.sam            
  377. //idle_smoko_a.sam        
  378. //idle_smoko_b1.sam        
  379. //idle_smoko_b2.sam        
  380. //idle_smoko_c.sam        
  381. //idle_smoko_d.sam        
  382. //idle_a.sam            
  383. //idle_b.sam            
  384. //kick.sam            
  385. //pain_groin.sam            
  386. //pain_left_leg1.sam        
  387. //pain_right_leg1.sam        
  388. //pain_left_leg2.sam        
  389. //pain_right_leg2.sam        
  390. //pain_right_arm.sam        
  391. //pain_left_arm.sam        
  392. //pain_head.sam            
  393. //pain_torso.sam            
  394. //pain_back.sam            
  395. //retreat.sam            
  396. //shoot_pistol.sam        
  397. //shoot.sam            
  398. //tough_2to1.sam            
  399. //tough_1to2.sam            
  400. //tough_1.sam            
  401. //tough_2a.sam            
  402. //tough_2b.sam            
  403. //walk.sam            
  404.  
  405.