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- SDEF
-
- /*SINED Monster_SmallGoliath (1 .5 0) (0 0 0) (0 0 0)
- Da almost as big as da Big Goliath kind of Goliath
- */
- //
-
- // --------------------------------------------------------------------------------------
- // FILE DECLARATIONS
- //
- // Model Commands
- path models/goliath
- scale 1.0
-
- // Base Model
- goliath_base2.sbm
-
- // Skins
- normal goliath_15a.tga
- damage goliath_damage_15a.tga
-
- // Normal Animations
- idle stand.sam
- alert idle.sam
- melee1 attack_backhand.sam
- melee2 attack_clap.sam
- melee3 attack_slap.sam
- melee4 attack_smash.sam
- //attack_turn_left attack_turn_left.sam
-
- run run.sam
- walk walk.sam
- //run_carry run_carry.sam
- //walk_carry walk_carry.sam
-
- // Pain Location Based Animations
- pain1 pain_normal.sam
- pain2 pain_front.sam
- pain_torso1 pain_front.sam
- //pain_torso2 pain_back.sam
- pain_head pain_head.sam
- pain_arm_left_upper pain_left_arm.sam
- pain_arm_left_lower pain_left_arm.sam
- pain_leg_left_upper pain_left_leg.sam
- pain_leg_left_lower pain_left_leg.sam
- pain_arm_right_upper pain_right_arm.sam
- pain_arm_right_lower pain_right_arm.sam
- pain_leg_right_upper pain_right_leg.sam
- pain_leg_right_lower pain_right_leg.sam
-
- // Death Location Based Animations
- death1 death_a.sam
- death2 death_b.sam
-
- // Crouching Pain Location Based Animations
- // Crouching Death Location Based Animations
-
- // Optional Animations
- //pipe_slap pipe_slap.sam
- //pipe_smash pipe_smash.sam
- //hurl_boulder hurl_boulder.sam
- //hurl_boulder_down hurl_boulder_down.sam
- //hurl_rock hurl_rock.sam
-
- //pull pull_pipe.sam
- //pickup pick_up.sam
-
- //smash1 jump_smash.sam
- //smash2 punch_ground.sam
- //smash3 punch_ground_b.sam
-
- // Scripted Animations
- angry angry.sam
-
- //Animations not used at present
- //aaa_pipe_calibration pull_pipe.sam
- //pull_panel pull.sam
-
- // crate throwing animations
- throw_aim walk_carry.sam
- throw hurl_boulder.sam
- pickup pick_up_high.sam // still here just in case
- pickup_high pick_up_high.sam
- pickup_low pick_up_low.sam
-
- // rumble attack
- rumble jump_smash.sam
-
- // destroy object animations
- destobj1 attack_clap.sam
- destobj2 attack_smash.sam
-
- // Id And Group Definitions
- id 5 group head flesh
- group head damage 2.0
- id 12 group torso flesh
- group torso damage 1.0
- id 45 group leg_left_upper fabric
- group leg_left_upper damage 0.7
- id 50 group leg_left_lower flesh
- 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 flesh
- 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 105 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 200 group arm_right_lower bone gun 180 0 0 2015attach flesh
- id 201 group arm_left_lower bone leftgun 180 0 0 2015attach flesh
-
- //------------------------------------------------------
-
- !init:
- //
- // SERVER Initialization Commands
- //
- // Class Setup
- server classname goliath
- server script global/smallgoliath.scr
- //server setsize "-32 -32 0" "32 32 200"
- //server crouchsize "-32 -32 0" "32 32 200"
- server setsize "-32 -32 0" "32 32 200"
- server crouchsize "-32 -32 0" "32 32 200"
- server mass 2000
- server health 3000
- server painthreshold 50
- server ifskill 0 painthreshold 30
- server meleerange 350
- server meleedamage 40
- server meleeforce 400
- server flags -die_gibs
-
- // Sound Aliases
- //server aliascache snd_attacktaunt1 "monsters/goliath/attack1.wav" 1
