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Text File  |  2000-11-20  |  4KB  |  233 lines

  1. TIKI
  2. $define knightworkdir sound/character/chess_piece/knight
  3.  
  4. setup
  5.     {
  6.     scale 1
  7.     lod_scale 8
  8.     radius 32
  9.     path models/characters/chess_knight
  10.     surface material1 shader skin01r.tga
  11.     skelmodel chessknight_baseframe.skb
  12.     }
  13.  
  14. init
  15. {
  16.     server
  17.     {
  18.         classname Actor
  19.         setsize "-32 -32 0" "32 32 80"
  20.         eyeoffset "0 0 72"
  21.         statemap ai/c_chess_knight.st
  22.         name "Red Knight"
  23.         manatype large
  24.         visiondistance 800
  25.         enemy
  26.         health 150
  27.         painthreshold 50
  28.         turnspeed 10
  29.         deathshrink
  30.         cache fx_sparkhit2.tik
  31.         bounceoffeffect fx_sparkhit2.tik
  32.         cache w_knightsword.tik
  33.         cache w_knightshield.tik
  34.         attachmodel w_knightsword.tik tag_weapon 1 "" 0
  35.         attachmodel w_knightshield.tik tag_shield 1 "" 0
  36.         bloodmodel blood_spray.tik
  37.     }
  38.  
  39.     client
  40.     {
  41.         cache $knightworkdir$/alert1.wav
  42.         cache $knightworkdir$/alert2.wav
  43.         cache $knightworkdir$/attack_1.wav
  44.         
  45.         cache $knightworkdir$/block_1.wav
  46.         cache $knightworkdir$/block_2.wav
  47.  
  48.         cache $knightworkdir$/death1.wav
  49.         cache $knightworkdir$/death2.wav
  50.         
  51.         cache $knightworkdir$/pain_front.wav
  52.         cache $knightworkdir$/pain_right.wav
  53.         cache $knightworkdir$/pain_left.wav
  54.         
  55.         cache $knightworkdir$/twitch1.wav
  56.         cache $knightworkdir$/twitch2.wav
  57.         cache $knightworkdir$/twitch3.wav
  58.  
  59.  
  60.         cache $knightworkdir$/walk_1.wav
  61.         cache $knightworkdir$/walk_2.wav
  62.  
  63.  
  64.  
  65.  
  66.         
  67.     
  68.     }
  69. }
  70.  
  71. animations
  72. {
  73.     idle            stand_idle_1.ska    
  74.     twitch1            stand_idle_2.ska
  75.     {
  76.         client
  77.         {
  78.             10 sound $knightworkdir$/twitch1.wav 0 .6 128
  79.         }
  80.     }
  81.     twitch2            stand_idle_3.ska
  82.     {
  83.         client
  84.         {
  85.             2 sound $knightworkdir$/twitch2.wav 0 .6 128
  86.         }
  87.     }
  88.     twitch3            stand_idle_4.ska
  89.     {
  90.         client
  91.         {
  92.             0 sound $knightworkdir$/twitch3.wav 0 .6 128
  93.         }
  94.     }
  95.     block_1            block_1a.ska        crossblend 75
  96.     {
  97.         client
  98.         {
  99.             0 sound $knightworkdir$/block_1.wav 0 .6 128
  100.         }
  101.     }
  102.     block_2            block_1b.ska
  103.     {
  104.         client
  105.         {
  106.             10 sound $knightworkdir$/block_2.wav 0 .6 128
  107.         }
  108.     }
  109.     alert1            alert_1.ska
  110.     {
  111.         client
  112.         {
  113.             2 sound $knightworkdir$/alert1.wav 0 .6 128
  114.         }
  115.     }
  116.     alert2            alert_2.ska
  117.     {
  118.         client
  119.         {
  120.             2 sound $knightworkdir$/alert2.wav 0 .6 128
  121.         }
  122.     }
  123.     stand_2_talk        stand_2_talk.ska
  124.     {
  125.         server
  126.         {
  127.             21 removeattachedmodel tag_weapon
  128.             21 attachmodel w_knightsword.tik tag_sheathed 1 "" 0
  129.         }
  130.     }
  131.     talk            talk_1.ska
  132.     talk_twitch1        talk_2.ska
  133.     talk_twitch2        talk_3.ska
  134.     talk_2_stand        talk_2_stand.ska
  135.     {
  136.         server
  137.         {
  138.             8 removeattachedmodel tag_sheathed
  139.             8 attachmodel w_knightsword.tik tag_weapon 1 "" 0
  140.         }
  141.     }
  142.     stand_2_ready    stand_2_ready.ska
  143.     ready_2_stand    ready_2_stand.ska
  144.     walk_1        walk_1.ska
  145.     {
  146.         client
  147.         {
  148.             2 sound $knightworkdir$/walk_1.wav 0 .6 128
  149.         }
  150.     }
  151.     walk_2        walk_2.ska
  152.     {
  153.         client
  154.         {
  155.             2 sound $knightworkdir$/walk_2.wav 0 .6 128
  156.         }
  157.     }
  158.     // for scripting
  159.     walk            walk_1.ska
  160.     {
  161.         client
  162.         {
  163.             2 sound $knightworkdir$/walk_1.wav 0 .6 128
  164.         }
  165.     }
  166.     run            walk_2.ska
  167.     {
  168.         client
  169.         {
  170.             2 sound $knightworkdir$/walk_2.wav 0 .6 128
  171.         }
  172.     }
  173.     ready1        ready_idle_1.ska
  174.     attack_1        attack_1.ska
  175.     {
  176.         server
  177.         {
  178.             8 melee 10 "" "impale" "8 85 64" 2 1
  179.         }
  180.         client
  181.         {
  182.             0 sound $knightworkdir$/attack_1.wav 0 .6 128
  183.         }
  184.     }
  185.     pain_front        pain_1.ska
  186.     {
  187.         client
  188.         {
  189.             2 sound $knightworkdir$/pain_front.wav 0 .6 128
  190.         }
  191.     }
  192.     pain_right        pain_2.ska
  193.     {
  194.         client
  195.         {
  196.             2 sound $knightworkdir$/pain_right.wav 0 .6 128
  197.         }
  198.     }
  199.     pain_left        pain_3.ska
  200.     {
  201.         client
  202.         {
  203.             2 sound $knightworkdir$/pain_left.wav 0 .6 128
  204.         }
  205.     }
  206.     death1        death_1.ska
  207.     {
  208.         client
  209.         {
  210.             2 sound $knightworkdir$/death1.wav 0 .6 128
  211.         }
  212.     }    
  213.     death2        death_2.ska
  214.     {
  215.         client
  216.         {
  217.             2 sound $knightworkdir$/death2.wav 0 .6 128
  218.         }
  219.     }    
  220.     death_frozen    death_1.ska
  221.     {
  222.         server
  223.         {
  224.             0 freeze 1
  225.             3 setframe 3
  226.         }
  227.     }
  228. }
  229.  
  230.  
  231. /*QUAKED Characters_chess_red_knight (1 0.5 0) (-28 -28 0) (28 28 80)
  232. Chess Red Knight
  233. */