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  1. //
  2. // entity.tbl
  3. //
  4. // file to specify game entity characteristics
  5. //
  6. // note: all sounds are names that point to either individuals sounds, or sound-sets, in the foley.tbl
  7. //
  8. //
  9. // $Name:                      name of entity class
  10. // $V3D Filename:         disk name of .v3d for entity
  11. // $Debris Filename:      (OPTIONAL) v3d filename of debris used when entity explodes
  12. // $LOD Distances:          (OPTIONAL) { 10 20 30 } How far in meters till the next detail level pops in.
  13. // $Corpse V3D Filename:  disk name of .v3d used for entity corpse (when death animation doesn't play)
  14. //    $Corpse Emitter:       emitter that is started when corpse v3d is spawned
  15. //    $Corpse Emitter Lifetime: how long corpse emitter lasts in seconds (-1 if forever)
  16. // $Movemode:             what move mode to use for entity class (from movemodes.tbl)
  17. // $Mass:                 the mass of the object in kg (if <= 0 this will be calulated crudely on create)
  18. // $Material:             material type for object, one of: "wood", "metal", "rock", "flesh", "liquid"
  19. // $Flags:                properties of the entity, which include:
  20. //                        "walk"           -- entity can walk
  21. //                        "fly"            -- entity can fly
  22. //                        "climb"          -- entity can climb
  23. //                        "holds_weapons"  -- entity holds weapons in hands (i.e., weapons not built-in)
  24. //                        "sentient"       -- entity is aware of surroundings
  25. //                        "alt_fire"       -- entity uses alt_fire for weapons
  26. //                        "swim"           -- entity can swim
  27. //                        "apc"            -- entity is an APC
  28. //                        "sub"            -- entity is a sub
  29. //                        "fighter"        -- entity is a fighter
  30. //                        "crusher"        -- entity can crush human-sized entities (e.g., large vehicles)
  31. //                        "medic"          -- entity can heal
  32. //                        "humanoid"       -- entity is vaguely humanoid and should have 3 collision spheres
  33. //                        "no_collide"     -- entity doesn't collide with anything
  34. //                        "collide_corpse" -- entity's corpse collides with objects
  35. //                        "is_camera"      -- entity is security camera
  36. //                        "custom_corpse"  -- entity corpse uses the "custom" state for an animation (e.g., corpse floating in water)
  37. //                                  "jeep"           -- entity is a jeep
  38. //                        "ambient"        -- entity exhibits ambient creature behavior
  39. //                        "envirosuit"     -- entity wears envirosuit
  40. //                                  "slippery"       -- entity is spippery, so sticky weapons will not adhere to entity
  41. //
  42. // $Flags2:               properties of the entity that didn't fit in the first 4 bytes, which are:
  43. //                        "collide_player" -- entity collides with the player
  44. //                        "collide_entity" -- entity collides with other entities
  45. //                        "merc"           -- entity is a mercenary
  46. //                        "mutant"         -- entity is a mutant
  47. //                                  "ignore_fire"    -- entity won't go berserk if it's on fire
  48. //                                  "linked_eye"         -- entity's eye_pos will be linked to the eye prop point.  useful for autoaim in some circumstances.
  49. //
  50. // $Collision Radius:     radius used for bounding sphere collisions (in meters)
  51. // $Collision Damage Given:     How much damage this gives during a collision.  Total is angle*velocity*collision_damage_given.
  52. // $Movement Radius:      (OPTIONAL) the radius used for determining whether the entity can use a pathnode.  If not listed, calculates a default. (in meters)
  53. // $FOV:                  field-of-view (in degrees), used by the AI for sighting targets
  54. // $Envirosuit:           max envirosuit integrity for this entity
  55. // $Life:                 max hit points of the entity
  56. // $Damage Type Factor:      "damage type (see weapons.tbl)"  <factor>        // (OPTIONAL) damage by this type of weapon is scaled by this factor for this entity type
  57. // $Max Vel:                 max velocity (in meters per second)
  58. //    +slow factor:       modifier to max vel for slow gear (not specified means 1.0)
  59. //    +fast factor:       modifier to max vel for fast gear (not specified means 1.0)
  60. // $Acceleration:         acceleration (in meters per second per second)
  61. //    $Max Rot Vel:          maximum rotational velocity (in radians per second)
  62. //    $Rot Acceleration:     rotational acceleration (in radians per second per second)
  63. // $Default Primary:      default primary weapon for this entity type
  64. // $Default Secondary:    default secondary weapon for this entity type
  65. // $Force Launch Sound:   (OPTIONAL) foley id for weapon launch sound that plays
  66. // $Primary Muzzle Glare Name:    (OPTIONAL) muzzle effect glare name (from effects.tbl) for the primary weapon (used by entities that have weapons built into models)
  67. // $Primary Warmup FX:    (OPTIONAL) effect that plays before the primary weapon can be fired
  68. // $Thruster VFX 1:       (OPTIONAL) VFX filename for thruster n.  These are optional and should correspond 1:1 to
  69. // ...              the thruster_n prop points on the model (can be less names than points, tho)
  70. // $Thruster VFX N:
  71. // $Corona (Glare) 1:       (OPTIONAL) VFX filename for corona n.  These are optional and should correspond 1:1 to
  72. // ...              the corona_n prop points on the model (can be less names than points, tho)
  73. //                        (OPTIONAL) "headlamp" if this is included, this glare is a headlamp on an entity
  74. // $Corona (Glare) N:
  75. // $Helmet V3D Filename:  (OPTIONAL) V3D filename for helmet that can be worn by this entity 
  76. // $Unholster Delay:      (Optional) Delay in seconds before weapon is in hand while unholstering
  77. // $Attack Style:         How this entity attacks... choices are:
  78. //                        "None"         - doesn't attack at all
  79. //                        "Evasive"      - evasive while attacking (good for small robots)
  80. //                        "Stand_Ground" - stands ground while attacking
  81. //                        "Direct"       - goes after target directly, without evasion (good for big, strong robots)
  82. //
  83. // $Blind Pursuit Time:   Time in seconds an entity will purue a target when it doesn't have line of sight
  84. // $Persona:              persona for character
  85. // $FlySnd:               Looping sound that is attached to the entity
  86. // $Min FlySnd Volume:    Minimum volume of the fly sound (set to non-zero if you want an ambient sound even when an entity isn't moving)
  87. //    $Move Sound:           (Optional) Plays when entity moves.  Sound stops playing when the entity isn't moving
  88. //    $Engine Rev Fwd Sound: (Optional) Plays when an entity starts to move from rest (forward)
  89. //    $Engine Rev Back Sound:(Optional) Plays when an entity starts to move from rest (reverse)
  90. // $Footstep Sound:       <material name> <num_sounds>
  91. //                                  <n sounds>
  92. //                                  NOTE: num_sounds should be even.  the first half of the specified sounds used for left foot, the rest right
  93. // $Climb Footstep Sounds: <climb region type> <num_sounds>
  94. //                                  <n sounds> 
  95. //                                  NOTE: num_sounds should be even.  the first half of the specified sounds used for left foot, the rest right
  96. //                                  (Optional)  Can have one for each material type.  Code will randomly choose among sounds for same material.
  97. // $LandSnd:              <material name> <sound> (Optional) Can have one for each material type.
  98. // $Impact Death Sound:      (Optional)
  99. // $JumpSnd:              (Optional) played when entity jumps
  100. // $Headlamp On Sound:    (Optional) played when headlamp is turned on
  101. // $Headlamp Off Sound:   (Optional) played when headlamp is turned off
  102. // $Low_Pain Sounds:         (Optional)
  103. // $Med_Pain Sounds:         (Optional)
  104. // $High_Pain Sounds:      (Optional)
  105. // $Squash Sounds:          (Optional)
  106. // $Explode Anim:         animation that is played when the entity explodes (name from vclip.tbl)
  107. // $Explode Anim Radius:  radius of the death explosion animation
  108. // $Explode Offset:       offset (in local coords) of the explosion from the object center
  109. //
  110. // +State:  "stand"
  111. // +State:  "attack_stand"
  112. // +State:  "walk"
  113. // +State:  "attack_walk"
  114. // +State:  "run"
  115. // +State:  "attack_run"
  116. // +State:  "flee_run"
  117. // +State:  "flail_run"
  118. // +State:  "crouch"
  119. // +State:  "freefall"
  120. // +State:  "on_turret"
  121. // +State:    "corpse_carry_stand"
  122. // +State:    "corpse_carry_walk"
  123. // +State:    "swim_stand"
  124. // +State:    "swim_walk"
  125. // +State:    "jeep_drive"
  126. // +State:    "jeep_gun"
  127. // +Action: "corpse_drop"
  128. // +Action: "corpse_carry"
  129. // +Action: "fire_stand"
  130. // +Action: "alt_fire_stand"
  131. // +Action:    "death_generic"
  132. // +Action: "death_blast_forward"
  133. // +Action:    "death_blast_backward"
  134. // +Action: "death_head_forward"
  135. // +Action: "death_head_backward"
  136. // +Action: "death_head_neutral"
  137. // +Action: "death_chest_forward"
  138. // +Action: "death_chest_backward"
  139. // +Action: "death_chest_neutral"
  140. // +Action: "death_leg_left"
  141. // +Action: "death_leg_right"
  142. // +Action:    "death_crouch"
  143. // +Action: "land"
  144. // +Action: "flinch_stand"
  145. // +Action: "flinch_attack_stand"
  146. // +Action:    "flinch_chest"
  147. // +Action:    "flinch_back"
  148. // +Action:    "flinch_leg_left"
  149. // +Action:    "flinch_leg_right"
  150. // +Action: "idle_to_ready"
  151. // +Action: "ready_to_idle"
  152. // +Action: "idle_1"
  153. // +Action: "idle_2"
  154. // +Action: "rock_drop"
  155. // +Action: "rock_pickup"
  156. // +Action: "death_still_1"
  157. // +Action: "death_still_2"
  158. // +Action: "death_still_3"
  159. // +Action: "reload"
  160. // +Action: "heal_light_1"
  161. // +Action: "hit_alarm"
  162. //
  163. // $Use:                  Specific use of the entity
  164. // $Collision Sphere:    <name> <damage factor> <damage factor multi> (optional)
  165. //   +radius:           <radius override> (optional)
  166. // $Num Skins:
  167. // $Skin:
  168. // $Cockpit VFX:          (Optional) the cockpit that's drawn when the player is attached to this entity
  169. //    $Body Temperature(F):    (optional) body temp of entity, or how hot is shows up on infrared
  170. // $RFE Level1:    - (OPTIONAL) The name of the sub-directory where this item will appear in the editor
  171. // $RFE Level2:    - (OPTIONAL) The name of the second-level directory for the editor.
  172. //                 -            Any objects having a Level2 tag, must also have a corresponding Level1 tag.
  173.  
  174. #Entity Classes
  175.  
  176. // ------------------------------------------------
  177. // Humans
  178. // ------------------------------------------------
  179.  
  180.     // ------------------------------------------------
  181.     // Humans - Main Characters
  182.     // ------------------------------------------------
  183.  
  184.     $Name:                  "comp_tech"
  185.     $V3D Filename:          "Hendrix.vcm"
  186.         $LOD Distances:            { 6 9 }
  187.     $Movemode:              "run"
  188.     $Mass:                  100
  189.     $Material:              "flesh"
  190.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid")
  191.     $Flags2:                ("collide_player")
  192.     $Collision Radius:      0.90
  193.     $Collision Damage Given:    10.0
  194.     $Movement Radius:            0.5
  195.     $FOV:                   180
  196.     $Envirosuit:            0
  197.     $Life:                  100
  198.     $Damage Type Factor:        "armor piercing bullet"        1.5
  199.     $Max Vel:                   6.0
  200.        +slow factor:        0.5
  201.        +fast factor:        1.5
  202.     $Acceleration:          20.0
  203.     $Max Rot Vel:           3.0
  204.     $Rot Acceleration:      2.0
  205.     $Allowed Weapons:       ("")
  206.     $Default Primary:       ""
  207.     $Default Secondary:     ""
  208.     $Attack Style:          "Direct"
  209.     $Blind Pursuit Time:    5.0
  210.     $Persona:                    "tech"
  211.     $FlySnd:                ""
  212.     $Min FlySnd Volume:     0.6
  213.     $Footstep Sound:        "Default Footstep"
  214.     $Footstep Sound:        "Rock Footstep"
  215.     $Footstep Sound:        "Metal Footstep"
  216.     $Footstep Sound:        "Solid Footstep"
  217.     $Footstep Sound:        "Water Footstep"
  218.     $Footstep Sound:        "Ice Footstep"
  219.     $Climb Footstep Sounds: "Default Climb"
  220.     $Climb Footstep Sounds:    "Ladder Climb"
  221.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  222.     $LandSnd:               "Default Land"
  223.     $LandSnd:               "Metal Land"
  224.     $LandSnd:               "Solid Land"
  225.     $LandSnd:               "Water Land"
  226.     $Impact Death Sound:    "Impact Death"
  227.     $JumpSnd:               "Jump"
  228.     $Headlamp On Sound:        "Headlamp On"
  229.     $Headlamp Off Sound:    "Headlamp Off"
  230.     $Low_Pain Sounds:       "Tech Small Pain"
  231.     $Med_Pain Sounds:       "Tech Large Pain"
  232.     +State:                 "stand"                  "tech01_stand.mvf"
  233.     +State:                 "attack_stand"           "tech01_stand.mvf"
  234.     +State:                 "walk"                   "tech01_walk.mvf"
  235.         +Footstep Trigger:    5    19
  236.     +State:                 "run"                    "tech01_run.mvf"
  237.         +Footstep Trigger:      6    15
  238.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  239.         +Footstep Trigger:      6    15
  240.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  241.         +Footstep Trigger:      6    15
  242.     +State:                 "freefall"               "tech01_freefall.mvf"
  243.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  244.     +State:                 "crouch"                 "tech01_crouch.mvf"
  245.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  246.     +Action:                "speak"                  "hndx_talk.mvf"                        ""
  247.     +Action:                "speak_short"            "hndx_talk_short.mvf"                  ""
  248.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  249.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  250.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  251.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  252.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  253.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  254.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  255.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  256.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                  "Human Death Blast Backward 1"
  257.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  258.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  259.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  260.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  261.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  262.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  263. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  264.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  265.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  266.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  267.     $Use:                   "ai response"
  268.     +radius:                       2.0
  269.     $Collision Sphere:      "csphere_0" 0.5 0.5
  270.     $Collision Sphere:      "csphere_1" 1.0 1.0
  271.     $Collision Sphere:      "csphere_2" 5.0 2.0
  272.     $Num Skins: 5
  273.         $Skin: "b" ("comp_tech_1a.tga" "hendrix_2.tga" "comp_tech_3a.tga" "comp_tech_1a.tga" "comp_tech_1a-mip2.tga" "hendrix_2-mip2.tga" "comp_tech_3a-mip2.tga" "comp_tech_1a-mip2.tga" "comp_tech_1a-mip3.tga" "hendrix_2-mip3.tga" "comp_tech_3a-mip3.tga" "comp_tech_1a-mip3.tga")
  274.     $Skin: "c" ("comp_tech_1b.tga" "comp_tech_2b.tga" "comp_tech_3b.tga" "comp_tech_1a.tga" "comp_tech_1b-mip2.tga" "comp_tech_2b-mip2.tga" "comp_tech_3b-mip2.tga" "comp_tech_1b-mip2.tga" "comp_tech_1b-mip3.tga" "comp_tech_2b-mip3.tga" "comp_tech_3b-mip3.tga" "comp_tech_1b-mip3.tga")
  275.         $Skin: "d" ("comp_tech_1b.tga" "comp_tech_2b.tga" "comp_tech_3d.tga" "comp_tech_1a.tga" "comp_tech_1b-mip2.tga" "comp_tech_2b-mip2.tga" "comp_tech_3d-mip2.tga" "comp_tech_1b-mip2.tga" "comp_tech_1b-mip3.tga" "comp_tech_2b-mip3.tga" "comp_tech_3d-mip3.tga" "comp_tech_1b-mip3.tga")
  276.     $Skin: "e" ("comp_tech_1c.tga" "hendrix_2.tga" "comp_tech_3e.tga" "comp_tech_1c.tga" "comp_tech_1c-mip2.tga" "hendrix_2-mip2.tga" "comp_tech_3e-mip2.tga" "comp_tech_1c-mip2.tga" "comp_tech_1c-mip3.tga" "hendrix_2-mip3.tga" "comp_tech_3e-mip3.tga" "comp_tech_1c-mip3.tga")
  277.     $Skin: "hendrix"  ("hendrix_1.tga" "hendrix_2.tga" "hendrix_3.tga" "hendrix_1.tga" "hendrix_1-mip2.tga" "hendrix_2-mip2.tga" "hendrix_3-mip2.tga" "hendrix_1-mip2.tga" "hendrix_1-mip3.tga" "hendrix_2-mip3.tga" "hendrix_3-mip3.tga" "hendrix_1-mip3.tga")
  278.     $Body Temperature(F):    90.0
  279.     $RFE Level1:                "Ultor"
  280.  
  281.     // ----------------------------------------------------------------------------------
  282.  