- //server aliascache snd_attacktaunt2 "monsters/goliath/attack2.wav" 1
-
- server aliascache snd_pursuit1 "monsters/goliath/purs1.wav" 1
- server aliascache snd_pursuit2 "monsters/goliath/purs2.wav" 1
-
- server aliascache snd_sightenemy1 "monsters/goliath/site1.wav" 1
- server aliascache snd_sightenemy2 "monsters/goliath/site2.wav" 1
-
- server aliascache snd_inmysights1 "monsters/goliath/site1.wav" 1
- server aliascache snd_inmysights2 "monsters/goliath/site2.wav" 1
-
- server aliascache snd_idle1 "monsters/goliath/idle1.wav" 1
-
- server aliascache snd_investigate1 "monsters/goliath/site1.wav" 1
- server aliascache snd_locate1 "monsters/goliath/site1.wav" 1
-
- //server aliascache snd_tauntdeath1 "monsters/goliath/taunt1.wav" 1
- //server aliascache snd_tauntdeath2 "monsters/goliath/taunt2.wav" 1
- //server aliascache snd_tauntdeath3 "monsters/goliath/taunt3.wav" 1
- //server aliascache snd_tauntdeath4 "monsters/goliath/taunt4.wav" 1
-
- //server aliascache snd_lostweapon "monsters/goliath/painhnd.wav" 1
-
-
- //
- // CLIENT Initialization Commands
- //
- // Sound Aliases
-
- client aliascache snd_attack1 "monsters/goliath/attack1.wav" 1
- client aliascache snd_attack2 "monsters/goliath/attack2.wav" 1
- client aliascache snd_attack3 "monsters/goliath/attack3.wav" 1
-
- client aliascache snd_pain1 "monsters/goliath/pain1.wav" 1
- client aliascache snd_pain2 "monsters/goliath/pain2.wav" 1
- client aliascache snd_pain3 "monsters/goliath/pain3.wav" 1
- client aliascache snd_pain4 "monsters/goliath/pain4.wav" 1
- client aliascache snd_pain5 "monsters/goliath/pain5.wav" 1
-
- client aliascache snd_death1 "monsters/goliath/death1.wav" 1
- client aliascache snd_death2 "monsters/goliath/death2.wav" 1
- client aliascache snd_death3 "monsters/goliath/death4.wav" 1
- client aliascache snd_longdeath1 "monsters/goliath/death3.wav" 1
- client aliascache snd_yell1 "monsters/goliath/yell.wav" 1
-
- client aliascache snd_whoosh1 "weapons/punch/whsh1.wav" 1
- client aliascache snd_whoosh2 "weapons/punch/whsh2.wav" 1
- client aliascache snd_step1 "monsters/goliath/bigfoot.wav" 1
- client aliascache snd_boom1 "impact/explosion/lrg6.wav"
-
- client aliascache snd_breath1 "monsters/goliath/brth.wav"
-
-
- //client aliascache snd_tearpipe1 "monsters/goliath/pipetear1.wav"
- //client aliascache snd_hitpipe1 "monsters/goliath/pipehit.wav"
- //client aliascache snd_rip1 "monsters/goliath/tearhit.wav"
-
- //
- // The main section
- //
- !main:
- //
-
- //
- //aaa_pipe_calibration first setframe 1
- //aaa_pipe_calibration first nextframe 1
- //
-
- // Normal Animations
- server walk 5 movementsound
- server walk 13 movementsound
- client walk 5 randomsound snd_step .7
- client walk 13 randomsound snd_step .7
-
- server idle 0 setbothhands 0 0 // just to make sure
- client idle 0 randomsound snd_breath 0.1 4
-
- server run 7 setbothhands 0 0 // just to make sure
- server run 0 movementsound
- server run 5 movementsound
- client run 0 randomsound snd_step 1
- client run 5 randomsound snd_step 1
-
- //server walk_carry 5 movementsound
- //server walk_carry 13 movementsound
- //client walk_carry 5 randomsound snd_step .7
- //client walk_carry 13 randomsound snd_step .7
-
- //server run_carry 0 movementsound
- //server run_carry 5 movementsound
- //client run_carry 0 randomsound snd_step 1
- //client run_carry 5 randomsound snd_step 1
-
- //server turn 3 movementsound
- //server turn 7 movementsound
- //server turn 9 movementsound
- //client turn 3 randomsound snd_step .7
