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Text File  |  2000-11-20  |  7KB  |  366 lines

  1. TIKI
  2. $define ladyworkdir sound/character/ladybug
  3.  
  4. setup
  5. {
  6.     scale 1
  7.     radius 32
  8.     path models/characters/ladybug
  9.     surface body_parts    shader    skin02.tga
  10.     surface body         shader    skin02.tga
  11.     surface top_head      shader    skin01.tga
  12.     surface leg_01        shader    skin02.tga
  13.     surface top_left_wing    shader    skin01.tga
  14.     surface leg_02        shader    skin02.tga
  15.     surface top_right_wing    shader    skin01.tga
  16.     surface leg_03        shader    skin02.tga
  17.     surface top_eyes    shader    skin02.tga
  18.     skelmodel ladybug_baseframe.skb
  19. }
  20.  
  21. init
  22. {
  23.     server
  24.     {
  25.         classname     Actor
  26.         name        "LadyBug"
  27.         setsize    "-32 -32 0" "32 32 64"
  28.         statemap     ai/c_ladybug.st
  29.         manatype     medium
  30.         max_inactive_time    999999
  31.         visiondistance 2048
  32.         fov         360
  33.         health     1039
  34.         painthreshold 25
  35.         enemy
  36.         fly
  37.         mass         150
  38.         turnspeed     8
  39.         deathsink
  40.         havething    1 1
  41.         cache w_acorn.tik
  42.         cache prj_acorn.tik
  43.         attachmodel w_acorn.tik tag_weapon 1 "" 0
  44.         bloodmodel     blood_spray_sparks.tik
  45.         aliascache snd_idle1 $ladyworkdir$/idle1.wav
  46.         aliascache snd_idle2 $ladyworkdir$/idle2.wav
  47.     }
  48.     client
  49.     {
  50.         cache $ladyworkdir$/idle.wav
  51.         cache $ladyworkdir$/idle_glide_dive.wav
  52.         cache $ladyworkdir$/idle_glide_return.wav
  53.         cache $ladyworkdir$/alert_left.wav
  54.         cache $ladyworkdir$/alert_right.wav
  55.         cache $ladyworkdir$/death_land.wav
  56.         cache $ladyworkdir$/death_air.wav
  57.         cache $ladyworkdir$/death_hit.wav
  58.         cache $ladyworkdir$/pain_center.wav
  59.         cache $ladyworkdir$/pain_left.wav
  60.         cache $ladyworkdir$/pain_right.wav
  61.         cache $ladyworkdir$/attack_bomb.wav    
  62.         cache $ladyworkdir$/cheer_loop.wav        
  63.     }
  64. }
  65.  
  66. animations
  67. {
  68.     idle_spin                idle_spin.ska
  69.     {
  70.         client
  71.         {
  72.             entry loopsound $ladyworkdir$/idle.wav 1 384
  73.         }
  74.     }
  75.     idle_spin_acorn            idle_spin_acorn.ska
  76.     {
  77.         client
  78.         {
  79.             entry loopsound $ladyworkdir$/idle.wav 1 384
  80.         }
  81.     }
  82.     idle_flip                idle_flip.ska
  83.     {
  84.         client
  85.         {
  86.             entry loopsound $ladyworkdir$/idle.wav 1 384
  87.             0 sound $ladyworkdir$/idle_flip.wav 0 1 384
  88.         }
  89.     }
  90.     idle_flip_acorn            idle_flip_acorn.ska
  91.     {
  92.         client
  93.         {
  94.             entry loopsound $ladyworkdir$/idle.wav 1 384
  95.             0 sound $ladyworkdir$/idle_flip.wav 0 1 384
  96.         }
  97.     }
  98.     idle                    idle_glide.ska
  99.     {
  100.         client
  101.         {
  102.             entry loopsound $ladyworkdir$/idle.wav 1 384
  103.         }
  104.     }
  105.     idle_glide                idle_glide.ska
  106.     {
  107.         client
  108.         {
  109.         }
  110.     }