  283.     $Name:                  "eos"
  284.     $V3D Filename:          "eos.vcm"
  285.         $LOD Distances:        { 6 9 }
  286.     $Movemode:              "run"
  287.     $Mass:                  100
  288.     $Material:              "flesh"
  289.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery")
  290.     $Flags2:                ("collide_player")
  291.     $Collision Radius:      0.90
  292.     $Collision Damage Given:    10.0
  293.     $Movement Radius:            0.5
  294.     $FOV:                   180
  295.     $Envirosuit:            200
  296.     $Life:                  500
  297.     $Damage Type Factor:        "armor piercing bullet"        1.5
  298.     $Max Vel:                   6.0
  299.        +slow factor:        0.5
  300.        +fast factor:        1.5
  301.     $Acceleration:          20.0
  302.     $Max Rot Vel:           3.0
  303.     $Rot Acceleration:      2.0
  304.     $Allowed Weapons:       ("Machine Pistol")
  305.     $Default Primary:       "Machine Pistol"
  306.     $Default Secondary:     ""
  307.    $Helmet V3D Filename:   "eos_mask.V3D"
  308.     $Attack Style:          "Direct"
  309.     $Blind Pursuit Time:    5.0
  310.     $Persona:                    "empty"
  311.     $FlySnd:                ""
  312.     $Min FlySnd Volume:     0.6
  313.     $Footstep Sound:        "Default Footstep"
  314.     $Footstep Sound:        "Rock Footstep"
  315.     $Footstep Sound:        "Metal Footstep"
  316.     $Footstep Sound:        "Solid Footstep"
  317.     $Footstep Sound:        "Water Footstep"
  318.     $Footstep Sound:        "Ice Footstep"
  319.     $Climb Footstep Sounds: "Default Climb"
  320.     $Climb Footstep Sounds:    "Ladder Climb"
  321.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  322.     $LandSnd:               "Default Land"
  323.     $LandSnd:               "Metal Land"
  324.     $LandSnd:               "Solid Land"
  325.     $LandSnd:               "Water Land"
  326.     $Impact Death Sound:    "Impact Death"
  327.     $JumpSnd:               "Jump"
  328.     $Headlamp On Sound:        "Headlamp On"
  329.     $Headlamp Off Sound:    "Headlamp Off"
  330.     $Low_Pain Sounds:       "Eos Small Pain"
  331.     $Med_Pain Sounds:       "Eos Large Pain"
  332.     +State:                 "stand"                  "mnrf_mp_stand.mvf"
  333.     +State:                 "attack_stand"             "mnrf_mp_attack_stand.mvf"
  334.     +State:                 "walk"                   "mnrf_mp_walk.mvf"
  335.         +Footstep Trigger:    5    19
  336.     +State:                 "run"                    "mnrf_mp_run.mvf"
  337.         +Footstep Trigger:    5    13
  338.     +State:                 "attack_walk"            "mnrf_mp_walk.mvf"
  339.         +Footstep Trigger:    5    19
  340.     +State:                 "attack_run"             "mnrf_mp_run.mvf"
  341.         +Footstep Trigger:    5    13
  342.     +State:                 "flee_run"               "admin_fem_run_flee.mvf"
  343.         +Footstep Trigger:      6    15
  344.     +State:                 "flail_run"              "adfm_run_flail.mvf"
  345.         +Footstep Trigger:      6    15
  346.     +State:                 "freefall"               "ADFM_freefall.mvf"
  347.     +State:                 "cower"                  "ADFM_cower.mvf"
  348.     +State:                 "crouch"                 "mnrf_mp_crouch.mvf"
  349.     +State:                 "attack_crouch"          "mnrf_mp_attack_crouch.mvf"
  350.     +Action:                "sidestep_left"          "eos_sidestep_left.mvf"                  ""
  351.     +Action:                "sidestep_right"         "eos_sidestep_right.mvf"                 ""
  352.     +Action:                "reload"                 "mnrf_mp_reload.mvf"                     "Ultor Reload"
  353.     +Action:                "fire_stand"             "mnrf_mp_stand_fire.mvf"                 ""
  354.     +Action:                "fire_crouch"            "mnrf_mp_crouch_fire.mvf"                ""
  355.      +Action:                "idle_1"                 "admin_fem_idle01.mvf"                   "Tech1 Idle"
  356.     +Action:                "speak"                  "eos_talk.mvf"                           ""
  357.     +Action:                "speak_short"            "eos_talk_short.mvf"                     ""
  358.     +Action:                "corpse_drop"            "admin_fem_corpsedrop.mvf"               ""
  359.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                  ""
  360.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                   ""
  361.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"               ""
  362.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"              ""
  363.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  364.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"          "Human Death Blast Forward 1"
  365.     +Action:                "death_blast_backward"   "ADFM_death_blast_backwards.mvf"         "Human Death Blast Backward 1"
  366.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"           "Human Death Head Forward 1"
  367.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"          "Human Death Head Backward 1"
  368.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  369.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"          "Human Death Chest Forward 1"
  370.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"         "Human Death Chest Backward 1"
  371.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  372.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                "Human Death Left 1"
  373.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                  "Human Death Crouch 1"      
  374.     $Use:                   "none"
  375.     $Collision Sphere:      "csphere_0" 0.5 0.5
  376.       +radius:              0.52
  377.     $Collision Sphere:      "csphere_1" 1.0 1.0
  378.     $Collision Sphere:      "csphere_2" 5.0 2.0
  379.     $Num Skins: 2
  380.         $Skin: "b" ("eos_legs.tga" "eos_chest.tga" "eos_face_sick.tga")
  381.         $Skin: "c" ("eos_legs.tga" "eos_chest.tga" "eos_face_sick02.tga")
  382.     $Body Temperature(F):    90.0
  383.     $RFE Level1:                "Miners"
  384.  
  385.     // ----------------------------------------------------------------------------------
  386.  
  387.     $Name:                  "admin_male"
  388.     $V3D Filename:          "admin_male.vcm"
  389.     $LOD Distances:            { 6 9 }
  390.     $Movemode:              "run"
  391.     $Mass:                  100
  392.     $Material:              "flesh"
  393.     $Flags:                 ("walk" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid")
  394.     $Flags2:                ("collide_player")
  395.     $Collision Radius:      0.90
  396.     $Collision Damage Given:    10.0
  397.     $Movement Radius:            0.5
  398.     $FOV:                   180
  399.     $Envirosuit:            0
  400.     $Life:                  75
  401.     $Damage Type Factor:        "armor piercing bullet"        1.5
  402.     $Max Vel:                   6.0
  403.        +slow factor:        0.3
  404.        +fast factor:        1.5
  405.     $Acceleration:          20.0
  406.     $Max Rot Vel:           3.0
  407.     $Rot Acceleration:      2.0
  408.     $Allowed Weapons:       ("12mm handgun")
  409.     $Default Primary:       ""
  410.     $Default Secondary:     ""
  411.     $Attack Style:          "Direct"
  412.     $Blind Pursuit Time:    5.0
  413.     $Persona:                    "admin_male"
  414.     $FlySnd:                ""
  415.     $Min FlySnd Volume:     0.6
  416.     $StartleSnd:               "Ultor Guard Startle"
  417.     $Footstep Sound:        "Default Footstep"
  418.     $Footstep Sound:        "Rock Footstep"
  419.     $Footstep Sound:        "Metal Footstep"
  420.     $Footstep Sound:        "Solid Footstep"
  421.     $Footstep Sound:        "Water Footstep"
  422.     $Footstep Sound:        "Ice Footstep"
  423.     $Climb Footstep Sounds: "Default Climb"
  424.     $Climb Footstep Sounds:    "Ladder Climb"
  425.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  426.     $LandSnd:               "Default Land"
  427.     $LandSnd:               "Metal Land"
  428.     $LandSnd:               "Solid Land"
  429.     $LandSnd:               "Water Land"
  430.     $Impact Death Sound:    "Impact Death"
  431.     $JumpSnd:               "Jump"
  432.     $Headlamp On Sound:        "Headlamp On"
  433.     $Headlamp Off Sound:    "Headlamp Off"
  434.     $Low_Pain Sounds:       "Admm Small Pain"
  435.     $Med_Pain Sounds:       "Admm Large Pain"
  436.     +State:                 "stand"                  "tech01_stand.mvf"
  437.     +State:                 "attack_stand"           "tech01_stand.mvf"
  438.     +State:                 "walk"                   "tech01_walk.mvf"
  439.         +Footstep Trigger:    5    19
  440.     +State:                 "run"                    "tech01_run.mvf"
  441.         +Footstep Trigger:      6    15
  442.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  443.         +Footstep Trigger:      6    15
  444.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  445.         +Footstep Trigger:      6    15
  446.     +State:                 "freefall"               "tech01_freefall.mvf"
  447.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  448.     +State:                 "crouch"                 "tech01_crouch.mvf"
  449.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  450.     +Action:                "speak"                  "admin_male_talk.mvf"                        ""
  451.     +Action:                "speak_short"            "admin_male_talk_short.mvf"                  ""
  452.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  453.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  454.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  455.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  456.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  457.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  458.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  459.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  460.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                  "Human Death Blast Backward 1"
  461.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  462.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  463.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  464.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  465.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  466.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  467. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  468.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  469.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  470.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  471.     $Use:                   "ai response"
  472.     +radius:                       2.0
  473.     $Collision Sphere:      "csphere_0" 0.5 0.5
  474.     $Collision Sphere:      "csphere_1" 1.0 1.0
  475.     $Collision Sphere:      "csphere_2" 5.0 2.0
  476.     $Num Skins: 5
  477.     $Skin: "gryphon" ("gryph_limbs.tga" "gryph_chest.tga" "gryph_face.tga" "gryph_limbs-mip2.tga" "gryph_chest-mip2.tga" "gryph_face-mip2.tga" "gryph_limbs-mip3.tga" "gryph_chest-mip3.tga" "gryph_face-mip3.tga")
  478.         $Skin: "b" ("admin01_P01.tga" "admin01_P02.tga" "admin01_P03c.tga" "admin01_P01-mip2.tga" "admin01_P02-mip2.tga" "admin01_P03c-mip2.tga" "admin01_P01-mip3.tga" "admin01_P02-mip3.tga" "admin01_P03c-mip3.tga")
  479.         $Skin: "c" ("admin01_P01.tga" "admin01_P02.tga" "admin01_P03d.tga" "admin01_P01-mip2.tga" "admin01_P02-mip2.tga" "admin01_P03d-mip2.tga" "admin01_P01-mip3.tga" "admin01_P02-mip3.tga" "admin01_P03d-mip3.tga")
  480.         $Skin: "d" ("admin01_P01b.tga" "admin01_P02b.tga" "admin01_P03f.tga" "admin01_P01b-mip2.tga" "admin01_P02b-mip2.tga" "admin01_P03f-mip2.tga" "admin01_P01b-mip3.tga" "admin01_P02b-mip3.tga" "admin01_P03f-mip3.tga")
  481.         $Skin: "e" ("admin01_P01b.tga" "admin01_P02b.tga" "admin01_P03.tga" "admin01_P01b-mip2.tga" "admin01_P02b-mip2.tga" "admin01_P03-mip2.tga" "admin01_P01b-mip3.tga" "admin01_P02b-mip3.tga" "admin01_P03-mip3.tga")
  482.         $Body Temperature(F):    90.0
  483.     $RFE Level1:                "Ultor"
  484.  
  485. // ----------------------------------------------------------------------------------
  486.  
  487.     $Name:                  "admin_male2"
  488.     $V3D Filename:          "admin_male2.vcm"
  489.     $LOD Distances:            { 6 9 }
  490.     $Movemode:              "run"
  491.     $Mass:                  100
  492.     $Material:              "flesh"
  493.     $Flags:                 ("walk" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid")
  494.     $Flags2:                ("collide_player")
  495.     $Collision Radius:      0.90
  496.     $Collision Damage Given:    10.0
  497.     $Movement Radius:            0.5
  498.     $FOV:                   180
  499.     $Envirosuit:            0
  500.     $Life:                  75
  501.     $Damage Type Factor:        "armor piercing bullet"        1.5
  502.     $Max Vel:                   6.0
  503.        +slow factor:        0.5
  504.        +fast factor:        1.5
  505.     $Acceleration:          20.0
  506.     $Max Rot Vel:           3.0
  507.     $Rot Acceleration:      2.0
  508.     $Allowed Weapons:       ("")
  509.     $Default Primary:       ""
  510.     $Default Secondary:     ""
  511.     $Attack Style:          "Direct"
  512.     $Blind Pursuit Time:    5.0
  513.     $Persona:                    "admin_male"
  514.     $FlySnd:                ""
  515.     $Min FlySnd Volume:     0.6
  516.     $StartleSnd:               "Ultor Guard Startle"
  517.     $Footstep Sound:        "Default Footstep"
  518.     $Footstep Sound:        "Rock Footstep"
  519.     $Footstep Sound:        "Metal Footstep"
  520.     $Footstep Sound:        "Solid Footstep"
  521.     $Footstep Sound:        "Water Footstep"
  522.     $Footstep Sound:        "Ice Footstep"
  523.     $Climb Footstep Sounds: "Default Climb"
  524.     $Climb Footstep Sounds:    "Ladder Climb"
  525.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  526.     $LandSnd:               "Default Land"
  527.     $LandSnd:               "Metal Land"
  528.     $LandSnd:               "Solid Land"
  529.     $LandSnd:               "Water Land"
  530.     $Impact Death Sound:    "Impact Death"
  531.     $JumpSnd:               "Jump"
  532.     $Headlamp On Sound:        "Headlamp On"
  533.     $Headlamp Off Sound:    "Headlamp Off"
  534.     $Low_Pain Sounds:       "Admm small pain"
  535.     $Med_Pain Sounds:       "Admm large pain"
  536.     +State:                 "stand"                  "adm2_stand.mvf"
  537.     +State:                 "attack_stand"           "adm2_stand.mvf"
  538.     +State:                 "walk"                   "adm2_walk.mvf"
  539.         +Footstep Trigger:    3    17
  540.     +State:                 "run"                    "adm2_run.mvf"
  541.         +Footstep Trigger:      5    14
  542.     +State:                 "flee_run"               "adm2_run_flee.mvf"
  543.         +Footstep Trigger:      5    14
  544.     +State:                 "flail_run"              "adm2_run_flail.mvf"
  545.         +Footstep Trigger:      6    15
  546.     +State:                 "freefall"               "tech01_freefall.mvf"
  547.     +State:                 "cower"                  "adm2_cower.mvf"
  548.     +State:                 "crouch"                 "tech01_crouch.mvf"
  549.      +Action:                "idle_1"                 "adm2_idle.mvf"                     "Tech1 Idle"
  550.     +Action:                "speak"                  "adm2_talk.mvf"                        ""
  551.     +Action:                "speak_short"            "adm2_talk_short.mvf"                  ""
  552.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  553.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  554.     +Action:                "flinch_chest"           "adm2_flinch_front.mvf"                      ""
  555.     +Action:                "flinch_back"            "adm2_flinch_back.mvf"                 ""
  556.     +Action:                "flinch_leg_left"        "adm2_flinch_leg_left.mvf"                ""
  557.     +Action:                "flinch_leg_right"       "adm2_flinch_leg_right.mvf"                ""
  558.     +Action:                "death_generic"          "adm2_death_generic.mvf"               "Human Death Generic 1"
  559.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  560.     +Action:                "death_blast_backward"   "tech01_blast_back.mvf"                  "Human Death Blast Backward 1"
  561.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  562.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  563.     +Action:                "death_head_neutral"     "adm2_death_generic.mvf"               "Human Death Generic 1"
  564.     +Action:                "death_chest_forward"    "adm2_death_chest_forwards.mvf"         "Human Death Chest Forward 1"
  565.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  566.     +Action:                "death_chest_neutral"    "adm2_death_generic.mvf"               "Human Death Generic 1"
  567. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  568.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  569.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  570.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  571.     $Use:                   "ai response"
  572.     +radius:                       2.0
  573.     $Collision Sphere:      "csphere_0" 0.5 0.5
  574.     $Collision Sphere:      "csphere_1" 1.0 1.0
  575.     $Collision Sphere:      "csphere_2" 5.0 2.0
  576.     $Num Skins: 5
  577.     $Skin: "b" ("fat_admin01_P01.tga" "fat_admin01_P02.tga" "fat_admin01_P03c.tga" "fat_admin01_P01-mip2.tga" "fat_admin01_P02-mip2.tga" "fat_admin01_P03c-mip2.tga" "fat_admin01_P01-mip3.tga" "fat_admin01_P02-mip3.tga" "fat_admin01_P03c-mip3.tga")
  578.         $Skin: "c" ("fat_admin01_P01c.tga" "fat_admin01_P02c.tga" "fat_admin01_P03b.tga" "fat_admin01_P01c-mip2.tga" "fat_admin01_P02c-mip2.tga" "fat_admin01_P03b-mip2.tga" "fat_admin01_P01c-mip3.tga" "fat_admin01_P02c-mip3.tga" "fat_admin01_P03b-mip3.tga")
  579.         $Skin: "d" ("fat_admin01_P01c.tga" "fat_admin01_P02c.tga" "fat_admin01_P03d.tga" "fat_admin01_P01c-mip2.tga" "fat_admin01_P02c-mip2.tga" "fat_admin01_P03d-mip2.tga" "fat_admin01_P01c-mip3.tga" "fat_admin01_P02c-mip3.tga" "fat_admin01_P03d-mip3.tga")
  580.         $Skin: "e" ("fat_admin01_P01b.tga" "fat_admin01_P02b.tga" "fat_admin01_P03e.tga" "fat_admin01_P01b-mip2.tga" "fat_admin01_P02b-mip2.tga" "fat_admin01_P03e-mip2.tga" "fat_admin01_P01b-mip3.tga" "fat_admin01_P02b-mip3.tga" "fat_admin01_P03e-mip3.tga")
  581.         $Skin: "f" ("fat_admin01_P01b.tga" "fat_admin01_P02b.tga" "fat_admin01_P03f.tga" "fat_admin01_P01b-mip2.tga" "fat_admin01_P02b-mip2.tga" "fat_admin01_P03f-mip2.tga" "fat_admin01_P01b-mip3.tga" "fat_admin01_P02b-mip3.tga" "fat_admin01_P03f-mip3.tga")
  582.         $Body Temperature(F):    90.0
  583.     $RFE Level1:                "Ultor"
  584.  