- //client turn 7 randomsound snd_step .7
- //client turn 9 randomsound snd_step .7
-
- //server smash1 6 movementsound
- //client smash1 6 randomsound snd_step .8
- //client smash1 17 randomsound snd_boom 1
-
- //server begin 6 movementsound
- //client begin 6 randomsound snd_step 1
-
- // Pain Location Based Animations
- //server pain first painsound
- //client pain first randomsound snd_pain 1 2
- server pain_front first painsound
- client pain_front first randomsound snd_pain 1 2
- server pain1 first painsound
- client pain1 first randomsound snd_pain 1 2
-
- server pain_left_arm first painsound
- client pain_left_arm first randomsound snd_pain 1 2
- server pain_right_arm first painsound
- client pain_right_arm first randomsound snd_pain 1 2
- server pain_left_leg first painsound
- client pain_left_leg first randomsound snd_pain 1 2
- server pain_right_leg first painsound
- client pain_right_leg first randomsound snd_pain 1 2
- client pain_right_leg 2 randomsound snd_boom .6 4
- server pain_head first painsound
- client pain_head first randomsound snd_pain 1 2
- server pain_back first painsound
- client pain_back first randomsound snd_pain 1 2
- client pain_back 3 randomsound snd_step .7 4
- client pain_back 7 randomsound snd_step .7 4
- client pain_back 13 randomsound snd_step .7 4
- client pain_back 18 randomsound snd_step .7 4
-
-
- server death1 first deathsound
- client death1 first randomsound snd_death 1 2
- client death1 21 randomsound snd_boom .6 4
- client death1 35 randomsound snd_boom 1 4
-
-
- server death2 first deathsound
- client death2 first randomsound snd_longdeath 1 2
- client death2 16 randomsound snd_boom 1 4
-
- server angry 6 movementsound
- client angry 6 randomsound snd_yell 1.5 4
- client angry 14 randomsound snd_yell 2 2
- //client angry 10 randomsound snd_attacktaunt 2.5
- //client angry 18 randomsound snd_attacktaunt 0.7
-
- // The sethands commands were added for allowing the goliath's hands
- // to do damage and throw the player during attacks. Thus Goliath has
- // much more realistic melee collision detection than the standard
- // sin/quake stuff.
-
- client melee1 0 randomsound snd_attack 1 2
- server melee1 2 setrighthand 0.25 -0.5
- server melee1 3 setrighthand 0.5 -1
- server melee1 3 weaponsound
- client melee1 3 randomsound snd_whoosh 1 1
- server melee1 7 setrighthand 0.25 -0.5
- server melee1 9 setrighthand 0 0
- client melee1 9 randomsound snd_step .7 4
-
-
- server melee2 0 setbothhands 0.1 0
- client melee2 0 randomsound snd_attack 1 2
- server melee2 2 setbothhands 0.5 0.1
- server melee2 4 setbothhands 1 0.2
- //client melee2 4 randomsound snd_whoosh 0.4 4
- server melee2 4 weaponsound
- // Boom has to be 1 frame early because of the wave used
- client melee2 4 randomsound snd_boom 1.5 1
- server melee2 6 setbothhands 0 0
-
- server melee3 0 setrighthand 0.1 0.1
- client melee3 0 randomsound snd_attack 1 2
- server melee3 0 movementsound
- client melee3 0 randomsound snd_step .7 4
- server melee3 1 setrighthand 0 0
- server melee3 2 setrighthand 0.5 1
- client melee3 2 randomsound snd_step .7 4
- server melee3 3 weaponsound
- client melee3 3 randomsound snd_whoosh 1 1
- server melee3 3 movementsound
- server melee3 6 setrighthand 0 0
-
- server melee4 0 setbothhands 0.1 0.1
- client melee4 0 randomsound snd_attack 1 2
- server melee4 2 movementsound
- server melee4 3 setbothhands 0.5 0.1
- client melee4 3 randomsound snd_whoosh .7 3
- client melee4 4 randomsound snd_step .7 4
