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Text File  |  2000-11-28  |  5KB  |  294 lines

  1. TIKI
  2. $define deeworkdir sound/character/tweedle/dee
  3. setup
  4. {
  5.     scale 1
  6.     radius 70
  7.     path models/characters/tweedledee
  8.     surface body shader skin01.tga
  9.     surface top_torso shader skin01.tga
  10.     surface top_head shader skin01.tga
  11.     surface material9 shader models/characters/tweedledee/prop
  12.     skelmodel tweedledee_baseframe.skb
  13. }
  14.  
  15. init
  16. {
  17.     server
  18.     {
  19.         classname Actor
  20.         setsize "-40 -40 0" "40 40 112"
  21.         statemap ai/c_tweedle_dee.st
  22.         name "Tweedledee"
  23.         manatype super
  24.         proj_accuracy 0.5
  25.         proj_leading_accuracy 0.5
  26.         visiondistance 800
  27.         health 800
  28.         fov 300
  29.         painthreshold 50
  30.         havething 1 0
  31.         enemy
  32.         turnspeed 7
  33.         deathsink
  34.         bloodmodel blood_spray.tik
  35.         cache prj_grenade.tik
  36.     }
  37.     client
  38.     {
  39.         cache $deeworkdir$/walkstep1.wav
  40.         cache $deeworkdir$/walkstep2.wav
  41.         cache $deeworkdir$/runstep1.wav
  42.         cache $deeworkdir$/runstep2.wav
  43.         cache $deeworkdir$/twitch1.wav
  44.         cache $deeworkdir$/twitch2.wav
  45.         
  46.         cache $deeworkdir$/alert01.wav
  47.         cache $deeworkdir$/alert02.wav
  48.         cache $deeworkdir$/knife_out.wav
  49.         cache $deeworkdir$/knife_jump_attack.wav
  50.         
  51.         cache $deeworkdir$/knife_attack.wav
  52.         cache $deeworkdir$/russian_split.wav
  53.         cache $deeworkdir$/russian_close.wav
  54.         cache $deeworkdir$/russian_jump.wav
  55.         
  56.         cache $deeworkdir$/rattle_out.wav
  57.         cache $deeworkdir$/rattle_attack.wav
  58.         cache $deeworkdir$/prop_out.wav
  59.         
  60.         cache $deeworkdir$/fall_ready.wav
  61.         cache $deeworkdir$/fall_impact.wav
  62.  
  63.         cache $deeworkdir$/pain.wav
  64.         cache $deeworkdir$/pain_back.wav
  65.         cache $deeworkdir$/death1.wav
  66.         cache $deeworkdir$/death2.wav
  67.     }
  68. }
  69.  
  70. animations
  71. {
  72.     
  73.     walk                walk.ska
  74.     {
  75.         client
  76.         {
  77.             0  sound $deeworkdir$/walkstep1.wav 0 .8 128
  78.             12 sound $deeworkdir$/walkstep2.wav 0 .8 128
  79.         }
  80.     }
  81.     run                run.ska
  82.     {
  83.         client
  84.         {
  85.             4  sound $deeworkdir$/runstep1.wav 0 .8 128
  86.             14 sound $deeworkdir$/runstep2.wav 0 .8 128
  87.         }
  88.     }
  89.  
  90.     idle                idle01.ska
  91.     twitch1            idle01_itch.ska
  92.     {
  93.         client
  94.         {
  95.             19 sound $deeworkdir$/twitch1.wav 0 .8 128
  96.         }
  97.     }
  98.     twitch2            idle01_lift.ska
  99.     {
  100.         client
  101.         {
  102.             14 sound $deeworkdir$/twitch2.wav 0 .8 128
  103.         }
  104.     }
  105.     idle_trans            idle_trans.ska
  106.     ready                ready_idle.ska
  107.     alert01            alert01.ska
  108.     {
  109.         client
  110.         {
  111.             0 sound $deeworkdir$/alert01.wav 0 .8 128
  112.         }
  113.     }
  114.     alert02            alert02.ska
  115.     {
  116.         client
  117.         {
  118.             0 sound $deeworkdir$/alert02.wav 0 .8 128
  119.         }
  120.     }
  121.     knife_out            weapon_out.ska
  122.     {
  123.         server
  124.         {
  125.             13 removeattachedmodel tag_sword
  126.             14 attachmodel w_dee_knife.tik tag_sword
  127.         }
  128.         client
  129.         {
  130.             3 sound $deeworkdir$/knife_out.wav 0 .8 128
  131.         }
  132.     }
  133.     knife_jump_attack        knife_attack.ska
  134.     {
  135.         client
  136.         {
  137.             5 sound $deeworkdir$/knife_jump_attack.wav 0 .8 128
  138.         }
  139.     }
  140.     knife_attack         knife_attack01.ska
  141.     {
  142.         server
  143.         {
  144.             8 melee 10
