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Alice
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alicedem.exe
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alice.tik
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Text File
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2000-11-21
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33KB
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1,263 lines
TIKI
setup
{
scale 1
radius 16
lod_scale 12
path models/alice
surface MATERIAL1 shader body3.tga // head
surface MATERIAL1 shader blinkface.tga
surface MATERIAL1 shader g_face.tga
surface MATERIAL1 shader rage_face.tga
surface MATERIAL2 shader hair.tga // hair
surface MATERIAL3 shader body.tga // blouse/inner mouth
surface MATERIAL4 shader body.tga // shoulder_right
surface MATERIAL5 shader body.tga // shoulder_left
surface MATERIAL6 shader r_arm.tga // arm_right
surface MATERIAL6 shader g_arm.tga
surface MATERIAL6 shader rage_arm.tga
surface MATERIAL7 shader r_arm.tga // arm_left_upper
surface MATERIAL7 shader g_arm.tga
surface MATERIAL7 shader rage_arm.tga
surface MATERIAL8 shader r_arm.tga // arm_left_lower_1
surface MATERIAL8 shader g_arm.tga
surface MATERIAL8 shader rage_arm.tga
surface MATERIAL9 shader skull.tga // bow skull
surface MATERIAL10 shader bowstraps.tga// bowstraps
surface MATERIAL11 shader body2.tga // skirt
surface MATERIAL12 shader body.tga // leg_right_upper
surface MATERIAL13 shader body.tga // leg_right_lower
surface MATERIAL14 shader body.tga // leg_left
// cap materials to be replaced w/cap skins
surface MATERIAL15 shader models/fx/fx_caps/cap01
surface MATERIAL16 shader models/fx/fx_caps/cap01
surface MATERIAL17 shader models/fx/fx_caps/cap01
surface MATERIAL18 shader body.tga // bow
surface MATERIAL19 shader r_arm.tga // arm_left_lower_2
surface MATERIAL19 shader g_arm.tga
surface MATERIAL19 shader rage_arm.tga
skelmodel alice_baseframe.skb
}
init
{
server
{
blinkinfo material1 4
bloodmodel blood_spray.tik
ignore_deadtime
anim ready
alias cat_snide01 sound/character/cheshire_cat/vo/cat037.wav
alias cat_snide02 sound/character/cheshire_cat/vo/cat038.wav
alias cat_snide03 sound/character/cheshire_cat/vo/cat039.wav
alias cat_snide04 sound/character/cheshire_cat/vo/cat040.wav
alias cat_snide05 sound/character/cheshire_cat/vo/cat041.wav
alias cat_snide06 sound/character/cheshire_cat/vo/cat042.wav
alias cat_snide07 sound/character/cheshire_cat/vo/cat043.wav
alias cat_snide08 sound/character/cheshire_cat/vo/cat044.wav
alias cat_snide09 sound/character/cheshire_cat/vo/cat045.wav
alias cat_snide10 sound/character/cheshire_cat/vo/cat046.wav
alias cat_snide11 sound/character/cheshire_cat/vo/cat047.wav
aliascache weapon_pickup sound/weapon/pickup.wav
aliascache snd_gasp1 sound/character/alice/gasp1.wav
aliascache snd_gasp2 sound/character/alice/gasp2.wav
aliascache snd_choke1 sound/character/alice/choke1.wav
aliascache snd_choke2 sound/character/alice/choke2.wav
aliascache impact_playersplash sound/character/alice/splash1.wav
aliascache impact_playersubmerge sound/character/alice/submerge.wav
aliascache impact_playerleavewater sound/character/alice/leavewater.wav
aliascache queen_wall_smash sound/character/alice/wall_smash.wav
cache models/hud_health_back.tik
cache models/hud_health_bar.tik
cache models/hud_health_foldout.tik
cache models/hud_health_riser.tik
cache models/hud_mana_back.tik
cache models/hud_mana_bar.tik
cache models/hud_mana_foldout.tik
