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Text File  |  2000-11-20  |  5.3 KB  |  303 lines

  1. TIKI
  2. $define diamondworkdir sound/character/cardguard/diamond
  3.  
  4. setup
  5.     {
  6.     scale .8
  7.     lod_scale 7
  8.     radius 32
  9.     path models/characters/cardguard_diamond
  10.     surface top_half        shader skin02.tga
  11.     surface top_head        shader skin02.tga
  12.     surface top_hand_right        shader skin02.tga
  13.     surface top_hand_left        shader skin02.tga
  14.     surface bottom_half        shader skin02.tga
  15.     surface bottom_leg_left        shader skin02.tga
  16.     surface bottom_leg_right    shader skin02.tga
  17.     surface cap_body        shader models/fx/fx_caps/cap01
  18.     skelmodel cardguard_diamond_baseframe.skb
  19.     }
  20.  
  21. init
  22. {
  23.     server
  24.     {
  25.         classname Actor
  26.         setsize "-32 -32 0" "32 32 80"
  27.         eyeoffset "0 0 72"
  28.         statemap ai/cardguard_diamond.st
  29.         name "Cardguard"
  30.         manatype medium
  31.         fov 240
  32.         visiondistance 1000
  33.         enemy
  34.         proj_accuracy 0.65
  35.         proj_leading_accuracy 0.5
  36.         painthreshold 35
  37.         turnspeed 15
  38.         health 55
  39.         deathshrink
  40.         cache w_diamondstaff.tik
  41.         cache models/prj_diamond.tik
  42.         attachmodel w_diamondstaff.tik tag_weapon 1 "" 0
  43.         bloodmodel blood_spray.tik
  44.         surface cap_body +nodraw
  45.         aliascache snd_idle1 $diamondworkdir$/idle1.wav
  46.         aliascache snd_idle2 $diamondworkdir$/idle2.wav
  47.     }
  48.     client
  49.     {
  50.         cache $diamondworkdir$/alert1.wav
  51.         cache $diamondworkdir$/alert2.wav
  52.  
  53.         cache $diamondworkdir$/attack1.wav
  54.         cache $diamondworkdir$/attack2.wav
  55.  
  56.         cache $diamondworkdir$/death1.wav
  57.         cache $diamondworkdir$/death2.wav
  58.  
  59.         cache $diamondworkdir$/pain1.wav
  60.         cache $diamondworkdir$/pain2.wav    
  61.         cache $diamondworkdir$/run_attack.wav
  62.  
  63.         cache $diamondworkdir$/staffcock.wav
  64.         cache $diamondworkdir$/stand_attack.wav
  65.         cache $diamondworkdir$/stretch1.wav
  66.         cache $diamondworkdir$/twitch1.wav
  67.         cache $diamondworkdir$/twitch2.wav
  68.  
  69.         cache $diamondworkdir$/step1.wav
  70.         cache $diamondworkdir$/step2.wav
  71.         cache $diamondworkdir$/walk_attack.wav
  72.  
  73.     }
  74.  
  75. }
  76.  
  77. animations
  78. {
  79.     idle_stretch                idle_stretch.ska
  80.     {
  81.         client
  82.         {
  83.             0 sound $diamondworkdir$/stretch1.wav 0 .6 128
  84.         }
  85.     }
  86.     attack_stand_still            attack_stand_still.ska
  87.     alert1                    alert_1.ska
  88.     {
  89.         client
  90.         {
  91.             3 sound $diamondworkdir$/alert1.wav 0 .6 128
  92.         }
  93.     }
  94.     alert2                    alert_2.ska
  95.     {
  96.         client
  97.         {
  98.             3 sound $diamondworkdir$/alert2.wav 0 .6 128
  99.         }
  100.     }
  101.     idle                        idle_1.ska
  102.     {
  103.         server
  104.         {
  105.             first weapon_anim "idle"
  106.         }
  107.     }
  108.     twitch1                    idle_2.ska
  109.     {
  110.         client
  111.         {
  112.             5 sound $diamondworkdir$/twitch1.wav 0 .6 128
  113.         }
  114.     }
  115.     twitch2                    idle_staffplay.ska
  116.     {
  117.         client
  118.         {
  119.             7 sound $diamondworkdir$/twitch2.wav 0 .6 128
  120.         }
  121.     }
  122.     staffcock                    staffcock.ska
  123.     {
  124.         server
  125.         {
  126.             first weapon_anim "openspin"
  127.         }
  128.         client
  129.         {
  130.             5 sound $diamondworkdir$/staffcock.wav 0 .6 128
  131.         }
  132.     }
  133.     idle_2walk                    idle2walk.ska
  134.     {
  135.         server
  136.         {
  137.             first weapon_anim "spin"
  138.         }
  139.     }
  140.     walk                        walk.ska
  141.     {
  142.         server
  143.         {
  144.             first weapon_anim "spin"
  145.         }
  146.         client
