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  1. SDEF
  2. // -----------------------------------------------------------------------------
  3. // MODEL DESCRIPTION:
  4. // Thug carrying a Magnum
  5. //
  6. // MODEL AUTHOR:
  7. // Ritual, animated by Boon
  8. //
  9. /*SINED Monster_Guard_Crane_Pis (1 .5 0) (0 0 0) (0 0 0)
  10. 2015 Guard-Crane with pistol
  11. */
  12.  
  13. // -----------------------------------------------------------------------------
  14. // FILE DECLARATIONS
  15. //
  16. // Model Commands
  17. path models/tech
  18. scale 1.2
  19.  
  20. // Base Model
  21. tech_freeport.sbm
  22.  
  23. // Skins
  24. //normal    cranesec_03a.tga
  25. normal    cranesec_03b.tga
  26. //normal    cranesec_03c.tga
  27. //damage    cranesec_03a_dam.tga
  28. damage    cranesec_03b_dam.tga
  29. //damage    cranesec_03c_dam.tga
  30.  
  31. // Normal Animations
  32. readyfire        shoot_pistol_start.sam
  33. //aim            shoot_pistol_start.sam
  34. //readyfire        shoot_start.sam
  35. //unaim            shoot_pistol_end.sam
  36. reload        shoot_pistol_end.sam
  37. //alert         guerilla_restfire.sam
  38. idle1             idle_a.sam
  39. idle2            idle_b.sam
  40. //twitch1        idle_b.sam
  41. walk1             walk.sam
  42. run1              run.sam
  43. fire1             shoot_pistol_loop.sam
  44. //fire1             shoot.sam
  45. //fire2            shoot_sweep.sam
  46. //runfire1          guerilla_runfire.sam
  47.  
  48. melee1          strafe_left.sam
  49. melee2             strafe_right.sam
  50. melee3        punch.sam
  51.  
  52. // Smoko Animations
  53. //smoke_start        idle_smoko_a.sam
  54. //smoke_idle1        idle_smoko_c.sam
  55. //smoke_twitch1    idle_smoko_d.sam
  56. //smoke_twitch2    idle_smoko_b2.sam
  57. //smoke_into_mouth    idle_smoko_b1.sam
  58. //smoke_into_hand    idle_smoko_b3.sam
  59. //smoke_finish    idle_smoko_b3.sam
  60.  
  61.  
  62. // Crouch Animations
  63. crouch            crouch.sam
  64. crouch_return        crouch_return.sam
  65. crouch_idle            crouch_idle.sam
  66. crouch_aim            crouch_shoot_pistol.sam
  67. crouch_fire            crouch_shoot_pistol.sam
  68. crouch_pain            crouch_pain.sam
  69. //crouch_up_readyfire    crouch_up.sam
  70. //crouch_up_postfire    crouch_up_return.sam
  71. //crouch_up_fire        crouch_up_shoot.sam
  72. //crouch_up_pain        crouch_pain.sam
  73. crouch_left_readyfire    crouch_left_pistol.sam
  74. crouch_left_aim        crouch_left_shoot_pistol.sam
  75. //crouch_left_postfire    crouch_left_pistol_return.sam
  76. crouch_left_fire        crouch_left_shoot_pistol.sam
  77. crouch_left_pain        crouch_left_pain.sam
  78. crouch_right_readyfire    crouch_right_pistol.sam
  79. //crouch_right_postfire    crouch_right_pistol_return.sam
  80. crouch_right_aim        crouch_right_shoot_pistol.sam
  81. crouch_right_fire        crouch_right_shoot_pistol.sam
  82. crouch_right_pain        crouch_right_pain.sam
  83. crouch_death1        deatha.sam
  84. crouch_strafe_left    crouch_strafe_left_pistol.sam
  85. crouch_strafe_right    crouch_strafe_right_pistol.sam
  86. crouch_walk            crouch_walk_pistol.sam
  87.  
  88. // Pistol Animations
  89. // Well that's pointless for this guy...
  90. //draw_pistol        draw_pistol.sam
  91. //pistol_aim        shoot_pistol_start.sam        
  92. //pistol_unaim    shoot_pistol_end.sam
  93. //pistol_fire        shoot_pistol_loop.sam
  94.  
  95. //Guarding animations
  96. //guard_1_idle    tough_1.sam
  97. //guard_2_idle1    tough_2a.sam
  98. //guard_2_idle2    tough_2b.sam
  99. //guard_1_twitch    tough_1to2.sam
  100. //guard_2_twitch    tough_2to1.sam
  101.  