  111.     idle_glide_dive            idle_glide_dive.ska
  112.     {
  113.         client
  114.         {
  115.             entry sound $ladyworkdir$/idle_glide_dive.wav 0 1 384
  116.         }
  117.     }
  118.     idle_glide_air            idle_glide_air.ska
  119.     {
  120.         client
  121.         {
  122.         }
  123.     }
  124.     idle_glide_return            idle_glide_return.ska
  125.     {
  126.         client
  127.         {
  128.             entry sound $ladyworkdir$/idle_glide_return.wav 0 1 384
  129.         }
  130.     }
  131.     idle_glide_acorn            idle_glide_acorn.ska
  132.     {
  133.         client
  134.         {
  135.         }
  136.     }
  137.     idle_glide_acorn_dive        idle_glide_acorn_dive.ska
  138.     {
  139.         client
  140.         {
  141.             entry sound $ladyworkdir$/idle_glide_dive.wav 0 1 384
  142.         }
  143.     }
  144.     idle_glide_acorn_air        idle_glide_acorn_air.ska
  145.     {
  146.         client
  147.         {
  148.         }
  149.     }
  150.     idle_glide_acorn_return        idle_glide_acorn_return.ska
  151.     {
  152.         client
  153.         {
  154.             entry sound $ladyworkdir$/idle_glide_return.wav 0 1 384
  155.         }
  156.     }
  157.  
  158.     alert_right                alert_right.ska
  159.     {
  160.         client
  161.         {
  162.             entry loopsound $ladyworkdir$/idle.wav 1 384
  163.             0 sound $ladyworkdir$/alert_right.wav 0 1 384
  164.         }
  165.     }
  166.     alert_right_acorn            alert_right_acorn.ska
  167.     {
  168.         client
  169.         {
  170.             entry loopsound $ladyworkdir$/idle.wav 1 384
  171.             0 sound $ladyworkdir$/alert_right.wav 0 1 384
  172.         }
  173.     }
  174.     alert_left                alert_left.ska
  175.     {
  176.         client
  177.         {
  178.             entry loopsound $ladyworkdir$/idle.wav 1 384
  179.             0 sound $ladyworkdir$/alert_left.wav 0 1 384
  180.         }
  181.     }
  182.     alert_left_acorn            alert_left_acorn.ska
  183.     {
  184.         client
  185.         {
  186.             entry loopsound $ladyworkdir$/idle.wav 1 384
  187.             0 sound $ladyworkdir$/alert_left.wav 0 1 384
  188.         }
  189.     }
  190.     fly_normal                fly_normal.ska
  191.     {
  192.         client
  193.         {
  194.             entry loopsound $ladyworkdir$/idle.wav 1 384
  195.         }
  196.     }
  197.     fly_normal_acorn            fly_normal_acorn.ska
  198.     {
  199.         client
  200.         {
  201.             entry loopsound $ladyworkdir$/idle.wav 1 384
  202.         }
  203.     }
  204.     fly_fast                fly_fast.ska
  205.     {
  206.         client
  207.         {
  208.             entry loopsound $ladyworkdir$/idle.wav 1 384
  209.         }
  210.     }
  211.     fly_fast_acorn            fly_fast_acorn.ska
  212.     {
  213.         client
  214.         {
  215.             entry loopsound $ladyworkdir$/idle.wav 1 384
  216.         }
  217.     }
  218.  
  219.     attack_bomb                attack_bomb.ska
  220.     {
  221.         server
  222.         {
  223.             10 removeattachedmodel tag_weapon
  224.             10 proj tag_weapon prj_acorn.tik
  225.         }
  226.         client
  227.         {
  228.             entry loopsound $ladyworkdir$/idle.wav 1 384
  229.             0 sound $ladyworkdir$/attack_bomb.wav 0 1 384
  230.         }
  231.     }
  232.  
