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- SDEF
- // -----------------------------------------------------------------------------
- // MODEL DESCRIPTION:
- // Thug carrying a Magnum
- //
- // MODEL AUTHOR:
- // Boon
- //
- /*SINED Cinematic_ManeroThug_Unarmed (1 .5 0) (0 0 0) (0 0 0)
- Menero Thug, unarmed, for cinematics
- */
-
- // -----------------------------------------------------------------------------
- // FILE DECLARATIONS
- //
- // Model Commands
- path models/thug
- scale 1.0
-
- // Base Model
- thug_base.sbm
-
- // Skins
- normal thug_07a.tga
- //normal thug_07b.tga
- //normal thug_07c.tga
- damage thug_damage_07a.tga
- //damage thug_damage_07b.tga
- //damage thug_damage_07c.tga
-
- // Normal Animations
- //readyfire shoot_start.sam
- //unaim shoot_end.sam
- //alert guerilla_restfire.sam
- idle1 idle_a.sam
- idle2 idle_b.sam
- //twitch1 idle_b.sam
- //walk1 walk.sam
- //run1 run.sam
- //fire1 shoot_straight.sam
- //fire2 shoot_sweep.sam
- //runfire1 guerilla_runfire.sam
- //melee1 kick.sam
-
- // Smoko Animations
- //smoke_start idle_smoko_a.sam
- //smoke_idle1 idle_smoko_c.sam
- //smoke_twitch1 idle_smoko_d.sam
- //smoke_twitch2 idle_smoko_b2.sam
- //smoke_into_mouth idle_smoko_b1.sam
- //smoke_into_hand idle_smoko_b3.sam
- //smoke_finish idle_smoko_b3.sam
-
-
- // Crouch Animations
- //crouch crouch.sam
- //crouch_return crouch_return.sam
- //crouch_idle crouch_idle.sam
- //crouch_aim crouch_shoot.sam
- //crouch_fire crouch_shoot.sam
- //crouch_pain crouch_pain.sam
- //crouch_up_readyfire crouch_up.sam
- //crouch_up_postfire crouch_up_return.sam
- //crouch_up_fire crouch_up_shoot.sam
- //crouch_up_pain crouch_pain.sam
- //crouch_left_readyfire crouch_left.sam
- //crouch_left_aim crouch_left_shoot.sam
- //crouch_left_postfire crouch_left_return.sam
- //crouch_left_fire crouch_left_shoot.sam
- //crouch_left_pain crouch_left_pain.sam
- //crouch_left_idle crouch_left_return.sam
- //crouch_right_readyfire crouch_right.sam
- //crouch_right_postfire crouch_right_return.sam
- //crouch_right_aim crouch_right_shoot.sam
- //crouch_right_fire crouch_right_shoot.sam
- //crouch_right_pain crouch_right_pain.sam
- //crouch_right_idle crouch_right_return.sam
- //crouch_death1 death_back.sam
- //crouch_strafe_left crouch_strafe_left.sam
- //crouch_strafe_right crouch_strafe_right.sam
- //crouch_walk crouch_walk.sam
-
- // Pistol Animations
- //draw_pistol draw_pistol.sam
- //pistol_aim shoot_pistol_start.sam
- //pistol_unaim shoot_pistol_end.sam
- //pistol_fire shoot_pistol_loop.sam
-
- //Guarding animations
- //guard_1_idle tough_1.sam
- //guard_2_idle1 tough_2a.sam
- //guard_2_idle2 tough_2b.sam
- //guard_1_twitch tough_1to2.sam
- //guard_2_twitch tough_2to1.sam
-
- // Pain Location Based Animations
- //pain1 pain_torso.sam
-
- //pain_head pain_head.sam
- //pain_torso_upper pain_head.sam
- //pain_torso_lower pain_torso.sam
- //pain_torso_back pain_back.sam
- //pain_groin pain_groin.sam
- //pain_arm_right pain_right_arm.sam
- //pain_arm_left pain_left_arm.sam
- //pain_leg_right_inside pain_right_leg_i.sam
- //pain_leg_right_outside pain_right_leg_o.sam
- //pain_leg_left_inside pain_left_leg_i.sam
- //pain_leg_left_outside pain_left_leg_o.sam
- //pain_foot_left pain_left_leg_i.sam
- //pain_foot_right pain_right_leg_i.sam
-
- // Death Location Based Animations
- //death1 deatha.sam