  102. // Pain Location Based Animations
  103. pain1                 pain_torso.sam
  104.  
  105. pain_head            pain_head.sam
  106. pain_torso_upper        pain_head.sam
  107. pain_torso_lower        pain_torso.sam
  108. //pain_torso_back        pain_back.sam
  109. pain_groin            pain_groin.sam
  110. pain_arm_right_upper    pain_right_arm.sam
  111. pain_arm_right_lower    pain_right_arm.sam
  112. pain_arm_left_upper    pain_left_arm.sam
  113. pain_arm_left_lower    pain_left_arm.sam
  114. pain_leg_right_upper    pain_right_leg_i.sam
  115. pain_leg_right_lower    pain_right_leg_o.sam
  116. pain_leg_left_upper    pain_left_leg_i.sam
  117. pain_leg_left_lower    pain_left_leg_o.sam
  118. //pain_foot_left        pain_left_leg_i.sam
  119. //pain_foot_right        pain_right_leg_i.sam
  120.  
  121. // Death Location Based Animations
  122. death1                deatha.sam
  123. death2                deathb.sam
  124. //death_head            pain_head.sam
  125. //death_torso_upper        pain_head.sam
  126. //death_torso_lower        pain_torso.sam
  127. //death_torso_back        death_b.sam
  128. death_torso_lower        death_groin.sam
  129. //death_arm_right        pain_right_arm.sam
  130. //death_arm_left        pain_left_arm.sam
  131. //death_leg_right_upper    pain_right_leg_i.sam
  132. //death_leg_right_lower    death_b.sam
  133. //death_leg_left_upper    pain_left_leg_i.sam
  134. //death_leg_left_lower    death_b.sam
  135. //death_foot_left        death_b.sam
  136. //death_foot_right        death_b.sam
  137.  
  138. //Blast Animations - for explosions and very big guns
  139. //blast_head            deatha.sam
  140. //blast_torso_upper        deatha.sam
  141. //blast_torso_lower        deatha.sam
  142. //blast_torso_back        death_forward_left.sam
  143. //blast_groin            deatha.sam
  144. //blast_arm_right        death_forward_left.sam
  145. //blast_arm_left        death_forward_right.sam
  146. //blast_leg_right_upper    death_a.sam
  147. //blast_leg_right_lower    death_a.sam
  148. //blast_leg_left_upper    death_a.sam
  149. //blast_leg_left_lower    death_a.sam
  150. //Wierdo extra stuff for getting up again
  151. //up_death_back_prep    down_roll_over.sam
  152. //up_death_back_left_right    down_roll_up.sam
  153. //up_death_forward        down_get_up.sam
  154.  
  155. // Optional Animations
  156. //use1           guerilla_use.sam
  157. //open1          guerilla_opendoor.sam
  158. //punch1       guerilla_punch.sam
  159. //kick1           kick.sam
  160. sitting        chair_idle.sam
  161. sitting_stand1    chair_stand_up_fast.sam
  162. //sitting_stand2    chair_stand_up.sam
  163. //repel1         guerilla_repel.sam
  164. //Can't Americans spell rappel?
  165. step_left      strafe_left.sam
  166. step_right     strafe_right.sam
  167. //jump1           guerilla_jump.sam
  168. jump_left       strafe_left.sam
  169. jump_right      strafe_right.sam
  170. //retreat        retreat.sam
  171. //pickup        pickup.sam
  172.  
  173. // Scripted Animations
  174. //talk1          guerilla_talk1.sam
  175. //talk2          guerilla_talk2.sam
  176. //laugh1       guerilla_laugh.sam
  177. //manrocket1       guerilla_manrocket.sam
  178. //throw1         thug_throwbag.sam
  179. //throw2         thug_throwbag2.sam
  180. //push1          thug_pushbags.sam
  181. //opencan1       thug_opencan.sam
  182. //hostage        guerilla_hostage.sam
  183. //hostagekill    guerilla_hostagekill.sam
  184. use            hit_alarm_mid.sam    //This is one of Michael's animations
  185.  
  186.  
  187.  
  188.  