  585.  
  586.     // ----------------------------------------------------------------------------------
  587.     
  588.     $Name:                  "Capek"
  589.     $V3D Filename:          "Capek.vcm"
  590.     $LOD Distances:            { 6 9 }
  591.     $Movemode:              "hover"
  592.     $Mass:                  100
  593.     $Material:              "flesh"
  594.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "envirosuit" "nano_shield")
  595.     $Flags2:                ("collide_player")
  596.     $Collision Radius:      0.90
  597.     $Collision Damage Given:    10.0
  598.     $Movement Radius:            0.5
  599.     $FOV:                   180
  600.     $Envirosuit:            2500
  601.     $Life:                  300
  602.     $Max Vel:                   0.3
  603.     $Acceleration:          20.0
  604.     $Max Rot Vel:           10.0
  605.     $Rot Acceleration:      10.0
  606.     $Allowed Weapons:       ("Capek Cane")
  607.     $Default Primary:       "Capek Cane"
  608.     $Default Secondary:     ""
  609.     $Primary Warmup FX:     "NanoAttackSource.VFX"
  610.     $Attack Style:          "Direct"
  611.     $Blind Pursuit Time:    30.0
  612.     $Persona:                    "empty"
  613.     $FlySnd:                ""
  614.     $Min FlySnd Volume:     0.6
  615.     $Footstep Sound:        "Default Footstep"
  616.     $Footstep Sound:        "Rock Footstep"
  617.     $Footstep Sound:        "Metal Footstep"
  618.     $Footstep Sound:        "Solid Footstep"
  619.     $Footstep Sound:        "Water Footstep"
  620.     $Footstep Sound:        "Ice Footstep"
  621.     $Climb Footstep Sounds: "Default Climb"
  622.     $Climb Footstep Sounds:    "Ladder Climb"
  623.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  624.     $LandSnd:               "Default Land"
  625.     $LandSnd:               "Metal Land"
  626.     $LandSnd:               "Solid Land"
  627.     $LandSnd:               "Water Land"
  628.     $Impact Death Sound:    "Impact Death"
  629.     $JumpSnd:               "Jump"
  630.     $Low_Pain Sounds:       "Capek Small Pain"
  631.     $Med_Pain Sounds:       "Capek Large Pain"
  632.     +State:                 "stand"                  "capk_stand.mvf"
  633.     +State:                 "attack_stand"           "capk_stand.mvf"
  634.     +State:                 "crouch"                 "capk_crouch.mvf"
  635.     +State:                 "walk"                   "capk_walk.mvf"
  636.         +Footstep Trigger:    6    13
  637.     +State:                 "run"                    "capk_walk.mvf"
  638.         +Footstep Trigger:    6    13
  639.     +State:                 "attack_walk"            "capk_walk.mvf"
  640.         +Footstep Trigger:    6    13
  641.     +State:                 "attack_run"             "capk_walk.mvf"
  642.         +Footstep Trigger:    6    13
  643.     +State:                 "freefall"               "capk_freefall.mvf"
  644.     +Action:                "fire_stand"             "capk_nano_attack.mvf"        ""
  645.     +Action:                "speak"                  "capk_talk.mvf"             ""
  646.     +Action:                "speak_short"            "capk_talk_short.mvf"       ""
  647.     +Action:                "idle_1"                 "capk_idle_01.mvf"          ""
  648.     +Action:                "death_generic"          "capk_death.mvf"            "Human Death Generic 3"
  649.     +Action:                "flinch_chest"          "capk_Flinch_Chest.mvf"      ""
  650.     +Action:                "flinch_back"           "capk_Flinch_Back.mvf"       ""
  651.     +Action:                "flinch_leg_left"       "capk_Flinch_Leg_left.mvf"   ""
  652.     +Action:                "flinch_leg_right"      "capk_Flinch_Leg_right.mvf"  ""
  653.     $Use:                   "none"
  654.     $Collision Sphere:      "csphere_0" 0.5 0.5
  655.     $Collision Sphere:      "csphere_1" 1.0 1.0
  656.     $Collision Sphere:      "csphere_2" 5.0 2.0
  657.     $Num Skins: 0
  658.     $Body Temperature(F):    90.0
  659.     $RFE Level1:                "Ultor"
  660.  
  661.     // ----------------------------------------------------------------------------------
  662.  
  663.     $Name:                  "miner1"
  664.     $V3D Filename:          "miner.vcm"
  665.     $LOD Distances:            { 6 9 }
  666.     $Movemode:              "run"
  667.     $Mass:                  100
  668.     $Material:              "flesh"
  669.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  670.     $Flags2:                ("collide_player")
  671.     $Collision Radius:      0.90
  672.     $Collision Damage Given:    10.0
  673.     $Movement Radius:            0.5
  674.     $FOV:                   180
  675.     $Envirosuit:            100
  676.     $Life:                  100
  677.     $Damage Type Factor:        "armor piercing bullet"        1.5
  678.     $Max Vel:                   6.0
  679.        +slow factor:        0.5
  680.        +fast factor:        1.5
  681.     $Acceleration:          20.0
  682.     $Max Rot Vel:           3.0
  683.     $Rot Acceleration:      2.0
  684.     $Allowed Weapons:       ("12mm handgun" "Sniper Rifle" "Rocket Launcher" "Riot Stick" "Shotgun" "Grenade" "Riot Shield" "Flamethrower" "heavy_machine_gun" "rail_gun" "scope_assault_rifle" "shoulder_cannon")
  685.     $Default Primary:       "12mm handgun"
  686.     $Default Secondary:     ""
  687.     $Attack Style:          "Direct"
  688.     $Blind Pursuit Time:    20.0
  689.     $Persona:                    "miner_male"
  690.     $FlySnd:                ""
  691.     $Min FlySnd Volume:     0.6
  692.     $Footstep Sound:        "Default Footstep"
  693.     $Footstep Sound:        "Rock Footstep"
  694.     $Footstep Sound:        "Metal Footstep"
  695.     $Footstep Sound:        "Solid Footstep"
  696.     $Footstep Sound:        "Water Footstep"
  697.     $Footstep Sound:        "Ice Footstep"
  698.     $Footstep Sound:        "Glass Footstep"
  699.     $Climb Footstep Sounds: "Default Climb"
  700.     $Climb Footstep Sounds:    "Ladder Climb"
  701.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  702.     $Crawl Footstep Sound:  "Crawl Footstep"
  703.     $LandSnd:               "Default Land"
  704.     $LandSnd:               "Metal Land"
  705.     $LandSnd:               "Solid Land"
  706.     $LandSnd:               "Water Land"
  707.     $LandSnd:               "Glass Land"
  708.     $Impact Death Sound:    "Impact Death"
  709.     $JumpSnd:               "Jump"
  710.     $Headlamp On Sound:        "Headlamp On"
  711.     $Headlamp Off Sound:    "Headlamp Off"
  712.     $Low_Pain Sounds:       "Player Small Pain"
  713.     $Med_Pain Sounds:       "Player Large Pain"
  714.     $DeathSnd:              "Player Die"
  715.     +State:                 "stand"                 "ult2_stand.mvf"
  716.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  717.     +State:                 "walk"                  "ult2_walk.mvf"
  718.         +Footstep Trigger:    3    17
  719.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  720.         +Footstep Trigger:   3    17
  721.     +State:                 "run"                   "park_run.mvf"
  722.         +Footstep Trigger:   5    13
  723.     +State:                 "attack_run"            "ult2_attack_run.mvf"
  724.         +Footstep Trigger:   5    13
  725.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  726.     +Footstep Trigger:      6    15
  727.     +State:                 "flail_run"             "park_run_flail.mvf"
  728.         +Footstep Trigger:      6    15
  729.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  730.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  731.     +State:                 "crouch"                "ult2_crouch.mvf"
  732.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  733.     +State:                 "attack_crouch_walk"    "park_HG_crouch_walk.mvf"
  734.     +State:                 "freefall"              "ult2_jump.mvf"
  735.     +State:                 "cower"                 "ult2_cower.mvf"
  736.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  737.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  738.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  739.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  740.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"         ""
  741.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"       ""
  742.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"        "Ultor Idle"
  743.     +Action:                "speak"                 "miner_talk.mvf"               ""
  744.     +Action:                "speak_short"           "miner_talk_short.mvf"         ""
  745.     +Action:                "reload"                "ult2_reload.mvf"              "Ultor Reload"
  746.     +Action:                "unholster"             "ult2_draw.mvf"                "Ultor Draw"
  747.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"        ""
  748.     +Action:                "alt_fire_stand"        "ult2_silencer.mvf"            ""
  749.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"       ""
  750.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  751.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  752.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"             "Human Death Blast Backward 1"
  753.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  754.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  755.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  756.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  757.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  758.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  759. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  760.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  761.     +Action:                "death_crouch"          "park_Death_crouch.mvf"               "Human Death Crouch 1"
  762.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  763.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  764.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  765.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  766.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  767.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  768.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  769.     +Weapon Specific: "Machine Pistol"
  770.     +Spine Adjustment: -15.0
  771.     +State:                 "stand"                    "esgd_stand.mvf"
  772.     +State:                 "attack_stand"          "esgd_attack_stand.mvf"
  773.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  774.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  775.     +State:                 "walk"                  "esgd_attack_walk.mvf"
  776.     +State:                 "run"                   "esgd_attack_run.mvf"
  777.     +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  778.     +State:                 "attack_crouch_walk"    "park_MP_crouch_walk.mvf"
  779.     +Action:                "reload"                "esgd_mp_reload.mvf"           "Ultor Reload"
  780.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"        ""
  781.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"        ""
  782.     +Weapon Specific: "Riot Stick"
  783.     +Spine Adjustment: -10.0
  784.     +State:                 "stand"                     "ult2_stand.mvf"
  785.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  786.     +State:                 "attack_walk"           "ult2_walk.mvf"
  787.     +State:                 "attack_run"            "ult2_run.mvf"
  788.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  789.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  790.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  791.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"        ""
  792.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"        ""
  793.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"        ""
  794.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"        ""
  795.     +Weapon Specific: "Shotgun"
  796.     +Spine Adjustment: -17.0
  797.     +State:                 "stand"                     "park_shotgun_stand.mvf"
  798.     +State:                 "attack_stand"              "park_shotgun_attack_stand.mvf"
  799.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  800.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  801.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  802.     +State:                 "run"                   "park_shotgun_run.mvf"
  803.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  804.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  805.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  806.            +Footstep Trigger:      5    13
  807.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  808.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  809.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  810.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  811.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  812.     +Weapon Specific: "Remote Charge"
  813.     +Spine Adjustment: -10.0
  814.     +State:                 "stand"                 "ult2_stand.mvf"
  815.     +State:                 "attack_stand"          "park_riotstick_stand.mvf"
  816.     +State:                 "attack_walk"           "ult2_walk.mvf"
  817.     +State:                 "attack_run"            "ult2_run.mvf"
  818.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  819.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  820.     +Action:                "fire_stand"            "park_remotecharge_throw.mvf"        ""
  821.     +Weapon Specific: "Grenade"
  822.     +Spine Adjustment: -15.0
  823.     +State:                 "stand"                     "ult2_stand.mvf"
  824.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  825.     +State:                 "attack_walk"           "ult2_walk.mvf"
  826.     +State:                 "attack_run"            "ult2_run.mvf"
  827.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  828.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  829.     +Action:                "fire_stand"            "park_grenade_throw.mvf"        ""
  830.     +Action:                "alt_fire_stand"            "park_grenade_throw_alt.mvf"        ""
  831.     +Weapon Specific: "Assault Rifle"
  832.     +Spine Adjustment: -15.0
  833.     +State:                 "stand"                    "engd_arifle_stand.mvf"
  834.     +State:                 "attack_stand"              "engd_arifle_attack_stand.mvf"
  835.     +State:                 "attack_walk"           "engd_arifle_attack_walk.mvf"
  836.     +State:                 "attack_run"            "engd_arifle_attack_run.mvf"
  837.     +State:                 "walk"                  "engd_arifle_attack_walk.mvf"
  838.     +State:                 "run"                   "engd_arifle_attack_run.mvf"
  839.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  840.            +Footstep Trigger:      5    13
  841.     +State:                 "attack_crouch"         "engd_arifle_attack_crouch.mvf"
  842.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  843.     +Action:                "reload"                "engd_arifle_reload.mvf"               "Ultor Reload"
  844.     +Action:                "fire_stand"            "engd_arifle_stand_firing_2.mvf"        ""
  845.     +Action:                "alt_fire_stand"        "engd_arifle_stand_firing_2.mvf"        ""
  846.     +Action:                "fire_stand2"           "engd_arifle_stand_firing.mvf"          ""
  847.     +Action:                "fire_crouch"           "engd_arifle_stand_firing_2.mvf"        ""
  848.     +Action:                "fire_crouch2"          "engd_arifle_stand_firing.mvf"          ""
  849.     +Weapon Specific: "scope_assault_rifle"
  850.     +Spine Adjustment: -17.0
  851.     +State:                 "stand"                 "engd_arifle_stand.mvf"
  852.     +State:                 "attack_stand"          "engd_arifle_attack_stand.mvf"
  853.     +State:                 "attack_walk"           "engd_arifle_attack_walk.mvf"
  854.     +State:                 "attack_run"            "engd_arifle_attack_run.mvf"
  855.     +State:                 "walk"                  "engd_arifle_attack_walk.mvf"
  856.     +State:                 "run"                   "engd_arifle_attack_run.mvf"
  857.     +State:                 "attack_crouch"         "engd_SAR_attack_crouch.mvf"
  858.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  859.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  860.            +Footstep Trigger:      5    13
  861.     +Action:                "reload"                "engd_arifle_reload.mvf"           "Ultor Reload"
  862.     +Action:                "fire_stand"            "engd_SAR_stand_firing.mvf"        ""
  863.     +Action:                "fire_crouch"           "engd_SAR_crouch_fire.mvf"         ""
  864.     +Weapon Specific: "Rocket Launcher"
  865.     +Spine Adjustment: -5.0
  866.     +State:                 "stand"            "engd_rl_stand.mvf"
  867.     +State:                 "attack_stand"         "engd_rl_attack_stand.mvf"
  868.     +State:                 "attack_walk"           "engd_rl_walk.mvf"
  869.     +State:                 "attack_run"            "engd_rl_run.mvf"
  870.     +State:                 "walk"                  "engd_rl_walk.mvf"
  871.     +State:                 "run"                   "engd_rl_run.mvf"
  872.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  873.            +Footstep Trigger:      5    13
  874.     +State:                 "crouch"                    "engd_rl_attack_crouch.mvf"
  875.     +State:                 "attack_crouch"         "engd_rl_attack_crouch.mvf"
  876.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  877.     +Action:                "fire_stand"            "engd_rl_stand_firing.mvf"        ""
  878.     +Action:                "fire_crouch"           "engd_rl_crouch_firing.mvf"        ""
  879.     +Weapon Specific: "Sniper Rifle"
  880.     +Spine Adjustment: 0.0
  881.     +State:                 "stand"                     "park_sniper_stand.mvf"
  882.     +State:                 "attack_stand"              "park_sniper_attack_stand.mvf"
  883.     +State:                 "attack_walk"           "park_sniper_walk.mvf"
  884.     +State:                 "attack_run"            "park_sniper_run.mvf"
  885.     +State:                 "walk"                  "park_sniper_walk.mvf"
  886.     +State:                 "run"                   "park_sniper_run.mvf"
  887.     +State:                 "attack_crouch"         "park_sniper_attack_crouch.mvf"
  888.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  889.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  890.            +Footstep Trigger:      5    13
  891.     +Action:                "reload"                "park_sniper_reload.mvf"           "Ultor Reload"
  892.     +Action:                "fire_stand"            "park_sniper_stand_fire.mvf"        ""
  893.     +Action:                "fire_crouch"           "park_sniper_crouch_fire.mvf"        ""
  894.     +Weapon Specific: "Riot Shield"
  895.     +Spine Adjustment: 0.0
  896.     +State:                 "stand"            "rtgd_riotshield_stand.mvf"
  897.     +State:                 "attack_stand"        "rtgd_riotshield_attackstand.mvf"
  898.     +State:                   "attack_walk"             "rtgd_riotshield_walk.mvf"
  899.     +State:                   "attack_run"              "rtgd_riotshield_run.mvf"
  900.     +State:                  "crouch"                "rtgd_riotshield_crouch.mvf"
  901.     +State:                   "attack_crouch"           "rtgd_riotshield_crouch.mvf"
  902.     +State:                 "attack_crouch_walk"    "park_Rshield_crouch_walk.mvf"