cache models/hud_mana_riser.tik
}
client
{
cache sound/character/alice/pain1.wav
cache sound/character/alice/pain2.wav
cache sound/character/alice/pain3.wav
cache sound/character/alice/pain4.wav
cache sound/character/alice/pain_strong1.wav
cache sound/character/alice/pain_strong2.wav
cache sound/character/alice/pain_knockdown.wav
cache sound/character/alice/pain_water1.wav
cache sound/character/alice/pain_water2.wav
cache sound/character/alice/death.wav
cache sound/character/alice/death_forward.wav
cache sound/character/alice/death_hard.wav
cache sound/character/alice/death_faint.wav
cache sound/character/alice/death_gib.wav
cache sound/character/alice/death_knockback.wav
cache sound/character/alice/death_knockforward.wav
cache sound/character/alice/death_fall.wav
cache sound/character/alice/death_hideous.wav
cache sound/character/alice/death_choke1.wav
cache sound/character/alice/death_choke2.wav
cache sound/character/alice/death_choke3.wav
cache sound/character/alice/footstep1.wav
cache sound/character/alice/footstep2.wav
cache sound/character/alice/jump.wav
cache sound/character/alice/jump2.wav
cache sound/character/alice/ledge_climb.wav
cache sound/character/alice/climb_left.wav
cache sound/character/alice/climb_right.wav
cache sound/character/alice/rope1.wav
cache sound/character/alice/rope2.wav
cache sound/character/alice/rope_grab.wav
cache sound/character/alice/swimloop.wav
cache sound/character/alice/swim1.wav
cache sound/character/alice/swim2.wav
cache sound/character/alice/small_land.wav
cache sound/character/alice/weapon_switch.wav
cache sound/character/alice/weapon_away.wav
cache sound/weapon/knife/knife_swing1.wav
cache sound/weapon/knife/knife_swing2.wav
cache sound/weapon/knife/knife_swing3.wav
cache sound/weapon/knife/knife_throw.wav
cache sound/weapon/mallet/mallet_swing1.wav
cache sound/weapon/mallet/mallet_swing2.wav
cache sound/weapon/mallet/mallet_ball_swing.wav
cache sound/character/alice/weep.wav
cache sound/character/alice/weep_loop.wav
cache sound/character/alice/drink.wav
//cache sound/character/alice/burn.wav
cache sound/character/alice/burn_scream.wav
//cache sound/item/ragebox/rage_end.wav
cache sound/item/tea/pickup.wav
//cache sound/item/glass/pickup.wav
cache sound/character/alice/idle_move_1.wav
cache sound/character/alice/idle_move_2.wav
cache sound/character/alice/idle_move_3.wav
cache sound/character/alice/idle_move_4.wav
cache sound/character/alice/idle_move_5.wav
cache sound/character/alice/idle_move_6.wav
cache sound/character/alice/idle_move_7.wav
cache sound/character/alice/idle_move_8.wav
cache sound/character/alice/idle_clicks_1.wav
cache sound/character/alice/idle_clicks_2.wav
cache sound/character/alice/idle_toss.wav
cache sound/character/alice/idle_cardhit.wav
cache sound/character/alice/idle_pull.wav
cache sound/character/alice/idle_knife_click1.wav
cache sound/character/alice/idle_knife_click2.wav
cache sound/character/alice/idle_knife_spin.wav
cache sound/character/alice/idle_swish_1.wav
cache sound/character/alice/idle_swish_2.wav
cache sound/character/alice/idle_swish_3.wav
cache sound/character/alice/idle_swish_4.wav
cache sound/character/alice/idle_mallet_hit.wav
cache sound/character/alice/idle_mallet_pain.wav
cache sound/character/alice/idle_mallet_1.wav
cache sound/character/alice/idle_mallet_2.wav
cache sound/character/alice/idle_mallet_5.wav
cache sound/character/alice/idle_mallet_drop.wav
cache sound/character/alice/idle_land.wav