- // Boom has to be 1 frame early because of the wave used
- client melee4 4 randomsound snd_boom 1.5 1
- server melee4 5 setbothhands 1 0.2
- server melee4 5 movementsound
- server melee4 5 weaponsound
- server melee4 6 setbothhands 0 0
-
- //server attack_turn_left 4 weaponsound
- //client attack_turn_left 4 randomsound snd_whoosh 1
- //server attack_turn_left 6 movementsound
- //client attack_turn_left 6 randomsound snd_step .7
- //server attack_turn_left 12 movementsound
- //client attack_turn_left 12 randomsound snd_step .7
-
- // Old attack names, not used any more
- //server attack_backhand 8 weaponsound
- //client attack_backhand 8 randomsound snd_whoosh 1
- //client attack_backhand 13 randomsound snd_step .7
-
- //server attack_clap 6 weaponsound
- //client attack_clap 6 randomsound snd_boom 1
-
- //server attack_kick 4 weaponsound
- //client attack_kick 4 randomsound snd_whoosh 1
-
- //server attack_punch 6 weaponsound
- //client attack_punch 6 randomsound snd_whoosh 1
-
- //server attack_slap 0 movementsound
- //client attack_slap 0 randomsound snd_step .7
- //server attack_slap 5 weaponsound
- //client attack_slap 5 randomsound snd_whoosh 1
- //server attack_slap 5 movementsound
- //client attack_slap 5 randomsound snd_step .7
-
- //server attack_smash 7 movementsound
- //client attack_smash 7 randomsound snd_step .7
- //server attack_smash 8 weaponsound
- //client attack_smash 8 randomsound snd_boom 1
- //server attack_smash 11 movementsound
- //client attack_smash 11 randomsound snd_step .7
-
- //server attack_turn_left 4 weaponsound
- //client attack_turn_left 4 randomsound snd_whoosh 1
- //server attack_turn_left 6 movementsound
- //client attack_turn_left 6 randomsound snd_step .7
- //server attack_turn_left 12 movementsound
- //client attack_turn_left 12 randomsound snd_step .7
-
- // picking up animations
-
- server pickup 5 forwardcommand pickup gun
-
- server pickup_high 4 forwardcommand pickup gun
-
- server pickup_low 4 forwardcommand pickup gun
-
- // throwing animation
- server throw 5 forwardcommand throw
-
- // throwing aiming animation
- server throw_aim 5 movementsound
- server throw_aim 13 movementsound
- client throw_aim 5 randomsound snd_step .7
- client throw_aim 13 randomsound snd_step .7
-
- // rumble attack
- client rumble 0 randomsound snd_attack 1 2
- server rumble 6 movementsound
- client rumble 6 randomsound snd_step .8 4
- client rumble 10 randomsound snd_yell 1 2
- client rumble 17 randomsound snd_boom 1
- server rumble 18 forwardcommand dorumble
-
- // destroy object animations
- server destobj1 0 setbothhands 0.1 0
- client destobj1 0 randomsound snd_attack 1 2
- server destobj1 2 setbothhands 0.5 0.1
- server destobj1 4 setbothhands 1 0.2
- //client destobj1 4 randomsound snd_whoosh 0.4 4
- server destobj1 4 weaponsound
- // Boom has to be 1 frame early because of the wave used
- client destobj1 4 randomsound snd_boom 1.5 1
- server destobj1 6 setbothhands 0 0
-
- server destobj2 0 setbothhands 0.1 0.1
- client destobj2 0 randomsound snd_attack 1 2
- server destobj2 2 movementsound
- server destobj2 3 setbothhands 0.5 0.1
- client destobj2 3 randomsound snd_whoosh .7 3
- client destobj2 4 randomsound snd_step .7 4
- // Boom has to be 1 frame early because of the wave used
- client destobj2 4 randomsound snd_boom 1.5 1
- server destobj2 5 setbothhands 1 0.2
- server destobj2 5 movementsound
- server destobj2 5 weaponsound
- server destobj2 6 setbothhands 0 0
-
-