  903.     +Action:                "fire_stand"            "rtgd_riotshield_attack.mvf"                ""
  904.     +Action:                "fire_crouch"            "rtgd_riotshieldattackcrouch.mvf"        ""
  905.     +Action:                "flinch_stand"          "rtgd_riotshield_flinchfront.mvf"          ""
  906.     +Action:                "flinch_attack_stand"   "rtgd_riotshield_flinchfront.mvf"          ""
  907.     +Action:                "flinch_chest"          "rtgd_riotshield_flinchfront.mvf"          ""
  908.     +Action:                "flinch_back"           "rtgd_riotshield_flinch_back.mvf"           ""
  909.     +Action:                "flinch_leg_left"       "rtgd_riotshield_flinchfront.mvf"          ""
  910.     +Action:                "flinch_leg_right"      "rtgd_riotshield_flinchfront.mvf"          ""
  911.     +Weapon Specific: "Flamethrower"
  912.     +Spine Adjustment: -5.0
  913.     +State:                 "stand"                "engd_arifle_stand.mvf"
  914.     +State:                 "attack_stand"        "park_ft_attack_stand.mvf"
  915.     +State:                 "attack_walk"           "park_ft_walk.mvf"
  916.     +State:                 "attack_run"            "park_ft_run.mvf"
  917.     +State:                 "walk"                  "park_ft_walk.mvf"
  918.     +State:                 "run"                   "park_ft_run.mvf"
  919.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  920.            +Footstep Trigger:      5    13
  921.     +State:                 "attack_crouch"         "park_ft_attack_crouch.mvf"
  922.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  923.     +Action:                "reload"                "park_ft_reload.mvf"           "Ultor Reload"
  924.     +Action:                "fire_stand"            "park_ft_stand_fire.mvf"        ""
  925.     +Action:                "alt_fire_stand"        "park_ft_alt_fire_stand.mvf"        ""
  926.     +Action:                "fire_crouch"           "park_ft_crouch_fire.mvf"        ""
  927.     +Weapon Specific: "heavy_machine_gun"
  928.     +Spine Adjustment: -17.0
  929.     +State:                 "stand"                "park_hmac_stand.mvf"
  930.     +State:                 "attack_stand"          "park_hmac_attack_stand.mvf"
  931.     +State:                 "attack_walk"           "park_hmac_walk.mvf"
  932.     +State:                 "attack_run"            "park_hmac_run.mvf"
  933.     +State:                 "walk"                  "park_hmac_walk.mvf"
  934.     +State:                 "run"                   "park_hmac_run.mvf"
  935.     +State:                 "flee_run"              "park_run_flee_HMAC.mvf"
  936.            +Footstep Trigger:      6    16
  937.     +State:                 "attack_crouch"         "park_hmac_attack_crouch.mvf"
  938.     +State:                 "attack_crouch_walk"    "park_hmac_crouch_walk.mvf"
  939.     +Action:                "idle_1"                "park_hmac_idle.mvf"        ""
  940.     +Action:                "reload"                "park_hmac_reload.mvf"           "Ultor Reload"
  941.     +Action:                "fire_stand"            "park_hmac_stand_fire.mvf"        ""
  942.     +Action:                "alt_fire_stand"        "park_hmac_stand_fire.mvf"            ""
  943.     +Action:                "fire_crouch"           "park_hmac_crouch_fire.mvf"        ""
  944.     +Weapon Specific: "rail_gun"
  945.     +Spine Adjustment: -18.0
  946.     +State:                 "stand"                "park_rrif_stand.mvf"
  947.     +State:                 "attack_stand"        "park_rrif_attack_stand.mvf"
  948.     +State:                 "attack_walk"           "park_rrif_walk.mvf"
  949.     +State:                 "attack_run"            "park_rrif_run.mvf"
  950.     +State:                 "walk"                  "park_rrif_walk.mvf"
  951.     +State:                 "run"                   "park_rrif_run.mvf"
  952.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  953.            +Footstep Trigger:      5    13
  954.     +State:                 "attack_crouch"         "park_rrif_attack_crouch.mvf"
  955.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  956.     +Action:                "idle_1"                "park_rrif_idle.mvf"        ""
  957.     +Action:                "fire_stand"            "park_rrif_stand_fire.mvf"        ""
  958.     +Action:                "fire_crouch"           "park_rrif_crouch_fire.mvf"        ""
  959.     +Weapon Specific: "shoulder_cannon"
  960.     +Spine Adjustment: -12.0
  961.     +State:                 "stand"                "park_smw_stand.mvf"
  962.     +State:                 "attack_stand"          "park_smw_stand.mvf"
  963.     +State:                 "attack_walk"           "park_smw_walk.mvf"
  964.     +State:                 "attack_run"            "park_smw_run.mvf"
  965.     +State:                 "walk"                  "park_smw_walk.mvf"
  966.     +State:                 "run"                   "park_smw_run.mvf"
  967.     +State:                 "crouch"                "park_smw_crouch.mvf"
  968.     +State:                 "attack_crouch"         "park_smw_crouch.mvf"
  969.     +State:                        "attack_crouch_walk"        "park_SC_crouch_walk.mvf"
  970.     +Action:                "idle_1"                "park_smw_idle.mvf"        ""
  971.     +Action:                "fire_stand"            "park_smw_stand_fire.mvf"        ""
  972.     +Action:                "fire_crouch"           "park_smw_crouch_fire.mvf"        ""
  973.     +Action:                "flinch_chest"          "park_smw_flinch_front.mvf"        ""
  974.     +Action:                "flinch_back"           "park_smw_flinch_back.mvf"        ""
  975.     +Action:                "flinch_leg_left"       "park_smw_flinch_front.mvf"         ""
  976.     +Action:                "flinch_leg_right"      "park_smw_flinch_front.mvf"         ""
  977.     +Action:                "flinch_stand"          "park_smw_flinch_front.mvf"        ""
  978.     +Action:                "flinch_attack_stand"   "park_smw_flinch_front.mvf"       ""
  979.     $Use:                   "ai response"
  980.     +radius:                       2.0
  981.     $Collision Sphere:      "csphere_0" 0.5 0.5
  982.     $Collision Sphere:      "csphere_1" 1.0 1.0
  983.     $Collision Sphere:      "csphere_2" 5.0 2.0
  984.     $Num Skins: 5
  985.     $Skin: "b" ("Envro_Torso.tga" "Envro_LegsArms.tga" "miner01_b.tga" "Envro_FacePlate.tga" "Envro_Torso-mip2.tga" "Envro_LegsArms-mip2.tga" "miner01_b-mip2.tga" "Envro_FacePlate.tga" "Envro_Torso-mip3.tga" "Envro_LegsArms-mip3.tga" "miner01_b-mip3.tga" "Envro_FacePlate.tga")
  986.     $Skin: "c" ("Envro_Torso.tga" "Envro_LegsArms.tga" "miner01_c.tga" "Envro_FacePlate.tga" "Envro_Torso-mip2.tga" "Envro_LegsArms-mip2.tga" "miner01_c-mip2.tga" "Envro_FacePlate.tga" "Envro_Torso-mip3.tga" "Envro_LegsArms-mip3.tga" "miner01_c-mip3.tga" "Envro_FacePlate.tga")
  987.     $Skin: "d"  ("Envro_Torso.tga" "Envro_LegsArms.tga" "miner01_a.tga" "Envro_FacePlate.tga" "Envro_Torso-mip2.tga" "Envro_LegsArms-mip2.tga" "miner01_a-mip2.tga" "Envro_FacePlate.tga" "Envro_Torso-mip3.tga" "Envro_LegsArms-mip3.tga" "miner01_a-mip3.tga" "Envro_FacePlate.tga")
  988.     $Skin: "e"  ("Envro_Torso.tga" "Envro_LegsArms.tga" "miner01_e.tga" "Envro_FacePlate.tga" "Envro_Torso-mip2.tga" "Envro_LegsArms-mip2.tga" "miner01_e-mip2.tga" "Envro_FacePlate.tga" "Envro_Torso-mip3.tga" "Envro_LegsArms-mip3.tga" "miner01_e-mip3.tga" "Envro_FacePlate.tga")
  989.     $Skin: "Parker"  ("Envro_Torso.tga" "Envro_LegsArms.tga" "Parker_face.tga" "Envro_FacePlate.tga" "Envro_Torso-mip2.tga" "Envro_LegsArms-mip2.tga" "Parker_face-mip2.tga" "Envro_FacePlate.tga" "Envro_Torso-mip3.tga" "Envro_LegsArms-mip3.tga" "Parker_face-mip3.tga" "Envro_FacePlate.tga")    
  990.     $Body Temperature(F):    90.0
  991.     $RFE Level1:                "Miners"
  992.  
  993.     // ----------------------------------------------------------------------------------
  994.  
  995.     $Name:                  "medic1"
  996.     $V3D Filename:          "medic01.vcm"
  997.         $LOD Distances:            { 6 9 }
  998.     $Movemode:              "run"
  999.     $Mass:                  100
  1000.     $Material:              "flesh"
  1001.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "medic")
  1002.     $Flags2:                ("collide_player")
  1003.     $Collision Radius:      0.90
  1004.     $Collision Damage Given:    10.0
  1005.     $Movement Radius:            0.5
  1006.     $FOV:                   180
  1007.     $Envirosuit:            0
  1008.     $Life:                  100
  1009.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1010.     $Max Vel:                   6.0
  1011.        +slow factor:        0.5
  1012.        +fast factor:        1.5
  1013.     $Acceleration:          20.0
  1014.     $Max Rot Vel:           3.0
  1015.     $Rot Acceleration:      2.0
  1016.     $Allowed Weapons:       ("")
  1017.     $Default Primary:       ""
  1018.     $Default Secondary:     ""
  1019.     $Attack Style:          "Direct"
  1020.     $Blind Pursuit Time:    5.0
  1021.     $Persona:                    "medic"
  1022.     $FlySnd:                ""
  1023.     $Min FlySnd Volume:     0.6
  1024.     $Footstep Sound:        "Default Footstep"
  1025.     $Footstep Sound:        "Rock Footstep"
  1026.     $Footstep Sound:        "Metal Footstep"
  1027.     $Footstep Sound:        "Solid Footstep"
  1028.     $Footstep Sound:        "Water Footstep"
  1029.     $Footstep Sound:        "Ice Footstep"
  1030.     $Climb Footstep Sounds: "Default Climb"
  1031.     $Climb Footstep Sounds:    "Ladder Climb"
  1032.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  1033.     $LandSnd:               "Default Land"
  1034.     $LandSnd:               "Metal Land"
  1035.     $LandSnd:               "Solid Land"
  1036.     $LandSnd:               "Water Land"
  1037.     $Impact Death Sound:    "Impact Death"
  1038.     $JumpSnd:               "Jump"
  1039.     $Headlamp On Sound:        "Headlamp On"
  1040.     $Headlamp Off Sound:    "Headlamp Off"
  1041.     $Low_Pain Sounds:       "Medic Small Pain"
  1042.     $Med_Pain Sounds:       "Medic Large Pain"
  1043.     +State:                 "stand"                  "tech01_stand.mvf"
  1044.     +State:                 "attack_stand"           "tech01_stand.mvf"
  1045.     +State:                 "walk"                   "tech01_walk.mvf"
  1046.         +Footstep Trigger:    5    19
  1047.     +State:                 "run"                    "tech01_run.mvf"
  1048.         +Footstep Trigger:      6    15
  1049.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  1050.         +Footstep Trigger:      6    15
  1051.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1052.         +Footstep Trigger:      6    15
  1053.     +State:                 "freefall"               "tech01_freefall.mvf"
  1054.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  1055. //    +State:                 "swim_stand"            ""
  1056. //    +State:                 "swim_walk"             ""
  1057.     +State:                 "crouch"                 "tech01_crouch.mvf"
  1058.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  1059.     +Action:                "speak"                  "medc_talk.mvf"                        ""
  1060.     +Action:                "speak_short"            "medc_talk_short.mvf"                  ""
  1061.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  1062.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  1063.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  1064.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  1065.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  1066.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  1067.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  1068.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  1069.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                  "Human Death Blast Backward 1"
  1070.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  1071.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  1072.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  1073.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  1074.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  1075.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  1076. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  1077.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  1078.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  1079.     +Action:                "heal_light_1"           "medic01_heal_01.mvf"                    "Med Heal Foley"
  1080.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  1081.     $Use:                   "medic"
  1082.     +radius:                       2.0
  1083.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1084.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1085.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1086.     $Num Skins: 5
  1087.     $Skin: "b" ("med_append.tga" "med_chest.tga" "med_face_b.tga" "med_append_mip1.tga" "med_chest_mip1.tga" "med_face_b_mip1.tga" "med_append_mip2.tga" "med_chest_mip2.tga" "med_face_b_mip2.tga")
  1088.     $Skin: "c" ("med_append.tga" "med_chest.tga" "med_face_c.tga" "med_append_mip1.tga" "med_chest_mip1.tga" "med_face_c_mip1.tga" "med_append_mip2.tga" "med_chest_mip2.tga" "med_face_c_mip2.tga")
  1089.     $Skin: "d" ("med_append.tga" "med_chest.tga" "med_face_d.tga" "med_append_mip1.tga" "med_chest_mip1.tga" "med_face_d_mip1.tga" "med_append_mip2.tga" "med_chest_mip2.tga" "med_face_c_mip2.tga")
  1090.     $Skin: "e" ("med_append-bloody.tga" "med_chest-bloody.tga" "med_face_e.tga" "med_append-bloody_mip1.tga" "med_chest-bloody_mip1.tga" "med_face_e-mip2.tga" "med_append-bloody_mip2.tga" "med_chest-bloody_mip2.tga" "med_face_e-mip3.tga")
  1091.     $Skin: "f" ("med_append-bloody.tga" "med_chest-bloody.tga" "med_face_f.tga" "med_append-bloody_mip1.tga" "med_chest-bloody_mip1.tga" "med_face_f-mip2.tga" "med_append-bloody_mip2.tga" "med_chest-bloody_mip2.tga" "med_face_f-mip3.tga")
  1092.     $Body Temperature(F):    90.0
  1093.     $RFE Level1:                "Ultor"
  1094.  
  1095.     // ----------------------------------------------------------------------------------
  1096.  
  1097.     $Name:                  "tech1"
  1098.     $V3D Filename:          "tech01.vcm"
  1099.     $LOD Distances:            {6 9 35}
  1100.     $Movemode:              "run"
  1101.     $Mass:                  100
  1102.     $Material:              "flesh"
  1103.     $Flags:                 ("walk" "sentient" "humanoid") 
  1104.     $Flags2:                ("collide_player")
  1105.     $Collision Radius:      0.85
  1106.     $Collision Damage Given:    10.0
  1107.     $Movement Radius:            0.5
  1108.     $FOV:                   180
  1109.     $Envirosuit:             0
  1110.     $Life:                  25
  1111.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1112.     $Max Vel:                   6.0
  1113.        +slow factor:        0.3
  1114.        +fast factor:        1.5
  1115.     $Acceleration:          20.0
  1116.     $Max Rot Vel:           10.0
  1117.     $Rot Acceleration:      10.0
  1118.     $Allowed Weapons:       ("")
  1119.     $Default Primary:       ""
  1120.     $Default Secondary:     ""
  1121.    $Helmet V3D Filename:   "Tech01_helmet.V3D"
  1122.     $Unholster Delay:       0.33
  1123.     $Attack Style:          "Direct"
  1124.     $Blind Pursuit Time:    30.0
  1125.     $Persona:                    "tech"
  1126.     $FlySnd:                ""
  1127.     $Min FlySnd Volume:     0.6
  1128.     $Footstep Sound:        "Default Footstep"
  1129.     $Footstep Sound:        "Rock Footstep"
  1130.     $Footstep Sound:        "Metal Footstep"
  1131.     $Footstep Sound:        "Solid Footstep"
  1132.     $LandSnd:               "Default Land2"
  1133.     $Low_Pain Sounds:       "Tech Small Pain"
  1134.     $Med_Pain Sounds:       "Tech Large Pain"
  1135.     $Squash Sounds:            "Character Squash"
  1136.     +State:                 "stand"                  "tech01_stand.mvf"
  1137.     +State:                 "attack_stand"           "tech01_stand.mvf"
  1138.     +State:                 "walk"                   "tech01_walk.mvf"
  1139.         +Footstep Trigger:    5    19
  1140.     +State:                 "run"                    "tech01_run.mvf"
  1141.         +Footstep Trigger:      6    15
  1142.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  1143.         +Footstep Trigger:      6    15
  1144.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1145.         +Footstep Trigger:      6    15
  1146.     +State:                 "freefall"               "tech01_freefall.mvf"
  1147.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  1148.     +State:                 "crouch"                 "tech01_crouch.mvf"
  1149.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  1150.     +Action:                "speak"                  "tech01_talk.mvf"                        ""
  1151.     +Action:                "speak_short"            "tech01_talk_short.mvf"                  ""
  1152.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  1153.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  1154.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  1155.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  1156.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  1157.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  1158.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  1159.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  1160.     +Action:                "death_blast_backward"   "tech01_blast_back.mvf"                  "Human Death Blast Backward 1"
  1161.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  1162.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  1163.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  1164.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  1165.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  1166.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  1167. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  1168.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  1169.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  1170.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  1171.     $Use:                   "ai response"
  1172.     +radius:                       2.0
  1173.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1174.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1175.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1176.     $Num Skins: 5
  1177.     $Skin: "b" ("tech1_append.tga" "tech1_chest.tga" "tech1_face_b.tga" "tech1_append_mip1.tga" "tech1_chest_mip1.tga" "tech1_face_b_mip1.tga" "tech1_append_mip2.tga" "tech1_chest_mip2.tga" "tech1_face_b_mip2.tga")
  1178.     $Skin: "c" ("tech1_append_b.tga" "tech1_chest_b.tga" "tech1_face_e.tga" "tech1_append_b-mip2.tga" "tech1_chest_b-mip2.tga" "tech1_face_e-mip2.tga" "tech1_append_b-mip3.tga" "tech1_chest_b-mip3.tga" "tech1_face_e-mip3.tga")
  1179.     $Skin: "d" ("tech1_append_c.tga" "tech1_chest_c.tga" "tech1_face_f.tga" "tech1_append_c-mip2.tga" "tech1_chest_c-mip2.tga" "tech1_face_f-mip2.tga" "tech1_append_c-mip3.tga" "tech1_chest_c-mip3.tga" "tech1_face_f-mip3.tga")
  1180.     $Skin: "e" ("tech1_append_c.tga" "tech1_chest_c.tga" "tech1_face_g.tga" "tech1_append_c-mip2.tga" "tech1_chest_c-mip2.tga" "tech1_face_g-mip2.tga" "tech1_append_c-mip3.tga" "tech1_chest_c-mip3.tga" "tech1_face_g-mip3.tga")
  1181.     $Skin: "f" ("tech1_append_b.tga" "tech1_chest_b.tga" "tech1_face_h.tga" "tech1_append_b-mip2.tga" "tech1_chest_b-mip2.tga" "tech1_face_h-mip2.tga" "tech1_append_b-mip3.tga" "tech1_chest_b-mip3.tga" "tech1_face_h-mip3.tga")
  1182.     $Body Temperature(F):    90.0
  1183.     $RFE Level1:                "Ultor"
  1184.  