cache sound/character/alice/idle_kick1.wav
cache sound/character/alice/idle_kick2.wav
cache sound/character/alice/idle_kick3.wav
cache sound/character/alice/idle_toes1.wav
cache sound/character/alice/idle_toes2.wav
cache models/wings.tik
cache models/headgear.tik
}
}
animations
{
//////////////////////////////////////////////////////////////
ready ready.ska
ready_2_base01 ready_2_base_01.ska
ready_2_base02 ready_2_base_02.ska
ready_2_rope_climb ready_2_rope_climb.ska
//////////////////////////////////////////////////////////////
//
// IDLES AND CINEMATICS
//
//////////////////////////////////////////////////////////////
idle idle_base_01.ska default_angles //used by fakeplayer
idle_base_01 idle_base_01.ska default_angles
idle_base_01_play1 idle_base_01_dirtkick.ska default_angles
{
client
{
19 sound sound/character/alice/idle_kick3.wav 1 .5 384
31 sound sound/character/alice/idle_kick2.wav 1 .5 384
44 sound sound/character/alice/idle_kick1.wav 1 .5 384
}
}
idle_base_01_play2 idle_base_01_fingernails.ska default_angles
idle_base_01_play3 idle_base_01_heelkick.ska default_angles
{
client
{
19 sound sound/character/alice/idle_kick1.wav 1 .5 384
31 sound sound/character/alice/idle_kick1.wav 1 .5 384
44 sound sound/character/alice/idle_kick2.wav 1 .5 384
}
}
idle_base_01_2_base_02 idle_base_01_2_idle_base_02.ska default_angles
idle_base_02 idle_base_02.ska default_angles
idle_base_02_kneel idle_base_02_kneel.ska default_angles
{
client
{
0 sound sound/character/alice/idle_move_3.wav 1 .3 384
}
}
idle_base_02_2_base_03 idle_base_02_2_idle_base_03.ska default_angles
idle_base_02_2_shrug idle_base_02_2_idle_shrug.ska default_angles
idle_base_02_2_stand idle_base_02_2_idle_stand.ska default_angles
idle_base_03 idle_base_03.ska default_angles
idle_base_03_2_base_01 idle_base_03_2_idle_base_01.ska default_angles
idle_shrug idle_shrug.ska default_angles
idle_shrug_headtilt idle_shrug_headtilt.ska default_angles
idle_shrug_tap idle_shrug_tap.ska default_angles
{
client
{
8 sound sound/character/alice/idle_kick1.wav 1 .5 384
16 sound sound/character/alice/idle_kick2.wav 1 .5 384
24 sound sound/character/alice/idle_kick1.wav 1 .5 384
32 sound sound/character/alice/idle_kick2.wav 1 .5 384
}
}
idle_shrug_shakeno idle_shrug_shakeno.ska default_angles
idle_shrug_nodyes idle_shrug_nodyes.ska default_angles
idle_shrug_2_idle_base_02 idle_shrug_2_idle_base_02.ska default_angles
idle_stand idle_stand.ska default_angles
idle_stand_tiptoes idle_stand_tiptoes.ska default_angles
{
client
{
0 sound sound/character/alice/idle_toes1.wav 1 .5 384
30 sound sound/character/alice/idle_toes2.wav 1 .5 384
}
}
idle_stand_rocktoes idle_stand_rocktoes.ska default_angles
{
client
{
0 sound sound/character/alice/idle_toes1.wav 1 .5 384
22 sound sound/character/alice/idle_toes2.wav 1 .5 384
}
}
idle_stand_shakeno idle_stand_shakeno.ska default_angles
idle_stand_nodyes idle_stand_nodyes.ska default_angles
idle_stand_2_idle_base_02 idle_stand_2_idle_base_02.ska default_angles
talk_01 talk_01.ska default_angles
talk_02 talk_02.ska default_angles
talk_03 talk_03.ska default_angles
talk_04 talk_04.ska default_angles
talk_gnomes_01 talk_gnomes_01.ska default_angles
talk_gnomes_02 talk_gnomes_02.ska default_angles
kneel_idle kneel_idle.ska default_angles
kneel_shakeno kneel_shakeno.ska default_angles
kneel_2_weep kneel_2_weep.ska default_angles
kneel_2_base_02 kneel_2_base_02.ska default_angles
weep_loop weep_loop.ska default_angles