  145.         }
  146.         client
  147.         {
  148.             10 sound $deeworkdir$/knife_attack.wav 0 .8 128
  149.         }
  150.     }
  151.     russian_split        russian_split.ska
  152.     {
  153.         server
  154.         {
  155.             28 spawnactor c_tweedle_mini_dee.tik tag_belly 1 1 15 15 ""
  156.         }
  157.         client
  158.         {
  159.             0 sound $deeworkdir$/russian_split.wav 0 .8 128
  160.         }
  161.     }
  162.     russian_close        russian_close.ska
  163.     {
  164.         client
  165.         {
  166.             0 sound $deeworkdir$/russian_close.wav 0 .8 128
  167.         }
  168.     }
  169.     russian_jump        russian_jump.ska
  170.     {
  171.         client
  172.         {
  173.             5 sound $deeworkdir$/russian_jump.wav 0 .8 128
  174.         }
  175.     }
  176.     rattle_out            weapon_out.ska
  177.     {
  178.         server
  179.         {
  180.             13 removeattachedmodel tag_sword
  181.             14 attachmodel w_dee_rattle.tik tag_sword
  182.         }
  183.         client
  184.         {
  185.             3 sound $deeworkdir$/rattle_out.wav 0 .8 128
  186.         }
  187.     }
  188.     rattle_attack        rattle_attack.ska
  189.     {
  190.         server
  191.         {
  192.             9 removeattachedmodel tag_sword
  193.             10 proj tag_sword prj_grenade.tik 1 1
  194.         }
  195.         client
  196.         {
  197.             0 sound $deeworkdir$/rattle_attack.wav 0 .8 128
  198.         }
  199.     }
  200.     prop_out            prop_out.ska
  201.     {
  202.         client
  203.         {
  204.             12 sound $deeworkdir$/prop_out.wav 0 .8 128
  205.         }
  206.     }
  207.     take_off            take_off.ska
  208.     {
  209.         client
  210.         {
  211.             entry loopsound $deeworkdir$/prop_loop.wav 1 1024
  212.         }
  213.     }
  214.     //fly_forward01            fly_forward01.ska
  215.     fly_forward02        fly_forward02.ska
  216.     {
  217.         client
  218.         {
  219.             entry loopsound $deeworkdir$/prop_loop.wav 1 1024
  220.         }
  221.     }
  222.     //fly_left01            fly_left01.ska
  223.     //fly_left02            fly_left02.ska
  224.     //fly_rite01            fly_rite01.ska
  225.     //fly_rite02            fly_rite02.ska
  226.     //fly_back01            fly_back01.ska
  227.     //fly_back02            fly_back02.ska
  228.     fall_ready            fall_ready.ska
  229.     {
  230.         client
  231.         {
  232.             0 sound $deeworkdir$/fall_ready.wav 0 .8 1024
  233.         }
  234.     }
  235.     //fall_attack            fall_attack.ska
  236.     fall_falling        fall_falling.ska
  237.     fall_impact            fall_impact.ska            crossblend 10
  238.     {
  239.         client
  240.         {
  241.             0 sound $deeworkdir$/fall_impact.wav 0 .8 1024
  242.             1 originspawn
  243.             (
  244.                 count 1 min 1 1
  245.                 model models/fx_groundshock.tik
  246.                 color 1 1 1
  247.                 fade
  248.                 life 1
  249. //                scalerate 2
  250.             )
  251.         }
  252.     }
  253.     pain                pain01.ska
  254.     {
  255.         client
  256.         {
  257.             0 sound $deeworkdir$/pain.wav 0 .8 128
  258.         }
  259.     }
  260.     pain_back            pain02.ska
  261.     {
  262.         client
  263.         {
  264.             0 sound $deeworkdir$/pain_back.wav 0 .8 128
  265.         }
  266.     }
  267.     death_frozen        death01.ska
  268.     {
  269.         server
  270.         {
  271.             0 freeze 1
  272.             5 setframe 5
  273.         }
  274.     }
  275.     death1            death01.ska
  276.     {
  277.         client
  278.         {
  279.             0 sound $deeworkdir$/death1.wav 0 .8 128
  280.         }
  281.     }
  282.     death2            death02.ska
  283.     {
  284.         client
  285.         {
  286.             0 sound $deeworkdir$/death2.wav 0 .8 128
  287.         }
  288.     }
  289. }
  290.  
  291. /*QUAKED Enemies_tweedledee (1 0.5 0) (-40 -40 0) (40 40 112)
  292. TweedleDee
  293. */
  294.