  1185. // ----------------------------------------------------------------------------------
  1186.  
  1187.     $Name:                  "admin_fem"
  1188.     $V3D Filename:          "admin_fem.vcm"
  1189.         $LOD Distances:            { 6 9 }
  1190.     $Movemode:              "run"
  1191.     $Mass:                  100
  1192.     $Material:              "flesh"
  1193.     $Flags:                 ("walk" "sentient" "humanoid") 
  1194.     $Flags2:                ("collide_player")
  1195.     $Collision Radius:      0.85
  1196.     $Collision Damage Given:    10.0
  1197.     $Movement Radius:            0.5
  1198.     $FOV:                   180
  1199.     $Envirosuit:             0
  1200.     $Life:                  20
  1201.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1202.     $Max Vel:                   6.0
  1203.        +slow factor:        0.3
  1204.        +fast factor:        1.5
  1205.     $Acceleration:          20.0
  1206.     $Max Rot Vel:           10.0
  1207.     $Rot Acceleration:      10.0
  1208.     $Allowed Weapons:       ("")
  1209.     $Default Primary:       ""
  1210.     $Default Secondary:     ""
  1211.     $Unholster Delay:       0.33
  1212.     $Attack Style:          "Direct"
  1213.     $Blind Pursuit Time:    30.0
  1214.     $Persona:                "admin_fem"
  1215.     $FlySnd:                ""
  1216.     $Min FlySnd Volume:     0.6
  1217.     $Footstep Sound:        "Default Footstep"
  1218.     $Footstep Sound:        "Rock Footstep"
  1219.     $Footstep Sound:        "Metal Footstep"
  1220.     $Footstep Sound:        "Solid Footstep"
  1221.     $LandSnd:               "Default Land2"
  1222.     $Low_Pain Sounds:       "Admf Small Pain"
  1223.     $Med_Pain Sounds:       "Admf Large Pain"
  1224.     $Squash Sounds:            ""
  1225.     +State:                 "stand"                  "admin_fem_stand.mvf"
  1226.     +State:                 "attack_stand"           "admin_fem_stand.mvf"
  1227.         +State:                 "walk"                   "admin_fem_walk.mvf"
  1228.         +Footstep Trigger:    5    19
  1229.     +State:                 "run"                    "admin_fem_run.mvf"
  1230.         +Footstep Trigger:      6    15
  1231.     +State:                 "flee_run"               "admin_fem_run_flee.mvf"
  1232.         +Footstep Trigger:      6    15
  1233.     +State:                 "flail_run"               "adfm_run_flail.mvf"
  1234.         +Footstep Trigger:      6    15
  1235.     +State:                 "freefall"               "ADFM_freefall.mvf"
  1236.     +State:                 "cower"                  "ADFM_cower.mvf"
  1237. //    +State:                 "swim_stand"            ""
  1238. //    +State:                 "swim_walk"             ""
  1239.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  1240.      +Action:                "idle_1"                 "admin_fem_idle01.mvf"                   "Tech1 Idle"
  1241.     +Action:                "speak"                  "admin_fem_talk.mvf"                     ""
  1242.     +Action:                "speak_short"            "admin_fem_talk_short.mvf"               ""
  1243.         +Action:                "corpse_carry"           "admin_fem_corpsecarry.mvf"              ""
  1244.     +Action:                "corpse_drop"            "admin_fem_corpsedrop.mvf"               ""
  1245.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                  ""
  1246.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                   ""
  1247.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"               ""
  1248.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"              ""
  1249.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1250.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"          "Human Death Blast Forward 1"
  1251.     +Action:                "death_blast_backward"   "ADFM_death_blast_backwards.mvf"         "Human Death Blast Backward 1"
  1252.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"           "Human Death Head Forward 1"
  1253.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"          "Human Death Head Backward 1"
  1254.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1255.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"          "Human Death Chest Forward 2"
  1256.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"         "Human Death Chest Backward 1"
  1257.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1258.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                "Human Death Left 1"
  1259. //    +Action:                "death_leg_right"        "ADFM_death_leg_right.mvf"               "Human Death Right 1"
  1260.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                  "Human Death Crouch 1"
  1261.     +Action:                "hit_alarm"              "ADFM_hit_alarm.mvf"                     ""
  1262.     $Use:                   "ai response"
  1263.     +radius:                       2.0
  1264.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1265.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1266.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1267.     $Num Skins: 5
  1268.     $Skin: "b" ("admn_f_legs.tga" "admn_f_torso_d.tga" "admn_f_face_b.tga" "admn_f_legs-mip2.tga" "admn_f_torso_d-mip2.tga" "admn_f_face_b-mip2.tga" "admn_f_legs-mip3.tga" "admn_f_torso_d-mip3.tga" "admn_f_face_b-mip3.tga")
  1269.     $Skin: "c" ("admn_f_legs_b.tga" "admn_f_torso_c.tga" "admn_f_face_c.tga" "admn_f_legs_b-mip2.tga" "admn_f_torso_c-mip2.tga" "admn_f_face_c-mip2.tga" "admn_f_legs_b-mip3.tga" "admn_f_torso_c-mip3.tga" "admn_f_face_c-mip3.tga")
  1270.     $Skin: "d" ("admn_f_legs_b.tga" "admn_f_torso_c.tga" "admn_f_face_e.tga" "admn_f_legs_b-mip2.tga" "admn_f_torso_c-mip2.tga" "admn_f_face_e-mip2.tga" "admn_f_legs_b-mip3.tga" "admn_f_torso_c-mip3.tga" "admn_f_face_e-mip3.tga")
  1271.     $Skin: "e" ("admn_f_legs_b.tga" "admn_f_torso_b.tga" "admn_f_face_d.tga" "admn_f_legs_b-mip2.tga" "admn_f_torso_b-mip2.tga" "admn_f_face_d-mip2.tga" "admn_f_legs_b-mip3.tga" "admn_f_torso_b-mip3.tga" "admn_f_face_d-mip3.tga")
  1272.     $Skin: "f" ("admn_f_legs.tga" "admn_f_torso.tga" "admn_f_face_f.tga" "admn_f_legs-mip2.tga" "admn_f_torso-mip2.tga" "admn_f_face_f-mip2.tga" "admn_f_legs-mip3.tga" "admn_f_torso-mip3.tga" "admn_f_face_f-mip3.tga")
  1273.     $Body Temperature(F):    90.0
  1274.     $RFE Level1:                "Ultor"
  1275.  
  1276. // ----------------------------------------------------------------------------------
  1277.  
  1278.     $Name:                  "env_scientist"
  1279.     $V3D Filename:          "env_scientist.vcm"
  1280.     $LOD Distances:            {6 9 35}
  1281.     $Movemode:              "run"
  1282.     $Mass:                  100
  1283.     $Material:              "flesh"
  1284.     $Flags:                 ("walk" "sentient" "humanoid" "envirosuit") 
  1285.     $Flags2:                ("collide_player")
  1286.     $Collision Radius:      0.85
  1287.     $Collision Damage Given:    10.0
  1288.     $Movement Radius:            0.5
  1289.     $FOV:                   180
  1290.     $Envirosuit:             0
  1291.     $Life:                  25
  1292.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1293.     $Max Vel:                   6.0
  1294.        +slow factor:        0.3
  1295.        +fast factor:        1.5
  1296.     $Acceleration:          20.0
  1297.     $Max Rot Vel:           10.0
  1298.     $Rot Acceleration:      10.0
  1299.     $Allowed Weapons:       ("")
  1300.     $Default Primary:       ""
  1301.     $Default Secondary:     ""
  1302.     $Unholster Delay:       0.33
  1303.     $Attack Style:          "Direct"
  1304.     $Blind Pursuit Time:    30.0
  1305.     $Persona:                    "tech"
  1306.     $FlySnd:                ""
  1307.     $Min FlySnd Volume:     0.6
  1308.     $Footstep Sound:        "Default Footstep"
  1309.     $Footstep Sound:        "Rock Footstep"
  1310.     $Footstep Sound:        "Metal Footstep"
  1311.     $Footstep Sound:        "Solid Footstep"
  1312.     $LandSnd:               "Default Land2"
  1313.     $Low_Pain Sounds:       "Tech Small Pain"
  1314.     $Med_Pain Sounds:       "Tech Large Pain"
  1315.     $Squash Sounds:            "Character Squash"
  1316.     +State:                 "stand"                  "esci_stand.mvf"
  1317.     +State:                 "attack_stand"           "esci_stand.mvf"
  1318.     +State:                 "walk"                   "esci_walk.mvf"
  1319.     //    +Footstep Trigger:    5    17
  1320.     +State:                 "run"                    "esci_run.mvf"
  1321.     //    +Footstep Trigger:      6    15
  1322.     +State:                 "flee_run"               "esci_run_flee.mvf"
  1323.     //    +Footstep Trigger:      6    15
  1324.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1325.     //    +Footstep Trigger:      6    15
  1326.     +State:                 "freefall"               "tech01_freefall.mvf"
  1327.     +State:                 "cower"                  "esci_cower.mvf"
  1328.     +State:                 "crouch"                 "esci_crouch.mvf"
  1329. //    +State:                 "swim_stand"            ""
  1330. //    +State:                 "swim_walk"             ""
  1331.      +Action:                "idle_1"                 "esci_idle.mvf"                        "Tech1 Idle"
  1332.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"         ""
  1333.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"              ""
  1334.     +Action:                "flinch_chest"           "esci_flinch_chest.mvf"                ""
  1335.     +Action:                "flinch_back"            "esci_flinch_back.mvf"                 ""
  1336.     +Action:                "flinch_leg_left"        "esci_flinch_leg_left.mvf"             ""
  1337.     +Action:                "flinch_leg_right"       "esci_flinch_leg_right.mvf"            ""
  1338.     +Action:                "death_generic"          "esci_death_generic.mvf"               "Human Death Generic 1"
  1339.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"            "Human Death Blast Forward"
  1340.     +Action:                "death_blast_backward"   "tech01_blast_back.mvf"                "Human Death Blast Backward"
  1341.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"           "Human Death Head Forward"
  1342.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"           "Human Death Head Backward"
  1343.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"             "Human Death Generic 1"
  1344.     +Action:                "death_chest_forward"    "esci_death_chest_forwards.mvf"        "Human Death Chest Forward"
  1345.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"         "Tech1 Death Spin L"
  1346.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"             "Human Death Generic 1"
  1347. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"               "Human Death Left 1"
  1348.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"               "Human Death Right 1"
  1349.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"              "Human Death Crouch"
  1350.     +Action:                "hit_alarm"              "esci_push_button.mvf"                 ""
  1351.     $Use:                   "ai response"
  1352.     +radius:                       2.0
  1353.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1354.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1355.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1356.     $Num Skins: 2
  1357.     $Skin: "b" ("enviro_sci_chest_b.tga" "enviro_sci_limbs_b.tga" "enviro_sci_face_b.tga" "enviro_sci_glass.tga" "enviro_sci_chest_b_mip1.tga" "enviro_sci_limbs_b_mip1.tga" "enviro_sci_face_b_mip1.tga" "enviro_sci_glass_mip1.tga" "enviro_sci_chest_b_mip2.tga" "enviro_sci_limbs_b_mip2.tga" "enviro_sci_face_b_mip2.tga" "enviro_sci_glass_mip2.tga")
  1358.     $Skin: "c" ("enviro_sci_chest_c.tga" "enviro_sci_limbs_c.tga" "enviro_sci_face_c.tga" "enviro_sci_glass.tga" "enviro_sci_chest_c_mip1.tga" "enviro_sci_limbs_c_mip1.tga" "enviro_sci_face_c_mip1.tga" "enviro_sci_glass_mip1.tga" "enviro_sci_chest_c_mip2.tga" "enviro_sci_limbs_c_mip2.tga" "enviro_sci_face_c_mip2.tga" "enviro_sci_glass_mip2.tga")
  1359.     $Body Temperature(F):    90.0
  1360.     $RFE Level1:                "Ultor"
  1361.  
  1362. // ----------------------------------------------------------------------------------
  1363.  
  1364.     $Name:                  "ult_scientist"
  1365.     $V3D Filename:          "ult_scientist.vcm"
  1366.     $LOD Distances:            {6 9 35}
  1367.     $Movemode:              "run"
  1368.     $Mass:                  100
  1369.     $Material:              "flesh"
  1370.     $Flags:                 ("walk" "sentient" "humanoid") 
  1371.     $Flags2:                ("collide_player")
  1372.     $Collision Radius:      0.85
  1373.     $Collision Damage Given:    10.0
  1374.     $Movement Radius:            0.5
  1375.     $FOV:                   180
  1376.     $Envirosuit:             0
  1377.     $Life:                  25
  1378.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1379.     $Max Vel:                   6.0
  1380.        +slow factor:        0.3
  1381.        +fast factor:        1.5
  1382.     $Acceleration:          20.0
  1383.     $Max Rot Vel:           10.0
  1384.     $Rot Acceleration:      10.0
  1385.     $Allowed Weapons:       ("")
  1386.     $Default Primary:       ""
  1387.     $Default Secondary:     ""
  1388.     $Unholster Delay:       0.33
  1389.     $Attack Style:          "Direct"
  1390.     $Blind Pursuit Time:    30.0
  1391.     $Persona:                    "tech"
  1392.     $FlySnd:                ""
  1393.     $Min FlySnd Volume:     0.6
  1394.     $Footstep Sound:        "Default Footstep"
  1395.     $Footstep Sound:        "Rock Footstep"
  1396.     $Footstep Sound:        "Metal Footstep"
  1397.     $Footstep Sound:        "Solid Footstep"
  1398.     $LandSnd:               "Default Land2"
  1399.     $Low_Pain Sounds:       "Tech Small Pain"
  1400.     $Med_Pain Sounds:       "Tech Large Pain"
  1401.     $Squash Sounds:            "Character Squash"
  1402.     +State:                 "stand"                  "tech01_stand.mvf"
  1403.     +State:                 "attack_stand"           "tech01_stand.mvf"
  1404.     +State:                 "walk"                   "tech01_walk.mvf"
  1405.         +Footstep Trigger:    5    19
  1406.     +State:                 "run"                    "tech01_run.mvf"
  1407.         +Footstep Trigger:      6    15
  1408.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  1409.         +Footstep Trigger:      6    15
  1410.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1411.     //    +Footstep Trigger:      6    15
  1412.     +State:                 "freefall"               "tech01_freefall.mvf"
  1413.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  1414. //    +State:                 "swim_stand"            ""
  1415. //    +State:                 "swim_walk"             ""
  1416.     +State:                 "crouch"                 "tech01_crouch.mvf"
  1417.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  1418.     +Action:                "speak"                  "usci_talk.mvf"                        ""
  1419.     +Action:                "speak_short"            "usci_talk_short.mvf"                  ""
  1420.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  1421.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  1422.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  1423.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  1424.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  1425.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  1426.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  1427.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  1428.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                  "Human Death Blast Backward 1"
  1429.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  1430.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  1431.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  1432.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  1433.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  1434.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  1435. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  1436.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  1437.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  1438.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  1439.     $Use:                   "ai response"
  1440.     +radius:                       2.0
  1441.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1442.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1443.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1444.     $Num Skins: 5
  1445.     $Skin: "b" ("Ult_sci_limbs_c.tga" "Ult_sci_chest.tga" "Ult_sci_face.tga" "Ult_sci_mask.tga" "Ult_sci_limbs_c-mip2.tga" "Ult_sci_chest-mip2.tga" "Ult_sci_face-mip2.tga" "Ult_sci_mask-mip2.tga" "Ult_sci_limbs_c-mip3.tga" "Ult_sci_chest-mip3.tga" "Ult_sci_face-mip3.tga" "Ult_sci_mask-mip3.tga")
  1446.     $Skin: "c" ("Ult_sci_limbs_b.tga" "Ult_sci_chest.tga" "Ult_sci_face_b.tga" "Ult_sci_no_mask_b.tga" "Ult_sci_limbs_b-mip2.tga" "Ult_sci_chest-mip2.tga" "Ult_sci_face_b-mip2.tga" "Ult_sci_no_mask-mip2.tga" "Ult_sci_limbs_b-mip3.tga" "Ult_sci_chest-mip3.tga" "Ult_sci_face_b-mip3.tga" "Ult_sci_no_mask-mip3.tga")
  1447.         $Skin: "d" ("Ult_sci_limbs_c.tga" "Ult_sci_chest.tga" "Ult_sci_face_c.tga" "Ult_sci_no_mask_c.tga" "Ult_sci_limbs_c-mip2.tga" "Ult_sci_chest-mip2.tga" "Ult_sci_face_c-mip2.tga" "Ult_sci_no_mask-mip2.tga" "Ult_sci_limbs_c-mip3.tga" "Ult_sci_chest-mip3.tga" "Ult_sci_face_c-mip3.tga" "Ult_sci_no_mask-mip3.tga")
  1448.     $Skin: "e" ("Ult_sci_limbs_b.tga" "Ult_sci_chest.tga" "Ult_sci_face_d.tga" "Ult_sci_mask_d.tga" "Ult_sci_limbs_b-mip2.tga" "Ult_sci_chest-mip2.tga" "Ult_sci_face_d-mip2.tga" "Ult_sci_mask-mip2.tga" "Ult_sci_limbs_b-mip3.tga" "Ult_sci_chest-mip3.tga" "Ult_sci_face_d-mip3.tga" "Ult_sci_mask-mip3.tga")
  1449.     $Skin: "f" ("Ult_sci_limbs.tga" "Ult_sci_chest.tga" "Ult_sci_face_d.tga" "Ult_sci_no_mask_d.tga" "Ult_sci_limbs-mip2.tga" "Ult_sci_chest-mip2.tga" "Ult_sci_face_d-mip2.tga" "Ult_sci_no_mask-mip2.tga" "Ult_sci_limbs-mip3.tga" "Ult_sci_chest-mip3.tga" "Ult_sci_face_d-mip3.tga" "Ult_sci_no_mask-mip3.tga")
  1450.         $Body Temperature(F):    90.0
  1451.     $RFE Level1:                "Ultor"
  1452.  