{
client
{
0 loopsound sound/character/alice/weep_loop.wav .5 384
}
}
weep_sobbing weep_sobbing.ska default_angles
{
client
{
0 loopsound sound/character/alice/weep.wav .5 384
}
}
weep_2_kneel weep_2_kneel.ska default_angles
//
// WEAPON IDLES
//
knife_idle1 knife_idle_gen_01.ska default_angles
{
client
{
26 sound sound/character/alice/idle_knife_click1.wav 1 .2 384
45 sound sound/character/alice/idle_knife_click2.wav 1 .2 384
63 sound sound/character/alice/idle_knife_click1.wav 1 .2 384
}
}
knife_idle2 knife_idle_gen_02.ska default_angles
{
client
{
0 sound sound/character/alice/idle_toss.wav 1 .2 384
21 sound sound/character/alice/idle_knife_rub.wav 1 .2 384
}
}
knife_idle3 knife_idle_1.ska default_angles
{
client
{
12 sound sound/character/alice/idle_swish_1.wav 1 .3 384
26 sound sound/character/alice/idle_swish_2.wav 1 .3 384
}
}
knife_idle4 knife_idle_2.ska default_angles
{
client
{
18 sound sound/character/alice/idle_toss.wav 1 .2 384
34 sound sound/character/alice/idle_knife_click1.wav 1 .2 384
}
}
knife_idle5 knife_idle_3.ska default_angles
{
client
{
0 sound sound/character/alice/idle_knife_spin.wav 1 .4 384
32 sound sound/character/alice/idle_toss.wav 1 .2 384
45 sound sound/character/alice/idle_knife_click1.wav 1 .2 384
}
}
mallet_idle1 mallet_idl_gen_01.ska default_angles
{
client
{
68 sound sound/character/alice/idle_mallet_hit.wav 1 .3 384
95 sound sound/character/alice/idle_mallet_pain.wav 1 .3 384
}
}
mallet_idle2 mallet_idl_gen_02.ska default_angles
{
client
{
12 sound sound/character/alice/idle_mallet_2.wav 1 .4 384
19 sound sound/character/alice/idle_mallet_2.wav 1 .4 384
40 sound sound/character/alice/idle_mallet_1.wav 1 .4 384
47 sound sound/character/alice/idle_mallet_1.wav 1 .4 384
}
}
mallet_idle3 mallet_idl_1.ska default_angles
{
server
{
14 hideweapon 1
14 attachmodel w_mallet.tik tag_01
89 removeattachedmodel tag_01
89 hideweapon 0
}
client
{
8 sound sound/character/alice/idle_toss.wav 1 .3 384
32 sound sound/character/alice/idle_mallet_drop.wav 1 .3 384
73 sound sound/character/alice/idle_move_4.wav 1 .1 384
89 sound sound/character/alice/idle_clicks_2.wav 1 .3 384
94 sound sound/character/alice/idle_move_3.wav 1 .1 384
}
}
mallet_idle4 mallet_idl_2.ska default_angles
{
server
{
7 hideweapon 1
7 attachmodel w_mallet.tik tag_01
17 removeattachedmodel tag_01
17 hideweapon 0
}
client
{
0 sound sound/character/alice/idle_toss.wav 1 .3 384
17 sound sound/character/alice/idle_clicks_2.wav 1 .2 384
}
}
mallet_idle5 mallet_idl_3.ska default_angles
{
server
{
12 attachmodel croquetball.tik tag_ball_linked
18 removeattachedmodel tag_ball_linked
19 attachmodel croquetball.tik tag_02
57 removeattachedmodel tag_02
}
client
{
12 sound sound/character/alice/idle_mallet_5.wav 1 .3 384
}
}
cards_idle1 cards_idl_gen_01.ska default_angles
{
server
{
9 attachmodel w_card_loose.tik tag_ball_linked
60 removeattachedmodel tag_ball_linked
}
client
{
10 sound sound/character/alice/idle_move_5.wav 1 .3 384
55 sound sound/character/alice/idle_move_2.wav 1 .3 384
}
}
cards_idle2 cards_idl_1.ska default_angles
{
server
{
8 attachmodel w_card_loose.tik tag_ball_linked
29 removeattachedmodel tag_ball_linked
30 attachmodel w_card_loose.tik tag_01
47 removeattachedmodel tag_01
48 attachmodel w_card_loose.tik tag_head
67 removeattachedmodel tag_head
67 attachmodel w_card_loose.tik tag_ball_linked
112 removeattachedmodel tag_ball_linked
//blood spurt from tag_02 on frame 47.