  147.         {
  148.             0  sound $diamondworkdir$/step1.wav 0 .6 128
  149.             10 sound $diamondworkdir$/step2.wav 0 .6 128
  150.         }
  151.     }
  152.     walk_2attack                walk2attack.ska
  153.     {
  154.         server
  155.         {
  156.             6 melee 1
  157.         }
  158.     }
  159.     attack1                    attack1.ska
  160.     {
  161.         server
  162.         {
  163.             14 melee 15
  164.         }
  165.         client
  166.         {
  167.             2 sound $diamondworkdir$/attack1.wav 0 .6 128
  168.         }
  169.     }
  170.     attack2                    attack2.ska
  171.     {
  172.         server
  173.         {
  174.             4 melee 10
  175.             14 melee 15
  176.         }
  177.         client
  178.         {
  179.             2 sound $diamondworkdir$/attack2.wav 0 .6 128
  180.         }
  181.     }
  182.     walk_attack                walk_attack.ska
  183.     {
  184.         server
  185.         {
  186.             8 proj tag_barrel prj_diamond.tik
  187.         }
  188.         client
  189.         {
  190.             1 sound $diamondworkdir$/walk_attack.wav 0 .6 128
  191.         }
  192.     }
  193.     pain1                    pain1.ska
  194.     {
  195.         client
  196.         {
  197.             2 sound $diamondworkdir$/pain1.wav 0 .6 128
  198.         }
  199.     }
  200.     pain2                    pain2.ska    
  201.     {
  202.         client
  203.         {
  204.             2 sound $diamondworkdir$/pain2.wav 0 .6 128
  205.         }
  206.     }
  207.     stand_attack                 attack_stand.ska
  208.     {
  209.         server
  210.         {
  211.             5 proj tag_barrel prj_diamond.tik
  212.         }
  213.         client
  214.         {
  215.             2 sound $diamondworkdir$/stand_attack.wav 0 .6 128
  216.         }
  217.     }
  218.     run                    run.ska
  219.     {
  220.         server
  221.         {
  222.             first weapon_anim "spin"
  223.         }
  224.         client
  225.         {
  226.             1 sound $diamondworkdir$/step1.wav 0 .6 128
  227.             9 sound $diamondworkdir$/step2.wav 0 .6 128
  228.         }
  229.     }
  230.     run_attack                run_attack.ska
  231.     {
  232.         server
  233.         {
  234.             2 proj tag_barrel prj_diamond.tik
  235.         }
  236.         client
  237.         {
  238.             0 sound $diamondworkdir$/run_attack.wav 0 .6 128
  239.         }
  240.     }
  241.     death_1                    death_1.ska
  242.     {
  243.         server
  244.         {
  245.             first weapon_anim "closespin"
  246.             last  weapon_anim "idle"
  247.         }
  248.         client
  249.         {
  250.             3 sound $diamondworkdir$/death1.wav 0 .6 128
  251.         }
  252.     }
  253.     death_2                    death_2.ska
  254.     {
  255.         server
  256.         {
  257.             first weapon_anim "closespin"
  258.             last  weapon_anim "idle"
  259.         }
  260.         client
  261.         {
  262.             0 sound $diamondworkdir$/death2.wav 0 .6 128
  263.         }
  264.     }
  265.     death_gib                death_gib.ska
  266.     death_gibhead                death_gib_head.ska
  267.     deathgib1                death_2.ska
  268.     {
  269.         server
  270.         {
  271.             1 removeattachedmodel tag_weapon 
  272.             1 spawngib "0 0 32" 0 32 "cap_body" death_gib top*
  273.             1 spawnnamedgib w_diamondstaff.tik tag_weapon 90 0
  274.             1 attachmodel fx_bspurt2.tik tag_gib 1 "" 0 5
  275.         }
  276.     }
  277.     deathgib2                death_2.ska
  278.     {
  279.         server
  280.         {
  281.             1 spawngib "0 0 32" 0 32 "" death_gibhead top_head
  282.             1 attachmodel fx_bspurt2.tik tag_gib_head 1 "" 0 5
  283.         }
  284.     }
  285.     death_frozen    death_2.ska
  286.     {
  287.         server
  288.         {
  289.             first weapon_anim "idle"
  290.             0 freeze 1
  291.             5 setframe 5
  292.         }
  293.     }
  294.  
  295. }
  296.  
  297. /*QUAKED Enemies_CardGuard-Diamond (1 0.5 0) (-32 -32 0) (32 32 80) x x x x x x TRIGGER_SPAWNED
  298.  
  299. CardGuard of the Diamond Variety
  300.  
  301. He'll make you his bitch. No wait, that's Romero that does that.
  302. */
  303.