  1453.     // ----------------------------------------------------------------------------------
  1454.  
  1455.     $Name:                  "miner2"
  1456.     $V3D Filename:          "non_env_miner_male.vcm"
  1457.     $LOD Distances:            { 6 9 }
  1458.     $Movemode:              "run"
  1459.     $Mass:                  100
  1460.     $Material:              "flesh"
  1461.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook")
  1462.     $Flags2:                ("collide_player")
  1463.     $Collision Radius:      0.90
  1464.     $Collision Damage Given:    10.0
  1465.     $Movement Radius:            0.5
  1466.     $FOV:                   180
  1467.     $Envirosuit:            0
  1468.     $Life:                  100
  1469.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1470.     $Max Vel:                   6.0
  1471.        +slow factor:        0.5
  1472.        +fast factor:        1.5
  1473.     $Acceleration:          20.0
  1474.     $Max Rot Vel:           3.0
  1475.     $Rot Acceleration:      2.0
  1476.     $Allowed Weapons:       ("12mm handgun" "Riot Stick" "Shotgun" "Machine Pistol")
  1477.     $Default Primary:       ""
  1478.     $Default Secondary:     ""
  1479.     $Attack Style:          "Direct"
  1480.     $Blind Pursuit Time:    20.0
  1481.     $Persona:                    "miner_male"
  1482.     $FlySnd:                ""
  1483.     $Min FlySnd Volume:     0.6
  1484.     $Footstep Sound:        "Default Footstep"
  1485.     $Footstep Sound:        "Rock Footstep"
  1486.     $Footstep Sound:        "Metal Footstep"
  1487.     $Footstep Sound:        "Solid Footstep"
  1488.     $Footstep Sound:        "Water Footstep"
  1489.     $Footstep Sound:        "Ice Footstep"
  1490.     $Footstep Sound:        "Glass Footstep"
  1491.     $Climb Footstep Sounds: "Default Climb"
  1492.     $Climb Footstep Sounds:    "Ladder Climb"
  1493.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  1494.     $LandSnd:               "Default Land"
  1495.     $LandSnd:               "Metal Land"
  1496.     $LandSnd:               "Solid Land"
  1497.     $LandSnd:               "Water Land"
  1498.     $Impact Death Sound:    "Impact Death"
  1499.     $JumpSnd:               "Jump"
  1500.     $Headlamp On Sound:        "Headlamp On"
  1501.     $Headlamp Off Sound:    "Headlamp Off"
  1502.     $Low_Pain Sounds:       "Miner Small Pain"
  1503.     $Med_Pain Sounds:       "Miner Large Pain"
  1504.     +State:                 "stand"                 "ult2_stand.mvf"
  1505.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  1506.     +State:                 "walk"                  "ult2_walk.mvf"
  1507.         +Footstep Trigger:    3    17
  1508.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  1509.         +Footstep Trigger:   3    17
  1510.     +State:                 "run"                   "park_run.mvf"
  1511.         +Footstep Trigger:   5    13
  1512.     +State:                 "attack_run"            "ult2_attack_run.mvf"
  1513.         +Footstep Trigger:   5    13
  1514.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  1515.     +Footstep Trigger:      6    15
  1516.     +State:                 "flail_run"             "park_run_flail.mvf"
  1517.         +Footstep Trigger:      6    15
  1518.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  1519.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  1520.     +State:                 "crouch"                "ult2_crouch.mvf"
  1521.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  1522.     +State:                 "freefall"              "ult2_jump.mvf"
  1523.     +State:                 "cower"                 "mnrm_cower.mvf"
  1524.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  1525.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  1526.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  1527.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  1528.     +Action:                "sidestep_left"         "Ult3_sidestep_left.mvf"              ""
  1529.     +Action:                "sidestep_right"        "Ult3_sidestep_right.mvf"             ""
  1530.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  1531.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"              ""
  1532.     +Action:                "idle_1"                "ult2_idle_look.mvf"                  "Ultor Idle2"
  1533.     +Action:                "speak"                 "mnrm_talk_long.mvf"                  ""
  1534.     +Action:                "speak_short"           "mnrm_talk_short.mvf"                 ""
  1535.     +Action:                "reload"                "ult2_reload.mvf"                     "Ultor Reload"
  1536.     +Action:                "unholster"             "ult2_draw.mvf"                       "Ultor Draw"
  1537.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"               ""
  1538.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"              ""
  1539.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1540.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  1541.     +Action:                "death_blast_backward"  "ult2_Death_blast_backwards.mvf"      "Human Death Blast Backward 1"
  1542.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  1543.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  1544.     +Action:                "death_head_neutral"    "mnrm_Death_Generic.mvf"              "Human Death Generic 1"
  1545.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  1546.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  1547.     +Action:                "death_chest_neutral"   "mnrm_Death_Generic.mvf"              "Human Death Generic 1"
  1548. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  1549.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  1550.     +Action:                "death_crouch"          "mnrm_death_crouch.mvf"               "Human Death Crouch 1"
  1551.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  1552.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  1553.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  1554.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  1555.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  1556.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  1557.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  1558.     +Weapon Specific: "Machine Pistol"
  1559.     +State:                 "stand"                     "esgd_stand.mvf"
  1560.     +State:                 "attack_stand"              "esgd_attack_stand.mvf"
  1561.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  1562.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  1563.     +State:                 "walk"                  "esgd_attack_walk.mvf"
  1564.     +State:                 "run"                   "esgd_attack_run.mvf"
  1565.     +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  1566.     +Action:                "reload"                "esgd_mp_reload.mvf"           "Ultor Reload"
  1567.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"        ""
  1568.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"              ""
  1569.     +Weapon Specific: "Riot Stick"
  1570.     +State:                 "stand"                     "ult2_stand.mvf"
  1571.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  1572.     +State:                 "attack_walk"           "ult2_walk.mvf"
  1573.     +State:                 "attack_run"            "ult2_run.mvf"
  1574.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  1575.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  1576.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"        ""
  1577.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"        ""
  1578.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"        ""
  1579.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"        ""
  1580.     +Weapon Specific: "Shotgun"
  1581.     +State:                 "stand"                     "park_shotgun_stand.mvf"
  1582.     +State:                 "attack_stand"              "park_shotgun_attack_stand.mvf"
  1583.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  1584.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  1585.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  1586.     +State:                 "run"                   "park_shotgun_run.mvf"
  1587.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  1588.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  1589.            +Footstep Trigger:      5    13
  1590.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  1591.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  1592.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  1593.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  1594.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  1595.     $Use:                   "ai response"
  1596.     +radius:                       2.0
  1597.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1598.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1599.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1600.     $Num Skins:5
  1601.         $Skin: "b" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03c.tga" "non_miner_01_P04c.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04c-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04-mip3.tga")
  1602.     $Skin: "c" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03d.tga" "non_miner_01_P04d.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04d-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04d-mip3.tga")
  1603.     $Skin: "d" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03e.tga" "non_miner_01_P04e.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04e-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04e-mip3.tga")
  1604.     $Skin: "e" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03f.tga" "non_miner_01_P04f.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04f-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04f-mip3.tga")
  1605.     $Skin: "parker" ("non_miner_01_P01.tga" "non_miner_parker_P02.tga" "non_miner_parker_P03.tga" "non_miner_parker_P04.tga" "non_miner_01_P01-mip2.tga" "non_miner_parker_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_parker_P04-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_parker_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_parker_P04-mip3.tga")
  1606.     $RFE Level1:                "Miners"
  1607.  
  1608. // ----------------------------------------------------------------------------------
  1609.  
  1610.     $Name:                  "miner3"
  1611.     $V3D Filename:          "non_env_miner_fem.vcm"
  1612.     $LOD Distances:            { 6 9 }
  1613.     $Movemode:              "run"
  1614.     $Mass:                  100
  1615.     $Material:              "flesh"
  1616.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook")
  1617.     $Flags2:                ("collide_player")
  1618.     $Collision Radius:      0.85
  1619.     $Collision Damage Given:    10.0
  1620.     $Movement Radius:            0.5
  1621.     $FOV:                   180
  1622.     $Envirosuit:             0
  1623.     $Life:                  100
  1624.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1625.     $Max Vel:                   6.0
  1626.        +slow factor:        0.3
  1627.        +fast factor:        1.5
  1628.     $Acceleration:          20.0
  1629.     $Max Rot Vel:           10.0
  1630.     $Rot Acceleration:      10.0
  1631.     $Allowed Weapons:       ("Machine Pistol" "Shotgun" "Riot Stick")
  1632.     $Default Primary:       ""
  1633.     $Default Secondary:     ""
  1634.     $Unholster Delay:       0.33
  1635.     $Attack Style:          "Direct"
  1636.     $Blind Pursuit Time:    30.0
  1637.     $Persona:                    "miner_fem"
  1638.     $FlySnd:                ""
  1639.     $Min FlySnd Volume:     0.6
  1640.     $Footstep Sound:        "Default Footstep"
  1641.     $Footstep Sound:        "Rock Footstep"
  1642.     $Footstep Sound:        "Metal Footstep"
  1643.     $Footstep Sound:        "Solid Footstep"
  1644.     $LandSnd:               "Default Land2"
  1645.     $Low_Pain Sounds:       "Minerf Small Pain"
  1646.     $Med_Pain Sounds:       "Minerf Large Pain"
  1647.     $Squash Sounds:            ""
  1648.     +State:                 "stand"                  "admin_fem_stand.mvf"
  1649.     +State:                 "attack_stand"           "admin_fem_stand.mvf"
  1650.     +State:                 "walk"                   "admin_fem_walk.mvf"
  1651.         +Footstep Trigger:    5    19
  1652.     +State:                 "run"                    "admin_fem_run.mvf"
  1653.         +Footstep Trigger:      6    15
  1654.     +State:                 "flee_run"               "admin_fem_run_flee.mvf"
  1655.         +Footstep Trigger:      6    15
  1656.     +State:                 "flail_run"              "adfm_run_flail.mvf"
  1657.         +Footstep Trigger:      6    15
  1658.     +State:                 "freefall"               "ADFM_freefall.mvf"
  1659.     +State:                 "cower"                  "ADFM_cower.mvf"
  1660. //    +State:                 "swim_stand"            ""
  1661. //    +State:                 "swim_walk"             ""
  1662.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  1663.     +Action:                "sidestep_left"          "eos_sidestep_left.mvf"                  ""
  1664.     +Action:                "sidestep_right"         "eos_sidestep_right.mvf"                 ""
  1665.      +Action:                "idle_1"                 "admin_fem_idle01.mvf"                   "Tech1 Idle"
  1666.     +Action:                "speak"                  "mnrf_talk_long.mvf"                     ""
  1667.     +Action:                "speak_short"            "mnrf_talk_short.mvf"                    ""
  1668.         +Action:                "corpse_carry"           "admin_fem_corpsecarry.mvf"              ""
  1669.     +Action:                "corpse_drop"            "admin_fem_corpsedrop.mvf"               ""
  1670.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                  ""
  1671.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                   ""
  1672.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"               ""
  1673.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"              ""
  1674.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1675.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"          "Human Death Blast Forward 1"
  1676.     +Action:                "death_blast_backward"   "ADFM_death_leg_right.mvf"               "Human Death Blast Backward 1"
  1677.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"           "Human Death Head Forward 1"
  1678.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"          "Human Death Head Backward 1"
  1679.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1680.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"          "Human Death Chest Forward 1"
  1681.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"         "Human Death Chest Backward 1"
  1682.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1683.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                "Human Death Left 1"
  1684.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                  "Human Death Crouch 1"
  1685.     +Weapon Specific: "Machine Pistol"
  1686.     +State:                 "stand"                  "mnrf_mp_stand.mvf"
  1687.     +State:                 "attack_stand"           "mnrf_mp_attack_stand.mvf"
  1688.     +State:                 "walk"                   "mnrf_mp_walk.mvf"
  1689.         +Footstep Trigger:    5    19
  1690.     +State:                 "run"                    "mnrf_mp_run.mvf"
  1691.         +Footstep Trigger:    5    13
  1692.     +State:                 "attack_walk"            "mnrf_mp_walk.mvf"
  1693.         +Footstep Trigger:    5    19
  1694.     +State:                 "attack_run"             "mnrf_mp_run.mvf"
  1695.         +Footstep Trigger:    5    13
  1696.     +State:                 "crouch"                  "mnrf_mp_crouch.mvf"
  1697.     +State:                 "attack_crouch"          "mnrf_mp_attack_crouch.mvf"
  1698.     +Action:                "reload"                 "mnrf_mp_reload.mvf"                      "Ultor Reload"
  1699.     +Action:                "fire_stand"             "mnrf_mp_stand_fire.mvf"                  ""
  1700.     +Action:                "fire_crouch"            "mnrf_mp_crouch_fire.mvf"                 ""
  1701.     +Weapon Specific: "Riot Stick"
  1702.     +State:                 "stand"                     "mnrf_rs_attack_stand.mvf"
  1703.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  1704.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  1705.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  1706.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  1707.     +Action:                "reload"                 "mnrf_rs_reload.mvf"                       "Ultor Reload"
  1708.     +Action:                "fire_stand"             "mnrf_rs_attack.mvf"                       ""
  1709.     +Action:                "alt_fire_stand"         "mnrf_rs_taser.mvf"                        ""
  1710.     +Action:                "fire_crouch"            "mnrf_rs_crouch_attack.mvf"                ""
  1711.     +Action:                "fire_crouch2"           "mnrf_rs_taser_crouch.mvf"                 ""
  1712.     +Weapon Specific: "Shotgun"
  1713.     +State:                 "stand"                     "mnrf_sg_stand.mvf"
  1714.     +State:                 "attack_stand"           "mnrf_sg_attack_stand.mvf"
  1715.     +State:                 "attack_walk"            "mnrf_sg_walk.mvf"
  1716.     +State:                 "attack_run"             "mnrf_sg_run.mvf"
  1717.     +State:                 "walk"                   "mnrf_sg_walk.mvf"
  1718.     +State:                 "run"                    "mnrf_sg_run.mvf"
  1719.     +State:                 "attack_crouch"          "mnrf_sg_attack_crouch.mvf"
  1720.     +State:                 "flee_run"               "Ult2_run_flee_AR.mvf"
  1721.            +Footstep Trigger:      5    13
  1722.     +Action:                "reload"                 "mnrf_sg_reload.mvf"                       "Ultor Reload"
  1723.     +Action:                "fire_stand"             "mnrf_sg_fire_pump.mvf"                    ""
  1724.     +Action:                "alt_fire_stand"         "mnrf_sg_fire_auto.mvf"                    ""
  1725.     +Action:                "fire_crouch"            "mnrf_sg_crouch_fire_pump.mvf"             ""
  1726.     +Action:                "fire_crouch2"           "mnrf_sg_crouch_fire_auto.mvf"             ""
  1727.     $Use:                   "ai response"
  1728.     +radius:                       2.0
  1729.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1730.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1731.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1732.     $Num Skins: 5
  1733.     $Skin: "b" ("non_miner_fem01_01.tga" "non_miner_fem01_02.tga" "non_miner_fem01_03b.tga" "non_miner_fem01_04b.tga" "non_miner_fem01_01-mip2.tga" "non_miner_fem01_02-mip2.tga" "non_miner_fem01_03-mip2.tga" "non_miner_fem01_04b-mip2.tga" "non_miner_fem01_01-mip3.tga" "non_miner_fem01_02-mip3.tga" "non_miner_fem01_03-mip3.tga" "non_miner_fem01_04b-mip3.tga")
  1734.     $Skin: "c" ("non_miner_fem01_01.tga" "non_miner_fem01_02.tga" "non_miner_fem01_03e.tga" "non_miner_fem01_04c.tga" "non_miner_fem01_01-mip2.tga" "non_miner_fem01_02-mip2.tga" "non_miner_fem01_03-mip2.tga" "non_miner_fem01_04c-mip2.tga" "non_miner_fem01_01-mip3.tga" "non_miner_fem01_02-mip3.tga" "non_miner_fem01_03-mip3.tga" "non_miner_fem01_04c-mip3.tga")
  1735.     $Skin: "d" ("non_miner_fem01_01.tga" "non_miner_fem01_02.tga" "non_miner_fem01_03d.tga" "non_miner_fem01_04d.tga" "non_miner_fem01_01-mip2.tga" "non_miner_fem01_02-mip2.tga" "non_miner_fem01_03-mip2.tga" "non_miner_fem01_04d-mip2.tga" "non_miner_fem01_01-mip3.tga" "non_miner_fem01_02-mip3.tga" "non_miner_fem01_03-mip3.tga" "non_miner_fem01_04d-mip3.tga")
  1736.     $Skin: "e" ("non_miner_fem01_01.tga" "non_miner_fem01_02.tga" "non_miner_fem01_03c.tga" "non_miner_fem01_04e.tga" "non_miner_fem01_01-mip2.tga" "non_miner_fem01_02-mip2.tga" "non_miner_fem01_03-mip2.tga" "non_miner_fem01_04e-mip2.tga" "non_miner_fem01_01-mip3.tga" "non_miner_fem01_02-mip3.tga" "non_miner_fem01_03-mip3.tga" "non_miner_fem01_04e-mip3.tga")
  1737.     $Skin: "f" ("non_miner_fem01_01b.tga" "non_miner_fem01_02.tga" "non_miner_fem01_03f.tga" "non_miner_fem01_04f.tga" "non_miner_fem01_01b-mip2.tga" "non_miner_fem01_02-mip2.tga" "non_miner_fem01_03-mip2.tga" "non_miner_fem01_04f-mip2.tga" "non_miner_fem01_01b-mip3.tga" "non_miner_fem01_02-mip3.tga" "non_miner_fem01_03-mip3.tga" "non_miner_fem01_04f-mip3.tga")
  1738.     $Body Temperature(F):    90.0
  1739.     $RFE Level1:                "Miners"
  1740.  