- //death2 deathb.sam
- //death_head pain_head.sam
- //death_torso_upper pain_head.sam
- //death_torso_lower pain_torso.sam
- //death_torso_back deathb.sam
- //death_groin death_groin.sam
- //death_arm_right pain_right_arm.sam
- //death_arm_left pain_left_arm.sam
- //death_leg_right_inside pain_right_leg_i.sam
- //death_leg_right_outside deathb.sam
- //death_leg_left_inside pain_left_leg_i.sam
- //death_leg_left_outside deathb.sam
- //death_foot_left deathb.sam
- //death_foot_right deathb.sam
-
- // Blast Animations - for explosions and very big guns
- //blast_head death_back.sam
- //blast_torso_upper death_back.sam
- //blast_torso_lower death_back.sam
- //blast_torso_back death_forward_left.sam
- //blast_groin death_back.sam
- //blast_arm_right death_forward_left.sam
- //blast_arm_left death_forward_right.sam
- //blast_leg_right_inside deatha.sam
- //blast_leg_right_outside deatha.sam
- //blast_leg_left_inside deatha.sam
- //blast_leg_left_outside deatha.sam
-
- // Wierdo extra stuff for getting up again
- //up_death_back_prep down_roll_over.sam
- //up_death_back_left_right down_roll_up.sam
- //up_death_forward down_get_up.sam
-
- // Optional Animations
- //use1 guerilla_use.sam
- //open1 guerilla_opendoor.sam
- //punch1 guerilla_punch.sam
- //kick1 kick.sam
- //sitting chair_idle.sam
- //sitting_stand1 chair_stand_up_fast.sam
- //sitting_stand2 chair_stand_up.sam
- //repel1 guerilla_repel.sam
- //Can't Americans spell rappel?
- //step_left strafe_left.sam
- //step_right strafe_right.sam
- //jump_left strafe_left.sam
- //jump_right strafe_right.sam
- //retreat retreat.sam
- //pickup pickup.sam
-
- // Scripted Animations
- shot_in_leg shot_fall_down.sam
- dont_shoot dont_shoot.sam
- dont_shoot_idle dont_shoot_idle.sam
- dont_shoot_end dont_shoot_end.sam
- lie_on_ground lie_on_ground.sam
- dont_shoot_fall lie_down_die.sam
-
- // Id And Group Definitions
- id 2 group head flesh
- //id 3 group head nodraw flesh
- group head damage 4.0
- id 4 group torso_upper fabric
- group torso_upper damage 1.2
- id 5 group torso_lower fabric
- group torso_lower damage 1.0
- id 6 group groin fabric
- group groin damage 1.5
- id 7 group torso_back fabric
- group torso_back damage 1.0
- id 11 group leg_left_inside fabric
- group leg_left_inside damage 0.6
- id 12 group leg_left_outside fabric
- group leg_left_outside damage 0.5
- id 16 group leg_right_inside fabric
- group leg_right_inside damage 0.6
- id 17 group leg_right_outside fabric
- group leg_right_outside damage 0.5
- id 18 group foot_right fabric
- group foot_right damage 0.4
- id 19 group foot_left fabric
- group foot_left damage 0.4
- id 21 group arm_left fabric
- group arm_left damage 0.6
- id 26 group arm_right fabric
- group arm_right damage 0.6
- id 28 group hand_right flesh
- group hand_right damage 0.4
- id 200 group hand_right bone gun 25 160 190 2015attach fabric
-
- // -----------------------------------------------------------------------------
- // INITIALIZATION SECTION
- //
- !init:
- //
- // SERVER Initialization Commands
- //
- // Class Setup
- server classname actor
- server script global/cinematic.scr
- server setsize "-16 -16 0" "16 16 80"
- server crouchsize "-16 -16 0" "16 16 64"
- server health 70
- server item FlakJacket 50
- server item FlakPants 20
- server painthreshold 15
-
-
- // Sound Aliases
- //I've removed them...