}
client
{
10 sound sound/character/alice/idle_move_5.wav 1 .3 384
25 sound sound/character/alice/idle_toss.wav 1 .3 384
47 sound sound/character/alice/idle_cardhit.wav 1 .3 384
83 sound sound/character/alice/idle_pull.wav 1 .3 384
107 sound sound/character/alice/idle_move2.wav 1 .3 384
}
}
cards_idle3 cards_idl_2.ska default_angles
{
server
{
8 attachmodel w_card_loose.tik tag_ball_linked
29 removeattachedmodel tag_ball_linked
30 attachmodel w_card_loose.tik tag_01
47 removeattachedmodel tag_01
}
client
{
10 sound sound/character/alice/idle_move_5.wav 1 .3 384
25 sound sound/character/alice/idle_toss.wav 1 .3 384
46 sound sound/character/alice/idle_move_3.wav 1 .3 384
}
}
cards_idle4 cards_idl_3.ska default_angles
{
server
{
10 attachmodel w_card_loose.tik tag_ball_linked
45 removeattachedmodel tag_ball_linked
86 attachmodel w_card_loose.tik tag_ball_linked
113 removeattachedmodel tag_ball_linked
}
client
{
10 sound sound/character/alice/idle_move_5.wav 1 .3 384
43 sound sound/character/alice/idle_toss.wav 1 .5 384
83 sound sound/character/alice/idle_toss.wav 1 .5 384
112 sound sound/character/alice/idle_move_2.wav 1 .3 384
}
}
jbomb_idle1 jbomb_idl_gen_01.ska default_angles
{
server
{
14 hideweapon 1
14 attachmodel w_jackbomb_new.tik tag_02
79 removeattachedmodel tag_02
79 hideweapon 0
}
client
{
52 sound sound/character/alice/idle_jack_open.wav 1 .3 384
}
}
jbomb_idle2 jbomb_idl_1.ska default_angles
{
server
{
12 hideweapon 1
12 attachmodel w_jackbomb.tik tag_03
67 removeattachedmodel tag_03
67 hideweapon 0
}
client
{
13 sound sound/character/alice/idle_jack_drop.wav 0 .3 384
19 sound sound/character/alice/idle_move_1.wav 0 .1 384
24 sound sound/character/alice/footstep1.wav 0 .1 384
27 sound sound/character/alice/idle_move_2.wav 0 .1 384
32 sound sound/character/alice/footstep1.wav 0 .1 384
35 sound sound/character/alice/idle_move_1.wav 1 .1 384
42 sound sound/character/alice/footstep1.wav 0 .1 384
47 sound sound/character/alice/footstep2.wav 0 .2 384
54 sound sound/character/alice/idle_move_3.wav 0 .2 384
70 sound sound/character/alice/idle_move_5.wav 0 .2 384
}
}
jbomb_idle3 jbomb_idl_2.ska default_angles
{
server
{
16 hideweapon 1
16 attachmodel w_jackbomb.tik tag_03
172 removeattachedmodel tag_03
172 hideweapon 0
}
client
{
8 sound sound/character/alice/idle_toss.wav 0 .3 384
31 sound sound/character/alice/idle_jack_drop.wav 0 .2 384
43 sound sound/character/alice/footstep1.wav 0 .2 384
57 sound sound/character/alice/footstep2.wav 0 .2 384
160 sound sound/character/alice/idle_move_6.wav 0 .1 384
175 sound sound/character/alice/idle_move_7.wav 0 .1 384
}
}
//////////////////////////////////////////////////////////////
//
// MOVEMENT
//
//////////////////////////////////////////////////////////////
noclip run_smallwep.ska deltadriven
walk_nowep walk_nowep.ska deltadriven
walk_nowep_curious walk_curious.ska deltadriven
walk_nowep_sneaky walk_sneaky.ska deltadriven crossblend 700
walk_smallwep walk_smallwep.ska deltadriven
walk_back_smallwep walk_back_smallwep.ska deltadriven
run_nowep run_nowep.ska deltadriven
{
client
{
4 sound sound/character/alice/footstep1.wav 0 .6 384
10 sound sound/character/alice/footstep2.wav 0 .6 384
}
}
run_smallwep run_smallwep.ska deltadriven
{
client
{
4 sound sound/character/alice/footstep1.wav 0 .6 384
10 sound sound/character/alice/footstep2.wav 0 .6 384
}
}
run_back_smallwep run_back_smallwep.ska deltadriven
{
client
{
1 sound sound/character/alice/footstep1.wav 0 .6 384
7 sound sound/character/alice/footstep2.wav 0 .6 384
}
}
run_back_nowep run_back_nowep.ska deltadriven
{
client
{
1 sound sound/character/alice/footstep1.wav 0 .6 384
7 sound sound/character/alice/footstep2.wav 0 .6 384
}
}
swim_tred swim_tred.ska crossblend 500
{
client
{