  233.     special_cheering            special_cheering.ska
  234.     {
  235.         client
  236.         {
  237.             0 loopsound $ladyworkdir$/cheer_loop.wav 1 384
  238.         }
  239.     }
  240.     special_cheering_start        special_cheering_start.ska
  241.     {
  242.         client
  243.         {
  244.             0 loopsound $ladyworkdir$/cheer_loop.wav 1 384
  245.         }
  246.     }
  247.     special_cheering_middle        special_cheering_middle.ska
  248.     {
  249.         client
  250.         {
  251.             0 loopsound $ladyworkdir$/cheer_loop.wav 1 384
  252.         }
  253.     }
  254.     special_cheering_end        special_cheering_end.ska
  255.     {
  256.         client
  257.         {
  258.             0 loopsound $ladyworkdir$/cheer_loop.wav 1 384
  259.         }
  260.     }
  261.     special_takeoff            special_takeoff.ska
  262.  
  263.     pain_right                pain_right.ska
  264.     {
  265.         client
  266.         {
  267.             entry loopsound $ladyworkdir$/idle.wav 1 384
  268.             0 sound $ladyworkdir$/pain_right.wav 0 1 384
  269.         }
  270.     }
  271.     pain_right_acorn            pain_right_acorn.ska
  272.     {
  273.         client
  274.         {
  275.             entry loopsound $ladyworkdir$/idle.wav 1 384
  276.             0 sound $ladyworkdir$/pain_right.wav 0 1 384
  277.         }
  278.     }
  279.     pain_left                pain_left.ska
  280.     {
  281.         client
  282.         {
  283.             entry loopsound $ladyworkdir$/idle.wav 1 384
  284.             0 sound $ladyworkdir$/pain_left.wav 0 1 384
  285.         }
  286.     }
  287.     pain_left_acorn            pain_left_acorn.ska
  288.     {
  289.         client
  290.         {
  291.             entry loopsound $ladyworkdir$/idle.wav 1 384
  292.             0 sound $ladyworkdir$/pain_left.wav 0 1 384
  293.         }
  294.     }
  295.     pain_center                pain_center.ska
  296.     {
  297.         client
  298.         {
  299.             entry loopsound $ladyworkdir$/idle.wav 1 384
  300.             0 sound $ladyworkdir$/pain_center.wav 0 1 384
  301.         }
  302.     }
  303.     pain_center_acorn            pain_center_acorn.ska
  304.     {
  305.         client
  306.         {
  307.             entry loopsound $ladyworkdir$/idle.wav 1 384
  308.             0 sound $ladyworkdir$/pain_center.wav 0 1 384
  309.         }
  310.     }
  311.     death_hit                death_hit.ska
  312.     {
  313.         client
  314.         {
  315.             0 sound $ladyworkdir$/death_hit.wav 0 1 384
  316.         }
  317.     }
  318.     death_hit_acorn            death_hit.ska
  319.     {
  320.         server
  321.         {
  322.             entry removeattachedmodel tag_weapon
  323.             entry proj tag_weapon prj_acorn.tik
  324.         }
  325.         client
  326.         {
  327.             0 sound $ladyworkdir$/death_hit.wav 0 1 384
  328.         }
  329.     }
  330.     death_frozen                death_air.ska
  331.     {
  332.         server
  333.         {
  334.             0 freeze 1
  335.             1 setframe 1
  336.         }
  337.     }
  338.     death_air                death_air.ska
  339.     {
  340.         client
  341.         {
  342.             0 sound $ladyworkdir$/death_air.wav 0 1 384
  343.         }
  344.     }
  345.     death_land                death_land.ska
  346.     {
  347.         client
  348.         {
  349.             entry loopsound $ladyworkdir$/death_air.wav 1 384
  350.             0 sound $ladyworkdir$/death_land.wav 0 .5 384
  351.         }
  352.     }
  353.     gib_head                gib_head.ska
  354.     gib_leg01                gib_leg01.ska
  355.     gib_leg02                gib_leg03.ska
  356.     gib_leg03                gib_leg03.ska
  357.     gib_left_wing            gib_left_wing.ska
  358.     gib_right_wing            gib_right_wing.ska
  359. }
  360.  
  361. /*QUAKED Enemies_Ladybug (1 0.5 0) (-32 -32 0) (32 32 64) x x x x x x TRIGGER_SPAWNED
  362. The Skanky Ladybug!
  363.  
  364. She's no lady! That's a maaan baby!
  365. */
  366.