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c_armyant.tik
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2000-11-20
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6KB
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355 lines
TIKI
$define armyworkdir sound/character/army_ant
setup
{
scale .73
radius 48
path models/characters/army_ant
surface body shader skin01.tga
surface top_head shader skin01.tga
surface top_arm_right shader skin01.tga
surface top_arm_left shader skin01.tga
surface top_body shader skin01.tga
surface cap_body shader models/fx/fx_caps/cap01
surface cap_head shader models/fx/fx_caps/cap01
skelmodel armyant_baseframe.skb
}
init
{
server
{
classname Actor
setsize "-36 -36 0" "36 36 72"
eyeoffset "0 0 64"
statemap ai/c_armyant.st
name "ArmyAnt"
manatype medium
visiondistance 1000
//simplepathfinding
proj_accuracy 0.5
proj_leading_accuracy 0.5
enemy
health 100
turnspeed 10
cache w_musket.tik
cache models/prj_bullet.tik
attachmodel w_musket.tik tag_weapon 1 "" 0
bloodmodel blood_spray_green.tik
deathshrink 5
surface cap_head +nodraw
surface cap_body +nodraw
aliascache snd_idle1 $armyworkdir$/idle1.wav
aliascache snd_idle2 $armyworkdir$/idle2.wav
}
client
{
cache $armyworkdir$/gunshot2.wav
cache $armyworkdir$/death1.wav
cache $armyworkdir$/death2.wav
cache $armyworkdir$/death3.wav
cache $armyworkdir$/death_gib1.wav
cache $armyworkdir$/death_gib2.wav
cache $armyworkdir$/death_gib3.wav
cache $armyworkdir$/pain1.wav
cache $armyworkdir$/pain2.wav
cache $armyworkdir$/pain3.wav
cache $armyworkdir$/alert1_1.wav
cache $armyworkdir$/alert1_2.wav
cache $armyworkdir$/walk_fast.wav
cache $armyworkdir$/walk_medium.wav
cache $armyworkdir$/walk_slow.wav
cache $armyworkdir$/walk.wav
cache $armyworkdir$/run.wav
cache $armyworkdir$/retreat_1.wav
cache $armyworkdir$/retreat_2.wav
cache $armyworkdir$/attack_1.wav
}
}
animations
{
idle idle_1.ska
idle2 idle_2.ska
death_frozen death_1.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
0 freeze 1
15 setframe 15
}
}
death_11 death_1.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
}
client
{
0 sound $armyworkdir$/death1.wav 0 1 128
}
}
death_12 death_2.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
}
client
{
2 sound $armyworkdir$/death2.wav 0 1 128
}
}
death_13 death_3.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
}
client
{
0 sound $armyworkdir$/death3.wav 0 1 128
}
}
death_1gib1 death_1.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
1 spawngib "0 0 32" 0 32 "cap_head" death_gib1 top_head
1 attachmodel fx_bspurt2_grn.tik tag_gib_head 1 "" 0 5
}
client
{
0 sound $armyworkdir$/death_gib1.wav 0 1 128
}
}
death_1gib2 death_2.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
1 spawngib "0 0 32" 0 32 "cap_head" death_gib1 top_head
1 attachmodel fx_bspurt2_grn.tik tag_gib_head 1 "" 0 5
}
client
{
0 sound $armyworkdir$/death_gib2.wav 0 1 128
}
}
death_1gib3 death_1.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
1 spawngib "0 0 32" 0 32 "cap_body" death_11 top*
1 attachmodel fx_bspurt2_grn.tik tag_gib_body 1 "" 0 5
}
client
{
0 sound $armyworkdir$/death_gib3.wav 0 1 128
}
}
death_1gib4 death_gib_2.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
1 spawngib "0 0 32" 0 32 "cap_body" death_12 top*
1 attachmodel fx_bspurt2_grn.tik tag_gib_body 1 "" 0 5
}
}
death_gib1 death_gib_1.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
}
}
death_gib2 death_gib_2.ska
{
server
{
entry letgo
1 tossplayer "-24 -24 35"
}
}
pain1 pain_1.ska
{
client
{
0 sound $armyworkdir$/pain1.wav 0 1 128
}
}
pain2 pain_2.ska
{
client
{
0 sound $armyworkdir$/pain2.wav 0 1 128
}
}
pain3 pain_3.ska
{
client
{
0 sound $armyworkdir$/pain3.wav 0 1 128
}
}
alert_1 alert_1.ska
{
client
{
0 sound $armyworkdir$/alert1_1.wav 0 1 128
}
}
alert_2 alert_2.ska
{
client
{
0 sound $armyworkdir$/alert1_2.wav 0 1 128
}
}
walk_fast walk_fast.ska
{
client
{
0 sound $armyworkdir$/walk_fast.wav 0 1 128
}
}
walk_medium walk_medium.ska
{
client
{
0 sound $armyworkdir$/walk_medium.wav 0 1 128
}
}
walk_slow walk_slow.ska
{
client
{
0 sound $armyworkdir$/walk_slow.wav 0 1 128
}
}
walk walk_medium.ska
{
client
{
0 sound $armyworkdir$/walk.wav 0 1 128
}
}
run walk_fast.ska
{
client
{
0 sound $armyworkdir$/run.wav 0 1 128
}
}
retreat_1 retreat_1.ska
{
client
{
0 sound $armyworkdir$/retreat_1.wav 0 1 128
}
}
retreat_2 retreat_2.ska
{
client
{
0 sound $armyworkdir$/retreat_2.wav 0 1 128
}
}
attack_1 attack_1.ska
{
server
{
15 melee 20
}
client
{
0 sound $armyworkdir$/attack_1.wav 0 1 128
}
}
attack_2_start attack_2_start.ska
{
server
{
//10 melee 20
}
}
//attack_2_fling attack_2_fling.ska
raise attack_2_fling.ska
{
server
{
13 letgo
14 tossplayer "-240 -240 350"
}
client
{
1 sound $armyworkdir$/pickup.wav 0 1 128
12 sound $armyworkdir$/raise.wav 0 1 128
}
}
attack_2_2idle attack_2_2idle.ska
attack_3_idle_2fire attack_3_idle_2fire.ska
attack_3_fire_idle attack_3_fire_idle.ska
attack_3_fire attack_3_fire.ska
{
server
{
2 proj tag_barrel prj_bullet.tik
}
client
{
2 tagspawn tag_barrel
(
count 7
model detailsmoke.spr
avelocity 0 0 0
randvel random 50 crandom 75 crandom 75
randomroll 1
accel -50 0 50
dietouch
fade
life 1.5
scale 0.5
scalerate 1.7
)
2 sound $armyworkdir$/gunshot2.wav 0 1 256
}
}
attack_3_fire_2idle attack_3_fire_2idle.ska
pushwalk push_walk.ska
{
client
{
0 sound $armyworkdir$/walk.wav 0 1 128
}
}
push push_1.ska
}
/*QUAKED Enemies_Army-Ant (1 0.5 0) (-36 -36 0) (36 36 72) x x x x x x TRIGGER_SPAWNED
The militant Army Ant!
What he wouldn't give for a Kentucky repeater...
He does more before 6am than...
*/