  189. //
  190. // Define model group areas
  191. //
  192. id 5 group head flesh 
  193. group head damage 4.0
  194. id 20 group torso_upper fabric 
  195. group torso_upper damage 1.0
  196. id 30 group torso_lower fabric 
  197. group torso_lower damage 1.0
  198. id 45 group leg_left_upper fabric 
  199. group leg_left_upper damage .8
  200. id 50 group leg_left_lower fabric 
  201. group leg_left_lower damage 0.6
  202. id 65 group leg_right_upper fabric 
  203. group leg_right_upper damage .8
  204. id 70 group leg_right_lower fabric 
  205. group leg_right_lower damage 0.6
  206. id 85 group arm_left_upper fabric 
  207. group arm_left_upper damage 0.8
  208. id 90 group arm_left_lower fabric 
  209. group arm_left_lower damage 0.6
  210. id 105 group arm_right_upper fabric 
  211. group arm_right_upper damage 0.8
  212. id 110 group arm_right_lower fabric 
  213. group arm_right_lower damage 0.6
  214. id 200 group arm_right_lower bone gun -30 130 130 2015attach flesh
  215.  
  216.  
  217.  
  218.  
  219. // -----------------------------------------------------------------------------
  220. // INITIALIZATION SECTION
  221. //
  222. !init:
  223. //
  224. // SERVER Initialization Commands
  225. //
  226. // Class Setup
  227. server classname actor
  228. server script global/mthug.scr
  229. //###
  230. server setsize "-20 -20 0" "20 20 80"
  231. server crouchsize "-20 -20 0" "20 20 64"
  232. server weapon Magnum
  233. server health 50
  234. server item FlakJacket 50
  235. server painthreshold 1
  236.  
  237. server meleerange 20
  238. server meleedamage 20
  239.  
  240.  
  241. // Sound Aliases
  242. server aliascache  snd_attacktaunt1    "monsters/atech/attk1.wav" 1
  243. server aliascache  snd_attacktaunt2    "monsters/atech/attk2.wav" 1
  244.  
  245. server aliascache  snd_panic1    "misc/null.wav"  1
  246. server aliascache  snd_panic2    "monsters/atech/idle1.wav" 1
  247.  
  248. server aliascache  snd_pursuit1    "monsters/atech/purs1.wav" 1
  249.  
  250. //server aliascache  snd_sightenemy1    "monsters/atech/site1.wav" 1
  251. //server aliascache  snd_sightenemy2    "monsters/atech/site2.wav" .4
  252.  
  253. server aliascache  snd_inmysights1    "monsters/atech/site1.wav" 1
  254. server aliascache  snd_inmysights2    "monsters/atech/site2.wav" 1
  255. server aliascache  snd_inmysights3    "monsters/atech/duck1.wav" 1
  256.  
  257. server aliascache  snd_idle1          "misc/null.wav"  1
  258. server aliascache  snd_investigate1   "misc/null.wav" 1
  259. server aliascache  snd_locate1        "monsters/atech/loc.wav" 1
  260. server aliascache  snd_locate2        "monsters/atech/loc2.wav" 1
  261.  
  262. server aliascache  snd_tauntdeath1    "monsters/atech/duck1.wav" 1
  263. server aliascache  snd_tauntdeath2    "monsters/atech/attk2.wav" 1
  264.  
  265. //
  266. // CLIENT Initialization Commands
  267. //
  268. // Sound Aliases
  269. client aliascache  snd_duck1    "monsters/atech/duck1.wav" 1
  270. client aliascache  snd_duck2    "monsters/atech/duck2.wav" 1
  271.  
  272. client aliascache  snd_pain1     "monsters/atech/pain1.wav" 1
  273. client aliascache  snd_pain2     "monsters/atech/pain2.wav" 1
  274. client aliascache  snd_pain3     "monsters/atech/pain3.wav" 1
  275. client aliascache  snd_pain4     "monsters/atech/pain4.wav" 1
  276. client aliascache  snd_pain6     "monsters/atech/pain5.wav" 1
  277. client aliascache  snd_pain_hand1     "monsters/atech/painhnd.wav" 1
  278. client aliascache  snd_pain_head1     "monsters/atech/painhed.wav" 1
  279. client aliascache  snd_pain_nuts     "monsters/atech/painnuts.wav" 1
  280.  
  281. client aliascache  snd_death1    "monsters/atech/death1.wav" 1
  282. client aliascache  snd_death2    "monsters/atech/death2.wav" 1
  283. client aliascache  snd_death3    "monsters/atech/death3.wav" 1
  284. client aliascache  snd_deathnuts    "monsters/atech/death4.wav" 1
  285.  
  286. client aliascache  snd_kneefall1   "impact/bodyfall/sml1.wav" 1
  287. client aliascache  snd_kneefall2   "impact/bodyfall/sml2.wav" 1
  288. client aliascache  snd_partfall1   "impact/bodyfall/med1.wav" 1
  289. client aliascache  snd_partfall2   "impact/bodyfall/med2.wav" 1
  290. client aliascache  snd_partfall3   "impact/bodyfall/med3.wav" 1
  291. client aliascache  snd_bodyfall1   "impact/bodyfall/lrg1.wav" 1
  292. client aliascache  snd_bodyfall2   "impact/bodyfall/lrg2.wav" 1
  293. client aliascache  snd_whoosh1     "weapons/punch/whsh1.wav" 1
  294. client aliascache  snd_whoosh2     "weapons/punch/whsh2.wav" 1
  295.  