0 loopsound sound/character/alice/swimloop.wav .7 384
0 sound sound/character/alice/swim2.wav 0 .6 384
}
}
swim_tred_wep swim_tred_wep.ska crossblend 500
{
client
{
0 loopsound sound/character/alice/swimloop.wav .7 384
0 sound sound/character/alice/swim2.wav 0 .6 384
}
}
swim_forward_frog swim_frog.ska crossblend 500
{
client
{
0 loopsound sound/character/alice/swimloop.wav .7 384
0 sound sound/character/alice/swim1.wav 0 .6 384
}
}
// These are used by fakeplayer
walk walk_nowep.ska
walk_curious walk_curious.ska
walk_sneaky walk_sneaky.ska
run run_nowep.ska
{
client
{
4 sound sound/character/alice/footstep1.wav 0 .5 384
10 sound sound/character/alice/footstep2.wav 0 .5 384
}
}
//////////////////////////////////////////////////////////////
//
// PAINS and DEATH
//
//////////////////////////////////////////////////////////////
pain_front pain_front.ska
{
client
{
0 sound sound/character/alice/pain1.wav 1 .7 384
}
}
pain_back pain_back.ska
{
client
{
0 sound sound/character/alice/pain2.wav 1 .7 384
}
}
pain_left pain_left.ska
{
client
{
0 sound sound/character/alice/pain3.wav 1 .7 384
}
}
pain_right pain_right.ska
{
client
{
0 sound sound/character/alice/pain4.wav 1 .7 384
}
}
pain_water1 pain_strong_left.ska
{
client
{
0 sound sound/character/alice/pain_water1.wav 1 .7 384
}
}
pain_water2 pain_strong_right.ska
{
client
{
0 sound sound/character/alice/pain_water1.wav 1 .7 384
}
}
pain_strong_left pain_strong_left.ska
{
client
{
0 sound sound/character/alice/pain_strong1.wav 1 .7 384
}
}
pain_strong_right pain_strong_right.ska
{
client
{
0 sound sound/character/alice/pain_strong2.wav 1 .7 384
}
}
pain_knockdown pain_knockdown.ska default_angles
{
client
{
0 sound sound/character/alice/pain_knockdown.wav 1 .7 384
}
}
death death_forward.ska // fakeplayer
{
client
{
0 sound sound/character/alice/death.wav 1 .7 384
}
}
death_forward death_forward.ska default_angles
{
client
{
0 sound sound/character/alice/death_forward.wav 1 .7 384
}
}
death_gib death_gib_head.ska default_angles
{
client
{
0 sound sound/character/alice/death_gib.wav 1 .7 384
}
server
{
0 surface material1 +nodraw
0 surface material2 +nodraw
1 attachmodel fx_bspurt_decap.tik tag_gib_head 1 "" 0 5
1 attachmodel fx_rgib_decap.tik tag_head 1 "" 0 5
}
}
death_knockback death_knockback.ska default_angles
{
client
{
0 sound sound/character/alice/death_knockback.wav 1 .7 384
}
}
death_knockforward death_knockforward.ska default_angles
{
client
{
0 sound sound/character/alice/death_knockforward.wav 1 .7 384
}
}
death_faint death_faint.ska default_angles
{
client
{
0 sound sound/character/alice/death_faint.wav 1 .7 384
}
}
death_hard death_hard.ska default_angles
{
client
{
0 sound sound/character/alice/death_hard.wav 1 .7 384
}
}
death_hideous death_hideous.ska default_angles
{
client
{
entry sound sound/character/alice/death_hideous.wav 1 .7 384
}
}
death_falling1 death_falling_01.ska default_angles
{
client
{
entry sound sound/character/alice/death_fall.wav 1 .7 384
}
}
death_falling2 death_falling_02.ska default_angles
{
client
{
entry sound sound/character/alice/death_fall.wav 1 .7 384
}
}
death_falling2_silent death_falling_02.ska default_angles
death_drown1 death_drown.ska default_angles
{
client
{
5 sound sound/character/alice/death_choke1.wav 1 .7 384
13 sound sound/character/alice/death_choke2.wav 1 .7 384
}
}
death_drown2 death_drowning_02.ska default_angles
{
client
{
5 sound sound/character/alice/death_choke3.wav 1 .7 384
}
}
//////////////////////////////////////////////////////////////
//
// HANGING
//
//////////////////////////////////////////////////////////////
hang_idle ledge_hang.ska default_angles
hang_pain ledge_pain.ska default_angles
{
client
{
0 sound sound/character/alice/pain4.wav 1 .7 384
}
}
shimmy_left ledge_shim_left.ska default_angles