  1741. // ----------------------------------------------------------------------------------
  1742.  
  1743.     $Name:                  "miner4"
  1744.     $V3D Filename:          "miner4.vcm"
  1745.     $LOD Distances:            { 6 9 }
  1746.     $Movemode:              "hover"
  1747.     $Mass:                  100
  1748.     $Material:              "flesh"
  1749.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "mouselook")
  1750.     $Flags2:                ("collide_player")
  1751.     $Collision Radius:      0.85
  1752.     $Collision Damage Given:    10.0
  1753.     $Movement Radius:            0.5
  1754.     $FOV:                   180
  1755.     $Envirosuit:             0
  1756.     $Life:                  9
  1757.     $Max Vel:                   0.0
  1758.     $Acceleration:          0.0
  1759.     $Max Rot Vel:           0.0
  1760.     $Rot Acceleration:      0.0
  1761.     $Allowed Weapons:       ()
  1762.     $Default Primary:       ""
  1763.     $Default Secondary:     ""
  1764.     $Unholster Delay:       0.33
  1765.     $Attack Style:          "Direct"
  1766.     $Blind Pursuit Time:    30.0
  1767.     $Persona:                    "empty"
  1768.     $FlySnd:                ""
  1769.     $Min FlySnd Volume:     0.6
  1770.     $Footstep Sound:        "Default Footstep"
  1771.     $Footstep Sound:        "Rock Footstep"
  1772.     $Footstep Sound:        "Metal Footstep"
  1773.     $Footstep Sound:        "Solid Footstep"
  1774.     $LandSnd:               "Default Land2"
  1775.     $Low_Pain Sounds:       "Minerf Small Pain"
  1776.     $Med_Pain Sounds:       "Minerf Large Pain"
  1777.     $Squash Sounds:            "Admin Squash"
  1778.     +State:                 "stand"                  "mnr4_stand.mvf"
  1779.     +Action:                "speak"                  "mnr4_talk.mvf"                   ""
  1780.     +Action:                "speak_short"            "mnr4_talk_short.mvf"                  ""
  1781.     +Action:                "flinch_chest"           "mnr4_flinch.mvf"                      ""
  1782.     +Action:                "death_generic"          "mnr4_death.mvf"               ""
  1783.     $Use:                   "ai response"
  1784.     +radius:                       2.0
  1785.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1786.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1787.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1788.     $Collision Sphere:      "csphere_3" 5.0 2.0
  1789.     $Num Skins: 4
  1790.     $Skin: "b" ("sick_miner01_P01.tga" "sick_miner01_P02.tga" "sick_miner01_P03e.tga" "sick_miner01_P01-mip2.tga" "sick_miner01_P02-mip2.tga" "sick_miner01_P03e-mip2.tga" "sick_miner01_P01-mip3.tga" "sick_miner01_P02-mip3.tga" "sick_miner01_P03e-mip3.tga")
  1791.     $Skin: "c" ("sick_miner01_P01c.tga" "sick_miner01_P02b.tga" "sick_miner01_P03b.tga" "sick_miner01_P01c-mip2.tga" "sick_miner01_P02b-mip2.tga" "sick_miner01_P03b-mip2.tga" "sick_miner01_P01c-mip3.tga" "sick_miner01_P02b-mip3.tga" "sick_miner01_P03b-mip3.tga")
  1792.     $Skin: "d" ("sick_miner01_P01b.tga" "sick_miner01_P02b.tga" "sick_miner01_P03c.tga" "sick_miner01_P01b-mip2.tga" "sick_miner01_P02b-mip2.tga" "sick_miner01_P03c-mip2.tga" "sick_miner01_P01b-mip3.tga" "sick_miner01_P02b-mip3.tga" "sick_miner01_P03c-mip3.tga")
  1793.     $Skin: "e" ("sick_miner01_P01d.tga" "sick_miner01_P02c.tga" "sick_miner01_P03d.tga" "sick_miner01_P01d-mip2.tga" "sick_miner01_P02c-mip2.tga" "sick_miner01_P03d-mip2.tga" "sick_miner01_P01d-mip3.tga" "sick_miner01_P02c-mip3.tga" "sick_miner01_P03d-mip3.tga")
  1794.     $Body Temperature(F):    90.0
  1795.     $RFE Level1:                "Miners"
  1796.  
  1797. // ----------------------------------------------------------------------------------
  1798.  
  1799.     $Name:                  "nurse1"
  1800.     $V3D Filename:          "nurse1.vcm"
  1801.     $LOD Distances:            { 6 9 }
  1802.     $Movemode:              "run"
  1803.     $Mass:                  100
  1804.     $Material:              "flesh"
  1805.     $Flags:                 ("walk" "sentient" "humanoid" "medic") 
  1806.     $Flags2:                ("collide_player")
  1807.     $Collision Radius:      0.85
  1808.     $Collision Damage Given:    10.0
  1809.     $Movement Radius:            0.5
  1810.     $FOV:                   180
  1811.     $Envirosuit:             0
  1812.     $Life:                  20
  1813.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1814.     $Max Vel:                   6.0
  1815.        +slow factor:        0.3
  1816.        +fast factor:        1.5
  1817.     $Acceleration:          20.0
  1818.     $Max Rot Vel:           10.0
  1819.     $Rot Acceleration:      10.0
  1820.    $Allowed Weapons:       ()
  1821.     $Default Primary:       ""
  1822.     $Default Secondary:     ""
  1823.     $Unholster Delay:       0.33
  1824.     $Attack Style:          "Direct"
  1825.     $Blind Pursuit Time:    30.0
  1826.     $Persona:                    "nurse"
  1827.     $FlySnd:                ""
  1828.     $Min FlySnd Volume:     0.6
  1829.     $Footstep Sound:        "Default Footstep"
  1830.     $Footstep Sound:        "Rock Footstep"
  1831.     $Footstep Sound:        "Metal Footstep"
  1832.     $Footstep Sound:        "Solid Footstep"
  1833.     $LandSnd:               "Default Land2"
  1834.     $Low_Pain Sounds:       "Admf Small Pain"
  1835.     $Med_Pain Sounds:       "Admf Large Pain"
  1836.     $Squash Sounds:            "Admin Squash"
  1837.     +State:                 "stand"                  "admin_fem_stand.mvf"
  1838.     +State:                 "attack_stand"           "admin_fem_stand.mvf"
  1839.         +State:                 "walk"                   "admin_fem_walk.mvf"
  1840.         +Footstep Trigger:    5    19
  1841.     +State:                 "run"                    "admin_fem_run.mvf"
  1842.         +Footstep Trigger:      6    15
  1843.     +State:                 "flee_run"               "admin_fem_run_flee.mvf"
  1844.         +Footstep Trigger:      6    15
  1845.     +State:                 "flail_run"              "adfm_run_flail.mvf"
  1846.         +Footstep Trigger:      6    15
  1847.     +State:                 "freefall"               "ADFM_freefall.mvf"
  1848.     +State:                 "cower"                  "ADFM_cower.mvf"
  1849. //    +State:                 "swim_stand"            ""
  1850. //    +State:                 "swim_walk"             ""
  1851.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  1852.      +Action:                "idle_1"                 "admin_fem_idle01.mvf"                   "Tech1 Idle"
  1853.     +Action:                "speak"                  "NURS_talk.mvf"                          ""
  1854.     +Action:                "speak_short"            "NURS_talk_short.mvf"                    ""
  1855.         +Action:                "corpse_carry"           "admin_fem_corpsecarry.mvf"              ""
  1856.     +Action:                "corpse_drop"            "admin_fem_corpsedrop.mvf"               ""
  1857.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                  ""
  1858.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                   ""
  1859.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"               ""
  1860.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"              ""
  1861.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1862.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"          "Human Death Blast Forward 1"
  1863.     +Action:                "death_blast_backward"   "ADFM_death_blast_backwards.mvf"         "Human Death Blast Backward 1"
  1864.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"           "Human Death Head Forward 1"
  1865.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"          "Human Death Head Backward 1"
  1866.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1867.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"          "Human Death Chest Forward 1"
  1868.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"         "Human Death Chest Backward 1"
  1869.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1870.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                "Human Death Left 1"
  1871. //    +Action:                "death_leg_right"        "ADFM_death_leg_right.mvf"               "Human Death Right 1"
  1872.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                  "Human Death Crouch 1"
  1873.     +Action:                "heal_light_1"           "NURS_heal.mvf"                          "Med Heal Foley"
  1874.     +Action:                "hit_alarm"              "ADFM_hit_alarm.mvf"                     ""
  1875.     $Use:                   "medic"
  1876.     +radius:                       2.0
  1877.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1878.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1879.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1880.     $Num Skins: 5
  1881.         $Skin: "b"  ("nurse02_01.tga" "nurse02_02.tga" "nurse02_03b.tga" "nurse02_04.tga" "nurse02_01-mip2.tga" "nurse02_02-mip2.tga" "nurse01_03-mip2.tga" "nurse02_04-mip2.tga" "nurse02_01-mip3.tga" "nurse02_02-mip3.tga" "nurse01_03-mip3.tga" "nurse02_04-mip3.tga")
  1882.     $Skin: "c"  ("nurse02_01.tga" "nurse02_02.tga" "nurse02_03.tga" "nurse02_04b.tga" "nurse02_01-mip2.tga" "nurse02_02-mip2.tga" "nurse01_03-mip2.tga" "nurse02_04b-mip2.tga" "nurse02_01-mip3.tga" "nurse02_02-mip3.tga" "nurse01_03-mip3.tga" "nurse02_04b-mip3.tga")
  1883.     $Skin: "d"  ("nurse02_01.tga" "nurse02_02.tga" "nurse02_03.tga" "nurse02_04c.tga" "nurse02_01-mip2.tga" "nurse02_02-mip2.tga" "nurse01_03-mip2.tga" "nurse02_04c-mip2.tga" "nurse02_01-mip3.tga" "nurse02_02-mip3.tga" "nurse01_03-mip3.tga" "nurse02_04c-mip3.tga")
  1884.     $Skin: "e"  ("nurse01_01.tga" "nurse01_02.tga" "nurse01_03b.tga" "nurse01_04c.tga" "nurse01_01-mip2.tga" "nurse01_02-mip2.tga" "nurse01_03-mip2.tga" "nurse01_04c-mip2.tga" "nurse01_01-mip3.tga" "nurse01_02-mip3.tga" "nurse01_03-mip3.tga" "nurse01_04c-mip3.tga")
  1885.     $Skin: "f"  ("nurse01_01.tga" "nurse01_02.tga" "nurse01_03b.tga" "nurse01_04e.tga" "nurse01_01-mip2.tga" "nurse01_02-mip2.tga" "nurse01_03-mip2.tga" "nurse01_04e-mip2.tga" "nurse01_01-mip3.tga" "nurse01_02-mip3.tga" "nurse01_03-mip3.tga" "nurse01_04e-mip3.tga")
  1886.     $Body Temperature(F):    90.0
  1887.     $RFE Level1:                "Ultor"
  1888.  
  1889.  
  1890.     // ----------------------------------------------------------------------------------
  1891.  
  1892.     $Name:                  "parker_suit"
  1893.     $V3D Filename:          "parker_suit.vcm"
  1894.     $LOD Distances:            { 6 9 }
  1895.     $Movemode:              "run"
  1896.     $Mass:                  100
  1897.     $Material:              "flesh"
  1898.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  1899.     $Flags2:                ("collide_player")
  1900.     $Collision Radius:      0.90
  1901.     $Collision Damage Given:    10.0
  1902.     $Movement Radius:            0.5
  1903.     $FOV:                   180
  1904.     $Envirosuit:            100
  1905.     $Life:                  100
  1906.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1907.     $Max Vel:                   6.0
  1908.        +slow factor:        0.5
  1909.        +fast factor:        1.5
  1910.     $Acceleration:          20.0
  1911.     $Max Rot Vel:           3.0
  1912.     $Rot Acceleration:      2.0
  1913.     $Allowed Weapons:       ("12mm handgun" "Undercover 12mm handgun")
  1914.     $Default Primary:       "12mm handgun"
  1915.     $Default Secondary:     ""
  1916.     $Attack Style:          "Direct"
  1917.     $Blind Pursuit Time:    20.0
  1918.     $Persona:                    "empty"
  1919.     $FlySnd:                ""
  1920.     $Min FlySnd Volume:     0.6
  1921.     $Footstep Sound:        "Default Footstep"
  1922.     $Footstep Sound:        "Rock Footstep"
  1923.     $Footstep Sound:        "Metal Footstep"
  1924.     $Footstep Sound:        "Solid Footstep"
  1925.     $Footstep Sound:        "Water Footstep"
  1926.     $Footstep Sound:        "Ice Footstep"
  1927.     $Footstep Sound:        "Glass Footstep"
  1928.     $Climb Footstep Sounds: "Default Climb"
  1929.     $Climb Footstep Sounds:    "Ladder Climb"
  1930.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  1931.     $Crawl Footstep Sound:  "Crawl Footstep"
  1932.     $LandSnd:               "Default Land"
  1933.     $LandSnd:               "Metal Land"
  1934.     $LandSnd:               "Solid Land"
  1935.     $LandSnd:               "Water Land"
  1936.     $LandSnd:               "Glass Land"
  1937.     $Impact Death Sound:    "Impact Death"
  1938.     $JumpSnd:               "Jump"
  1939.     $Headlamp On Sound:        "Headlamp On"
  1940.     $Headlamp Off Sound:    "Headlamp Off"
  1941.     $Low_Pain Sounds:       "Player Small Pain"
  1942.     $Med_Pain Sounds:       "Player Large Pain"
  1943.     $DeathSnd:              "Player Die"
  1944.     +State:                 "stand"                 "ult2_stand.mvf"
  1945.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  1946.     +State:                 "walk"                  "ult2_walk.mvf"
  1947.         +Footstep Trigger:    3    17
  1948.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  1949.         +Footstep Trigger:   3    17
  1950.     +State:                 "run"                   "park_run.mvf"
  1951.         +Footstep Trigger:   5    13
  1952.     +State:                 "attack_run"            "park_hg_run.mvf"
  1953.         +Footstep Trigger:   5    13
  1954.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  1955.     +Footstep Trigger:      6    15
  1956.     +State:                 "flail_run"             "park_run_flail.mvf"
  1957.         +Footstep Trigger:      6    15
  1958.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  1959.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  1960.     +State:                 "crouch"                "ult2_crouch.mvf"
  1961.     +State:                 "attack_crouch_walk"    "park_HG_crouch_walk.mvf"
  1962.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  1963.     +State:                 "freefall"              "ult2_jump.mvf"
  1964.     +State:                 "cower"                 "ult2_cower.mvf"
  1965.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  1966.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  1967.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  1968.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  1969.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"         ""
  1970.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"       ""
  1971.     +Action:                "idle_to_ready"         "ult2_silencer.mvf"            ""
  1972.     +Action:                "ready_to_idle"         "ult2_silencer_off.mvf"        ""
  1973.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"        "Ultor Idle"
  1974.     +Action:                "speak"                 "prk2_talk.mvf"                ""
  1975.     +Action:                "speak_short"           "prk2_talk_short.mvf"          ""
  1976.     +Action:                "reload"                "ult2_reload.mvf"              "Ultor Reload"
  1977.     +Action:                "unholster"             "ult2_draw.mvf"                "Ultor Draw"
  1978.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"        ""
  1979.     +Action:                "alt_fire_stand"        "ult2_silencer.mvf"            ""
  1980.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"       ""
  1981.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1982.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  1983.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  1984.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  1985.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  1986.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1987.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  1988.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  1989.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1990. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  1991.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  1992.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  1993.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  1994.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  1995.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  1996.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  1997.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  1998.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  1999.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  2000.     $Use:                   "none"
  2001.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2002.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2003.     $Collision Sphere:      "csphere_2" 5.0 2.0
  2004.     $Num Skins: 0
  2005.     $Body Temperature(F):    90.0
  2006.     $RFE Level1:                "Miners"
  2007.  