  296. // -----------------------------------------------------------------------------
  297. // MAIN SECTION
  298. //
  299. !main:
  300. // Special Commands
  301. server crouch last nextanim crouch_idle
  302. server crouch_aim first nextframe 0
  303. server crouch_left_aim first nextframe 0
  304. server crouch_right_aim first nextframe 0
  305. server crouch_return last nextanim idle
  306.  
  307. // Normal Animations
  308. //server walk1      5 movementsound
  309. //server walk1     11 movementsound
  310. client walk1        2 footstep
  311. client walk1        7 footstep
  312. //server run1       0 movementsound
  313. //server run1       4 movementsound
  314. client run1         0 footstep
  315. client run1            4 footstep
  316. server fire1  first fire
  317. server fire1  1 fire
  318. server crouch_fire first fire
  319. server crouch_fire 1 fire
  320. server crouch_fire 2 fire
  321. server crouch_fire 3 fire
  322. //server crouch_up_fire first fire
  323. //server crouch_up_fire 1 fire
  324. //server crouch_up_fire 2 fire
  325. //server crouch_up_fire 3 fire
  326. server crouch_left_fire first fire
  327. server crouch_left_fire 1 fire
  328. server crouch_left_fire 2 fire
  329. server crouch_left_fire 3 fire
  330. server crouch_right_fire first fire
  331. server crouch_right_fire 1 fire
  332. server crouch_right_fire 2 fire
  333. server crouch_right_fire 3 fire
  334.  
  335. server melee3 3 melee
  336.  
  337. // Pain Location Based Animations
  338. server pain1             first painsound
  339. client pain1             first randomsound snd_pain 1 2
  340.  
  341. server pain_head            first painsound
  342. client pain_head            first randomsound snd_pain_head 1 2
  343. server pain_torso_upper        first painsound
  344. client pain_torso_upper        first randomsound snd_pain 1 2
  345. server pain_torso_lower        first painsound
  346. client pain_torso_lower        first randomsound snd_pain_nuts 1 2
  347. //server pain_torso_back        first painsound
  348. //client pain_torso_back        first randomsound snd_pain 1 2
  349. server pain_arm_right_upper        first painsound
  350. client pain_arm_right_upper        first randomsound snd_pain 1 2
  351. server pain_arm_left_upper        first painsound
  352. client pain_arm_left_upper        first randomsound snd_pain 1 2
  353. server pain_arm_right_lower        first painsound
  354. client pain_arm_right_lower        first randomsound snd_pain_hand 1 2
  355. server pain_arm_left_lower        first painsound
  356. client pain_arm_left_lower        first randomsound snd_pain 1 2
  357. server pain_leg_right_upper    first painsound
  358. client pain_leg_right_upper    first randomsound snd_pain 1 2
  359. server pain_leg_right_lower    first painsound
  360. client pain_leg_right_lower    first randomsound snd_pain 1 2
  361. server pain_leg_left_upper    first painsound
  362. client pain_leg_left_upper    first randomsound snd_pain 1 2
  363. server pain_leg_left_lower    first painsound
  364. client pain_leg_left_lower    first randomsound snd_pain 1 2
  365. //server pain_foot_left        first painsound
  366. //client pain_foot_left        first randomsound snd_pain 1 2
  367. //server pain_foot_right        first painsound
  368. //client pain_foot_right        first randomsound snd_pain 1 2
  369.  
  370.  
  371. // Death Location Based Animations
  372.  
  373. server death1                first deathsound
  374. client death1                first randomsound snd_death 1 2
  375. client death1                5 randomsound snd_kneefall 1 4
  376. //client death1                13 randomsound snd_partfall 1 4
  377. client death1                15 randomsound snd_bodyfall 1 4
  378. server death2                first deathsound
  379. client death2                first randomsound snd_death 1 2
  380. client death2                9 randomsound snd_kneefall 1 4
  381. client death2                10 randomsound snd_bodyfall 1 4
  382. //client death2                15 randomsound snd_partfall 1 4
  383. //server death_torso_back        first deathsound
  384. //client death_torso_back        first randomsound snd_death 1 2
  385. //client death_torso_back          9 randomsound snd_kneefall 1 4
  386. //client death_torso_back          10 randomsound snd_bodyfall 1 4
  387. //client death_torso_back          15 randomsound snd_partfall 1 4
  388. server death_torso_lower        first deathsound
  389. client death_torso_lower        first randomsound snd_death 1 2
  390. client death_torso_lower        5 footstep
  391. client death_torso_lower        15 randomsound snd_bodyfall 1 4
  392. //client death_torso_lower        17 randomsound snd_partfall 1 4
  393.  