shimmy_right ledge_shim_right.ska default_angles
climb_32 ledge_climb_32.ska default_angles
{
client
{
3 sound sound/character/alice/ledge_climb.wav 1 .7 384
}
}
climb_48 ledge_climb_48.ska default_angles
{
client
{
5 sound sound/character/alice/ledge_climb.wav 1 .7 384
20 sound sound/character/alice/footstep1.wav 1.7 384
26 sound sound/character/alice/footstep2.wav 1.7 384
}
}
climb_64 ledge_climb_64.ska default_angles
{
client
{
10 sound sound/character/alice/ledge_climb.wav 1 .7 384
30 sound sound/character/alice/footstep1.wav 1.7 384
37 sound sound/character/alice/footstep2.wav 1.7 384
}
}
ledge_pullup ledge_pullup.ska default_angles
{
client
{
7 sound sound/character/alice/ledge_climb.wav 1 .7 384
17 sound sound/character/alice/footstep1.wav 1.7 384
27 sound sound/character/alice/footstep2.wav 1.7 384
}
}
rope_grab ready_2_rope_climb.ska default_angles crossblend 100
{
client
{
1 sound sound/character/alice/rope_grab.wav 1 .6 384
}
}
rope_hang rope_hang.ska default_angles crossblend 300
rope_climb_up_left rope_climb_up_left.ska default_angles
{
client
{
1 sound sound/character/alice/climb_left.wav 1 .6 384
}
}
rope_climb_up_right rope_climb_up_right.ska default_angles
{
client
{
1 sound sound/character/alice/climb_right.wav 1 .6 384
}
}
rope_climb_down_left rope_climb_down_left.ska default_angles
{
client
{
1 sound sound/character/alice/climb_left.wav 1 .6 384
}
}
rope_climb_down_right rope_climb_down_right.ska default_angles
{
client
{
1 sound sound/character/alice/climb_right.wav 1 .6 384
}
}
rope_swing_forward rope_swing_forward.ska default_angles crossblend 500
{
client
{
entry sound sound/character/alice/rope1.wav 1 .6 384
}
}
rope_swing_backward rope_swing_backward.ska default_angles crossblend 500
{
client
{
entry sound sound/character/alice/rope2.wav 1 .6 384
}
}
//////////////////////////////////////////////////////////////
//
// JUMPING
//
//////////////////////////////////////////////////////////////
run_jump run_nowep.ska
{
server
{
1 jump
}
client
{
1 sound sound/character/alice/jump2.wav 1 .8 384
}
}
jump_small_takeoff jump_small_takeoff.ska
{
server
{
7 jump
}
client
{
6 sound sound/character/alice/jump.wav 1 .8 384
}
}
jump_long_takeoff jump_long_takeoff.ska
{
server
{
9 jump
}
client
{
9 sound sound/character/alice/jump2.wav 1 .8 384
}
}
// PGM - this is the alias so jump pathnodes work right
// it does not need a server side jump command, the pathnode does it.
jump jump_small_takeoff.ska
{
client
{
6 sound sound/character/alice/jump.wav 1 .8 384
}
}
fall jump_air_03.ska
land jump_small_land.ska
{
client
{
0 sound sound/character/alice/small_land.wav 1 .7 384
}
}
jump_falling1 jump_air_01.ska //crossblend 50
jump_falling2 jump_air_03.ska //crossblend 50
jump_falling3 jump_air_03.ska //crossblend 50
jump_small_land jump_small_land.ska crossblend 150
{
client
{
0 sound sound/character/alice/small_land.wav 1 .7 384
}
}
jump_long_land1 jump_long_land_01.ska crossblend 150
{
client
{
0 sound sound/character/alice/small_land.wav 1 .7 384
}
}
jump_long_land2 jump_long_land_02.ska crossblend 150
{
client
{
0 sound sound/character/alice/small_land.wav 1 .7 384
}
}
//////////////////////////////////////////////////////////////
//
// WEAPON SWITCHING
//
//////////////////////////////////////////////////////////////
putawayweapon wep_switch.ska
{
server
{
0 weapon_scale .75
1 weapon_scale 0.5
2 weapon_scale 0.25
3 weapon_scale 0.1
4 deactivateweapon righthand
4 cleartarget
}
client
{
0 sound sound/character/alice/weapon_away.wav 2 .5 384
}
}
changeweapon wep_switch.ska default_angles
{
server
{
0 weapon_scale .75
1 weapon_scale 0.5
2 weapon_scale 0.25
3 weapon_scale 0.1
4 deactivateweapon righthand
4 cleartarget
5 activatenewweapon
5 weapon_scale 0.1
6 weapon_scale 0.25