- server aliascache snd_idle1 "misc/null.wav" 1
-
- //
- // CLIENT Initialization Commands
- //
- // Sound Aliases
- client aliascache snd_pain1 "monsters/thug/pain1.wav" 1
- client aliascache snd_pain2 "monsters/thug/pain2.wav" 1
- client aliascache snd_pain3 "monsters/thug/pain3.wav" 1
- client aliascache snd_pain4 "monsters/thug/pain4.wav" 1
- client aliascache snd_pain6 "monsters/thug/pain6.wav" 1
- client aliascache snd_pain7 "monsters/thug/pain7.wav" 1
- client aliascache snd_pain8 "monsters/thug/pain8.wav" 1
- client aliascache snd_pain9 "monsters/thug/pain9.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
-
- // -----------------------------------------------------------------------------
- // MAIN SECTION
- //
- !main:
- // Special Commands
- //server crouch last nextanim crouch_idle
- //server uncrouch last nextanim idle
- //server crouch_left_idle last nextanim crouch_idle
- //server crouch_right_idle last nextanim crouch_idle
- //server crouch_aim first nextframe 0
- //server crouch_left_aim first nextframe 0
- //server crouch_right_aim first nextframe 0
-
- // Normal Animations
- //server walk1 5 movementsound
- //server walk1 11 movementsound
- //client walk1 2 footstep
- //client walk1 7 footstep
- //server run1 0 movementsound
- //server run1 4 movementsound
- //client run1 0 footstep
- //client run1 4 footstep
- //server fire1 first fire
- //server fire1 1 fire
- //server crouch_fire first fire
- //server crouch_fire 1 fire
- //server crouch_fire 2 fire
- //server crouch_fire 3 fire
- //server crouch_up_fire first fire
- //server crouch_up_fire 1 fire
- //server crouch_up_fire 2 fire
- //server crouch_up_fire 3 fire
- //server crouch_left_fire first fire
- //server crouch_left_fire 1 fire
- //server crouch_left_fire 2 fire
- //server crouch_left_fire 3 fire
- //server crouch_right_fire first fire
- //server crouch_right_fire 1 fire
- //server crouch_right_fire 2 fire
- //server crouch_right_fire 3 fire
-
- // Pain Location Based Animations
- //server pain1 first painsound
- //client pain1 first randomsound snd_pain 1 2
-
- //server pain_head first painsound
- //client pain_head first randomsound snd_pain 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_torso_back first painsound
- //client pain_torso_back first randomsound snd_pain 1 2
- //etc...
-
-
- // Death Location Based Animations
-
- //all removed...
-
- // Crouching Pain Location Based Animations
- //client crouch_pain1 first randomsound snd_pain 1 2
- //server crouch_pain1 first painsound
- //client crouch_pain2 first randomsound snd_pain 1 2
- //server crouch_pain2 first painsound
-
- // Crouching Death Location Based Animations
- //server crouch_death1 first deathsound
- //client crouch_death1 first randomsound snd_death 1 2
- //client crouch_death1 3 randomsound snd_partfall 1 4
- //client crouch_death1 8 randomsound snd_bodyfall 1 4
- //client crouch_death1 11 randomsound snd_partfall 1 4
- //server crouch_death2 first deathsound
- //client crouch_death2 first randomsound snd_death 1 2
- //client crouch_death2 4 randomsound snd_bodyfall 1 4
- //client crouch_death2 7 randomsound snd_kneefall 1 4
- //server crouch_death3 first deathsound
- //client crouch_death3 first randomsound snd_death 1 2
- //client crouch_death3 5 randomsound snd_kneefall 1 4
- //client crouch_death3 8 randomsound snd_partfall 1 4
-
- // Optional Animations
- //server kick1 3 movementsound
- //server kick1 7 movementsound
- //client kick1 3 randomsound snd_whoosh 1 4
- //client kick1 7 footstep
- //server jump1 5 movementsound
- //server jump1 6 movementsound
- //client jump1 5 footstep
- //client jump1 6 footstep
-
- // Scripted Animations
- server dont_shoot_idle 3 nextframe 0
- server lie_on_ground 3 nextframe 0
- // Some overkill here...it's crunch time, sorry
- server dont_shoot_fall 2 nextframe 2
-
-
- // -----------------------------------------------------------------------------
- // SOURCESAFE Update Log
- //
- // 10/14/98 Ken
- // First draft.
- //
- // 12/14/98 Boon
- // Converted to mthug_unarmed for cinematic
- //
- // -----------------------------------------------------------------------------
-
-
- //SDEF
- //path models/thug
- //scale 1
- //thug_base03b.tga
- //thug_base03a.tga
- //thug_base03c.tga
- //thug_base.sbm
- //
- //chair_idle.sam
- //chair_stand_up_fast.sam
- //chair_stand_gun.sam
- //chair_stand_up.sam
- //deatha.sam
- //deathb.sam
- //death_back.sam
- //death_left.sam
- //death_right.sam
- //down_roll_over.sam
- //draw_pistol.sam
- //idle_smoko_a.sam
- //idle_smoko_b1.sam
- //idle_smoko_b2.sam
- //idle_smoko_c.sam
- //idle_smoko_d.sam
- //idle_a.sam
- //idle_b.sam
- //kick.sam
- //pain_groin.sam
- //pain_left_leg1.sam
- //pain_right_leg1.sam
- //pain_left_leg2.sam
- //pain_right_leg2.sam
- //pain_right_arm.sam
- //pain_left_arm.sam
- //pain_head.sam
- //pain_torso.sam
- //pain_back.sam
- //retreat.sam
- //shoot_pistol.sam
- //shoot.sam
- //tough_2to1.sam
- //tough_1to2.sam
- //tough_1.sam
- //tough_2a.sam
- //tough_2b.sam
- //walk.sam
-
-