  394.  
  395. // Crouching Pain Location Based Animations
  396. //client crouch_pain1 first randomsound snd_pain 1 2
  397. //server crouch_pain1 first painsound
  398. //client crouch_pain2 first randomsound snd_pain 1 2
  399. //server crouch_pain2 first painsound
  400.  
  401. // Crouching Death Location Based Animations
  402. //server crouch_death1 first deathsound
  403. //client crouch_death1 first randomsound snd_death 1 2
  404. //client crouch_death1  3 randomsound snd_partfall 1 4
  405. //client crouch_death1  8 randomsound snd_bodyfall 1 4
  406. //client crouch_death1 11 randomsound snd_partfall 1 4
  407. //server crouch_death2 first deathsound
  408. //client crouch_death2 first randomsound snd_death 1 2
  409. //client crouch_death2  4 randomsound snd_bodyfall 1 4
  410. //client crouch_death2  7 randomsound snd_kneefall 1 4
  411. //server crouch_death3 first deathsound
  412. //client crouch_death3 first randomsound snd_death 1 2
  413. //client crouch_death3  5 randomsound snd_kneefall 1 4
  414. //client crouch_death3  8 randomsound snd_partfall 1 4
  415.  
  416. // Optional Animations
  417. //server kick1 3 movementsound
  418. //server kick1 7 movementsound
  419. //client kick1 3 randomsound snd_whoosh 1 4
  420. //client kick1 7 footstep
  421. //server jump1 5 movementsound
  422. //server jump1 6 movementsound
  423. //client jump1 5 footstep
  424. //client jump1 6 footstep
  425.  
  426. //server punch1 1 movementsound
  427. //server punch1 3 movementsound
  428. //server punch1 5 movementsound
  429. //server punch1 7 movementsound
  430. //client punch1 1 randomsound snd_whoosh .5 4
  431. //client punch1 3 randomsound snd_whoosh .5 4
  432. //client punch1 5 randomsound snd_whoosh .5 4
  433. //client punch1 7 randomsound snd_whoosh .5 4
  434.  
  435. // Scripted Animations
  436. //client laugh1 first randomsound snd_laugh 1 2
  437.  
  438. // -----------------------------------------------------------------------------
  439. // SOURCESAFE Update Log
  440. //
  441. // 10/14/98 Ken
  442. // First draft.
  443. //
  444. // -----------------------------------------------------------------------------
  445.  
  446.  
  447. //SDEF
  448. //path models/thug
  449. //scale 1
  450. //thug_base03b.tga
  451. //thug_base03a.tga
  452. //thug_base03c.tga
  453. //thug_base.sbm
  454. //
  455. //chair_idle.sam            
  456. //chair_stand_up_fast.sam        
  457. //chair_stand_gun.sam        
  458. //chair_stand_up.sam        
  459. //deatha.sam            
  460. //deathb.sam            
  461. //deatha.sam            
  462. //death_left.sam            
  463. //death_right.sam            
  464. //down_roll_over.sam        
  465. //draw_pistol.sam            
  466. //idle_smoko_a.sam        
  467. //idle_smoko_b1.sam        
  468. //idle_smoko_b2.sam        
  469. //idle_smoko_c.sam        
  470. //idle_smoko_d.sam        
  471. //idle_a.sam            
  472. //idle_b.sam            
  473. //kick.sam            
  474. //pain_groin.sam            
  475. //pain_left_leg1.sam        
  476. //pain_right_leg1.sam        
  477. //pain_left_leg2.sam        
  478. //pain_right_leg2.sam        
  479. //pain_right_arm.sam        
  480. //pain_left_arm.sam        
  481. //pain_head.sam            
  482. //pain_torso.sam            
  483. //pain_back.sam            
  484. //retreat.sam            
  485. //shoot_pistol.sam        
  486. //shoot.sam            
  487. //tough_2to1.sam            
  488. //tough_1to2.sam            
  489. //tough_1.sam            
  490. //tough_2a.sam            
  491. //tough_2b.sam            
  492. //walk.sam            
  493.  
  494.  
  495.  
  496.