7 weapon_scale 0.7
8 weapon_scale 1.0
}
client
{
0 sound sound/character/alice/weapon_away.wav 2 .5 384
4 sound sound/character/alice/weapon_switch.wav 2 .5 384
}
}
//////////////////////////////////////////////////////////////
//
// POWERUPS
//
//////////////////////////////////////////////////////////////
grasshoppertea hopp.ska default_angles
{
client
{
0 sound sound/item/tea/pickup.wav 1 .7 384
}
}
//////////////////////////////////////////////////////////////
//
// ATTACKS
//
//////////////////////////////////////////////////////////////
knife_att_1_prim1 knife_att_1_prim_01.ska
{
server
{
7 knifeattack
}
client
{
5 sound sound/weapon/knife/knife_swing1.wav 2 .7 384
}
}
knife_att_1_prim2 knife_att_1_prim_02.ska
{
server
{
7 knifeattack
}
client
{
5 sound sound/weapon/knife/knife_swing2.wav 2 .7 384
}
}
knife_att_1_prim3 knife_att_1_prim_03.ska
{
server
{
7 knifeattack
}
client
{
5 sound sound/weapon/knife/knife_swing3.wav 2 .7 384
}
}
knife_att_1_alt knife_att_1_alt.ska
{
server
{
8 fire righthand alternate
}
client
{
6 sound sound/weapon/knife/knife_throw.wav 2 .7 384
}
}
mallet_att_1_prim1 mallet_att_3_prim_01.ska
{
server
{
first weapon_anim lectrocute
3 weapon_anim swipeon
4 weapon_anim grow
7 malletattack
8 weapon_anim shrink
8 weapon_anim swipeoff
13 weapon_anim lectrocute
}
client
{
0 sound sound/weapon/mallet/mallet_swing1.wav 2 .7 384
}
}
mallet_att_1_prim2 mallet_att_3_prim_02.ska
{
server
{
first weapon_anim lectrocute
3 weapon_anim swipeon
4 weapon_anim grow
7 malletattack
8 weapon_anim shrink
8 weapon_anim swipeoff
13 weapon_anim lectrocute
}
client
{
0 sound sound/weapon/mallet/mallet_swing2.wav 1 .7 384
}
}
mallet_att_3_alt mallet_att_3_alt.ska
{
server
{
3 weapon_anim lectrocute
3 attachmodel croquetball-toss.tik tag_ball_linked
7 removeattachedmodel tag_ball_linked
7 attachmodel croquetball-toss.tik tag_ball_free
10 weapon_anim swpidle
13 removeattachedmodel tag_ball_free
13 fire righthand alternate
18 weapon_anim swipeoff
19 weapon_anim lectrocute
}
client
{
2 sound sound/weapon/mallet/mallet_ball_swing.wav 1 .6 384
}
}
cards_att_prim cards_att_prim.ska
{
server
{
0 fire
}
}
cards_att_1_alt cards_att_1_alt.ska
{
server
{
3 attachmodel w_card_loose.tik tag_ball_linked
7 removeattachedmodel tag_ball_linked
7 fire righthand alternate
}
}
jbomb_att_2_prim dice_att.ska
{
server
{
7 fire
}
}
jbomb_att_2_alt dice_att.ska
{
server
{
7 fire righthand alternate
}
}
weapon_not_ready ready.ska
switch_to_knife ready.ska
{
server
{
enter use "knife"
}
}
//////////////////////////////////////////////////////////////
//
// MISCELLANEOUS
//
//////////////////////////////////////////////////////////////
asylum_rock asylum_rock.ska
sit sit.ska
use knife_att_1_prim_01.ska
{
server
{
9 usestuff
}
}
// Use_Object animations
use_lever use_lever.ska default_angles
// Alice shaking after being grabbed
held shake.ska
// In thermal
float float.ska
{
client
{
entry sound sound/character/alice/float.wav 0 .5 384
}
}
// Slinding down a slide
slide slide.ska
// Played on torso when idle in a recharger
use_recharger use_recharger.ska
// Played when Alice is on fire
burn burn.ska
{
client
{
entry sound sound/character/alice/burn_scream.wav 1 .7 384
// 0 loopsound sound/character/alice/burn.wav .7 384
}
}
// Special sits
sit_airship sit_airship.ska
sit_minecart sit_minecart.ska
// Gryphon riding loop
riding riding.ska
// drinking
drink drink.ska
{
client
{
entry sound sound/character/alice/drink.wav 1 .7 384
}
}
// config_jump
config_jump config_jump.ska
config_climb_down config_climb_down.ska
//////////////////////////////////////////////////////////////
// Add new animations that need to go into the game below.
/////////////////////////////////////////////////////////////
talk_gnomes_03 talk_gnomes_03.ska
}