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c_chess_rook.tik
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Text File
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2000-11-20
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4KB
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226 lines
TIKI
$define rookworkdir sound/character/chess_piece/rook
setup
{
scale 1
lod_scale 7
radius 24
path models/characters/chess_rook
surface material1 shader skin01.tga
skelmodel chessrook_baseframe.skb
}
init
{
server
{
classname Actor
setsize "-20 -20 0" "20 20 88"
eyeoffset "0 0 72"
statemap ai/c_chess_rook.st
name "Rook"
manatype large
enemytype goodguy
visiondistance 1200
civilian
nodamage
friend
health 200
painthreshold 75
turnspeed 10
deathshrink
bloodmodel blood_spray.tik
}
client
{
cache $rookworkdir$/alert1.wav
cache $rookworkdir$/alert2.wav
cache $rookworkdir$/attack_1_a.wav
cache $rookworkdir$/attack_1_b.wav
cache $rookworkdir$/attack_2_a.wav
cache $rookworkdir$/attack_2_b.wav
cache $rookworkdir$/attack_3.wav
cache $rookworkdir$/death1.wav
cache $rookworkdir$/death_back.wav
cache $rookworkdir$/pain1.wav
cache $rookworkdir$/pain_back.wav
cache $rookworkdir$/pain3.wav
cache $rookworkdir$/twitcha.wav
cache $rookworkdir$/twitchb.wav
cache $rookworkdir$/twitchc.wav
cache $rookworkdir$/walk_1.wav
cache $rookworkdir$/walk_2.wav
cache $rookworkdir$/walk.wav
}
}
animations
{
idle idle_1.ska
twitcha idle_2.ska
{
client
{
0 sound $rookworkdir$/twitcha.wav 0 .6 128
}
}
twitchb idle_3.ska
{
client
{
2 sound $rookworkdir$/twitchb.wav 0 .6 128
}
}
twitchc idle_4.ska
{
client
{
0 sound $rookworkdir$/twitchc.wav 0 .6 128
}
}
ready_idle ready_idle.ska
talk_idle talk_idle.ska
walk_1 walk_1.ska
{
client
{
entry sound $rookworkdir$/walk_1.wav 0 .6 128
}
}
walk_2 walk_2.ska
{
client
{
entry sound $rookworkdir$/walk_2.wav 0 .6 128
}
}
attack_1_A attack_1_A.ska
{
client
{
2 sound $rookworkdir$/attack_1_A.wav 0 .6 128
}
}
attack_1_B attack_1_B.ska
{
server
{
2 melee 15
}
client
{
2 sound $rookworkdir$/attack_1_B.wav 0 .6 128
}
}
attack_2_A attack_2_A.ska
{
client
{
2 sound $rookworkdir$/attack_2_A.wav 0 .6 128
}
}
attack_2_B attack_2_B.ska
{
server
{
2 melee 15
}
client
{
2 sound $rookworkdir$/attack_2_B.wav 0 .6 128
}
}
attack_3 attack_3.ska
{
server
{
9 melee 15
}
client
{
2 sound $rookworkdir$/attack_3.wav 0 .6 128
}
}
alert1 alert_1.ska
{
client
{
2 sound $rookworkdir$/alert1.wav 0 .6 128
}
}
alert2 alert_2.ska
{
client
{
2 sound $rookworkdir$/alert2.wav 0 .6 128
}
}
pain1 pain_1.ska
{
client
{
1 sound $rookworkdir$/pain1.wav 0 .6 128
}
}
pain_back pain_2.ska
{
client
{
2 sound $rookworkdir$/pain_back.wav 0 .6 128
}
}
pain3 pain_3.ska
{
client
{
0 sound $rookworkdir$/pain3.wav 0 .6 128
}
}
death1 death_1.ska
{
client
{
2 sound $rookworkdir$/death1.wav 0 .6 128
}
}
death_back death_2.ska
{
client
{
2 sound $rookworkdir$/death_back.wav 0 .6 128
}
}
death_frozen death_1.ska
{
server
{
0 freeze 1
3 setframe 3
}
}
talk1 talk_1.ska
talk2 talk_2.ska
talk3 talk_3.ska
walk walk_1.ska
{
client
{
entry sound $rookworkdir$/walk.wav 0 .6 128
}
}
}
/*QUAKED Characters_chess_rook (1 0.5 0) (-20 -20 0) (20 20 88) x x x x x x TRIGGER_SPAWNED
Chess Rook
*/