  2008.     // ----------------------------------------------------------------------------------
  2009.  
  2010.     $Name:                  "parker_sci"
  2011.     $V3D Filename:          "parker_sci.vcm"
  2012.     $LOD Distances:            { 6 9 }
  2013.     $Movemode:              "run"
  2014.     $Mass:                  100
  2015.     $Material:              "flesh"
  2016.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  2017.     $Flags2:                ("collide_player")
  2018.     $Collision Radius:      0.90
  2019.     $Collision Damage Given:    10.0
  2020.     $Movement Radius:            0.5
  2021.     $FOV:                   180
  2022.     $Envirosuit:            100
  2023.     $Life:                  100
  2024.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2025.     $Max Vel:                   6.0
  2026.        +slow factor:        0.5
  2027.        +fast factor:        1.5
  2028.     $Acceleration:          20.0
  2029.     $Max Rot Vel:           3.0
  2030.     $Rot Acceleration:      2.0
  2031.     $Allowed Weapons:       ("12mm handgun" "Undercover 12mm handgun")
  2032.     $Default Primary:       "12mm handgun"
  2033.     $Default Secondary:     ""
  2034.     $Attack Style:          "Direct"
  2035.     $Blind Pursuit Time:    20.0
  2036.     $Persona:                    "empty"
  2037.     $FlySnd:                ""
  2038.     $Min FlySnd Volume:     0.6
  2039.     $Footstep Sound:        "Default Footstep"
  2040.     $Footstep Sound:        "Rock Footstep"
  2041.     $Footstep Sound:        "Metal Footstep"
  2042.     $Footstep Sound:        "Solid Footstep"
  2043.     $Footstep Sound:        "Water Footstep"
  2044.     $Footstep Sound:        "Ice Footstep"
  2045.     $Footstep Sound:        "Glass Footstep"
  2046.     $Climb Footstep Sounds: "Default Climb"
  2047.     $Climb Footstep Sounds:    "Ladder Climb"
  2048.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  2049.     $Crawl Footstep Sound:  "Crawl Footstep"
  2050.     $LandSnd:               "Default Land"
  2051.     $LandSnd:               "Metal Land"
  2052.     $LandSnd:               "Solid Land"
  2053.     $LandSnd:               "Water Land"
  2054.     $LandSnd:               "Glass Land"
  2055.     $Impact Death Sound:    "Impact Death"
  2056.     $JumpSnd:               "Jump"
  2057.     $Headlamp On Sound:        "Headlamp On"
  2058.     $Headlamp Off Sound:    "Headlamp Off"
  2059.     $Low_Pain Sounds:       "Player Small Pain"
  2060.     $Med_Pain Sounds:       "Player Large Pain"
  2061.     $DeathSnd:              "Player Die"
  2062.     +State:                 "stand"                 "ult2_stand.mvf"
  2063.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  2064.     +State:                 "walk"                  "ult2_walk.mvf"
  2065.         +Footstep Trigger:    3    17
  2066.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  2067.         +Footstep Trigger:   3    17
  2068.     +State:                 "run"                   "park_run.mvf"
  2069.         +Footstep Trigger:   5    13
  2070.     +State:                 "attack_run"            "park_hg_run.mvf"
  2071.         +Footstep Trigger:   5    13
  2072.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2073.     +Footstep Trigger:      6    15
  2074.     +State:                 "flail_run"             "park_run_flail.mvf"
  2075.         +Footstep Trigger:      6    15
  2076.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  2077.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  2078.     +State:                 "crouch"                "ult2_crouch.mvf"
  2079.     +State:                 "attack_crouch_walk"    "park_HG_crouch_walk.mvf"
  2080.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  2081.     +State:                 "freefall"              "ult2_jump.mvf"
  2082.     +State:                 "cower"                 "ult2_cower.mvf"
  2083.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  2084.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  2085.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  2086.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  2087.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"         ""
  2088.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"       ""
  2089.     +Action:                "idle_to_ready"         "ult2_silencer.mvf"            ""
  2090.     +Action:                "ready_to_idle"         "ult2_silencer_off.mvf"        ""
  2091.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"        "Ultor Idle"
  2092.     +Action:                "speak"                 "prk3_talk.mvf"               ""
  2093.     +Action:                "speak_short"           "prk3_talk_short.mvf"         ""
  2094.     +Action:                "reload"                "ult2_reload.mvf"              "Ultor Reload"
  2095.     +Action:                "unholster"             "ult2_draw.mvf"                "Ultor Draw"
  2096.  
  2097.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"        ""
  2098.     +Action:                "alt_fire_stand"        "ult2_silencer.mvf"            ""
  2099.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"       ""
  2100.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2101.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2102.     +Action:                "death_blast_backward"  "ult2_Death_blast_backwards.mvf"      "Human Death Blast Backward 1"
  2103.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2104.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2105.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2106.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  2107.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2108.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2109.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2110.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2111.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  2112.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  2113.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  2114.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  2115.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  2116.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  2117.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  2118.     $Use:                   "none"
  2119.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2120.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2121.     $Collision Sphere:      "csphere_2" 5.0 2.0
  2122.     $Num Skins: 0
  2123.     $Body Temperature(F):    90.0
  2124.     $RFE Level1:                "Miners"
  2125.  
  2126.  
  2127.     // ------------------------------------------------
  2128.     // Humans - Security
  2129.     // ------------------------------------------------
  2130.  
  2131.     $Name:                  "guard1"
  2132.     $V3D Filename:          "ult2_guard.vcm"
  2133.     $LOD Distances:            {6 9}
  2134.     $Movemode:              "run"
  2135.     $Mass:                  100
  2136.     $Material:              "flesh"
  2137.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid") 
  2138.     $Flags2:                ("collide_player")
  2139.     $Collision Radius:      0.85
  2140.     $Collision Damage Given:    10.0
  2141.     $Movement Radius:            0.5
  2142.     $FOV:                   180
  2143.     $Envirosuit:            50
  2144.     $Life:                  100
  2145.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2146.     $Max Vel:                   6.0
  2147.        +slow factor:        0.3
  2148.        +fast factor:        1.5
  2149.     $Acceleration:          20.0
  2150.     $Max Rot Vel:           10.0
  2151.     $Rot Acceleration:      10.0
  2152.     $Allowed Weapons:       ("12mm handgun" "Shotgun" "Sniper Rifle" "Machine Pistol" "Riot Stick")
  2153.     $Default Primary:       "12mm handgun"
  2154.     $Default Secondary:     ""
  2155.     $Unholster Delay:       0.33
  2156.     $Attack Style:          "Direct"
  2157.     $Blind Pursuit Time:    30.0
  2158.     $Persona:               "guard"
  2159.     $FlySnd:                ""
  2160.     $Min FlySnd Volume:     0.6
  2161.     $StartleSnd:            "Ultor Guard Startle"
  2162.     $Footstep Sound:        "Default Footstep"
  2163.     $Footstep Sound:        "Rock Footstep"
  2164.     $Footstep Sound:        "Metal Footstep"
  2165.     $Footstep Sound:        "Solid Footstep"
  2166.     $LandSnd:               "Default Land2"
  2167.     $Low_Pain Sounds:       "Grd Small Pain"
  2168.     $Med_Pain Sounds:        "Grd Large Pain"
  2169.     $Squash Sounds:            "Character Squash"
  2170.     +State:                 "stand"                     "ult2_stand.mvf"
  2171.     +State:                 "attack_stand"              "ult2_attack_stand.mvf"
  2172.     +State:                 "walk"                     "ult2_walk.mvf"
  2173.         +Footstep Trigger:   3    17
  2174.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  2175.         +Footstep Trigger:   3    17
  2176.     +State:                 "run"                   "ult2_run.mvf"
  2177.         +Footstep Trigger:   5    13
  2178.         +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2179.                 +Footstep Trigger:      6    15
  2180.     +State:                 "flail_run"             "park_run_flail.mvf"
  2181.         +Footstep Trigger:      6    15
  2182.     +State:                 "attack_run"            "ult2_attack_run.mvf"
  2183.         +Footstep Trigger:   5    13
  2184.     +State:                 "crouch"                "ult2_attack_crouch01.mvf"
  2185.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  2186.     +State:                        "attack_lean_left"        "Ult2_pistol_lean_left.mvf"
  2187.     +State:                        "attack_lean_right"        "Ult2_pistol_lean_right.mvf"
  2188.     +State:                 "cower"                 "ult2_cower.mvf"
  2189. //    +State:                 "swim_stand"            ""
  2190. //    +State:                 "swim_walk"             ""
  2191.     +State:                 "freefall"              "ult2_jump.mvf"
  2192.     +State:                 "on_turret"             "ult2_on_turret.mvf"
  2193.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"              ""
  2194.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"             ""
  2195.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  2196.     +Action:                "corpse_carry"          "Ult2_Death_Carry.mvf"                ""
  2197.     +Action:                "speak"                 "ult2_talk.mvf"                       ""
  2198.     +Action:                "speak_short"           "ult2_talk_short.mvf"                 ""
  2199.     +Action:                "idle_1"                "Ult2_Warm_hands.mvf"                 "Ultor Idle"
  2200.     +Action:                "idle_2"                "ult2_idle_look.mvf"                  "Ultor Idle2"
  2201.     +Action:                "idle_3"                "ult2_idle_stretch.mvf"               ""
  2202.     +Action:                "reload"                "ult2_reload.mvf"                     "Ultor Reload"
  2203.     +Action:                "unholster"             "ult2_draw.mvf"                       "Ultor Draw"
  2204.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"               ""
  2205.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"              ""
  2206.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2207.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2208.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  2209.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2210.     +Action:                "death_head_backward"   "ult2_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2211.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2212.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  2213.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2214.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2215. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  2216.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2217.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2218.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               "" 
  2219.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  2220.     +Action:                "flinch_chest"          "ult2_Flinch_ChestF.mvf"              ""
  2221.     +Action:                "flinch_back"           "ult2_Flinch_ChestB.mvf"              ""
  2222.     +Action:                "flinch_leg_left"       "ult2_Flinch_LegL.mvf"                ""
  2223.     +Action:                "flinch_leg_right"      "ult2_Flinch_LegR.mvf"                ""
  2224.     +Action:                "death_still_1"         "ult2_corpse.mvf"                     ""
  2225.     +Action:                "death_still_2"         "ult2_corpse2.mvf"                    ""
  2226.     +Action:                "death_still_3"         "ult2_corpse3.mvf"                    ""
  2227.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  2228.     +Weapon Specific: "Machine Pistol"
  2229.     +State:                 "stand"                    "esgd_stand.mvf"
  2230.     +State:                 "attack_stand"          "esgd_attack_stand.mvf"
  2231.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  2232.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  2233.     +State:                 "walk"                  "esgd_attack_walk.mvf"
  2234.     +State:                 "run"                   "esgd_attack_run.mvf"
  2235.     +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  2236.     +Action:                "reload"                "esgd_mp_reload.mvf"           "Ultor Reload"
  2237.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"        ""
  2238.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"              ""
  2239.     +Weapon Specific: "Riot Stick"
  2240.     +State:                 "stand"                     "ult2_stand.mvf"
  2241.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2242.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2243.     +State:                 "attack_run"            "ult2_run.mvf"
  2244.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2245.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  2246.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"        ""
  2247.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"        ""
  2248.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"        ""
  2249.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"        ""
  2250.     +Weapon Specific: "Shotgun"
  2251.     +State:                 "stand"                     "park_shotgun_stand.mvf"
  2252.     +State:                 "attack_stand"              "park_shotgun_attack_stand.mvf"
  2253.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  2254.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  2255.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  2256.     +State:                 "run"                   "park_shotgun_run.mvf"
  2257.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2258.            +Footstep Trigger:      5    13
  2259.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  2260.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  2261.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  2262.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  2263.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  2264.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  2265.     +Weapon Specific: "Sniper Rifle"
  2266.     +State:                 "stand"                     "park_sniper_stand.mvf"
  2267.     +State:                 "attack_stand"              "park_sniper_attack_stand.mvf"
  2268.     +State:                 "attack_walk"           "park_sniper_walk.mvf"
  2269.     +State:                 "attack_run"            "park_sniper_run.mvf"
  2270.     +State:                 "walk"                  "park_sniper_walk.mvf"
  2271.     +State:                 "run"                   "park_sniper_run.mvf"
  2272.     +State:                 "attack_crouch"         "park_sniper_attack_crouch.mvf"
  2273.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  2274.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2275.            +Footstep Trigger:      5    13
  2276.     +Action:                "reload"                "park_sniper_reload.mvf"           "Ultor Reload"
  2277.     +Action:                "fire_stand"            "park_sniper_stand_fire.mvf"        ""
  2278.     +Action:                "fire_crouch"            "park_sniper_crouch_fire.mvf"        ""
  2279.     $Use:                   "none"
  2280.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2281.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2282.     $Collision Sphere:      "csphere_2" 5.0 2.0
  2283.     $Num Skins: 5
  2284.     $Skin: "b" ("UltorGuard_Parts_03c.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03c.tga" "UltorGuard_03c-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03c-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga")
  2285.     $Skin: "c"  ("UltorGuard_Parts_03d.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03d.tga" "UltorGuard_03d-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03d-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga")
  2286.     $Skin: "d" ("UltorGuard_Parts_03e.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03e.tga" "UltorGuard_03e-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03e-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga")
  2287.     $Skin: "e" ("UltorGuard_Parts_03f.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03f.tga" "UltorGuard_03f-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03f-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga")
  2288.     $Skin: "f" ("UltorGuard_Parts_03g.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03g.tga" "UltorGuard_03g-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03g-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga")
  2289.     $Body Temperature(F):    90.0
  2290.     $RFE Level1:                "Ultor"
  2291.  
  2292.     // ----------------------------------------------------------------------------------
  2293.  
  2294.     $Name:                  "guard2"
  2295.     $V3D Filename:          "UltorCommand.vcm"
  2296.     $LOD Distances:            {6 9}
  2297.     $Movemode:              "run"
  2298.     $Mass:                  100
  2299.     $Material:              "flesh"
  2300.     $Flags:                 ("walk" "holds_weapons" "sentient" "alt_fire" "humanoid") 
  2301.     $Flags2:                ("collide_player")
  2302.     $Collision Radius:      0.85
  2303.     $Collision Damage Given:    10.0
  2304.     $Movement Radius:            0.5
  2305.     $FOV:                   180
  2306.     $Envirosuit:            75
  2307.     $Life:                  100
  2308.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2309.     $Max Vel:                   6.0
  2310.        +slow factor:        0.3
  2311.        +fast factor:        1.5
  2312.     $Acceleration:          20.0
  2313.     $Max Rot Vel:           10.0
  2314.     $Rot Acceleration:      10.0
  2315.     $Allowed Weapons:       ("Assault Rifle" "Sniper Rifle")
  2316.     $Default Primary:       "Assault Rifle"
  2317.     $Default Secondary:     ""
  2318.     $Unholster Delay:       0.33
  2319.     $Attack Style:          "Direct"
  2320.     $Blind Pursuit Time:    30.0
  2321.     $Persona:               "elite"
  2322.     $FlySnd:                ""
  2323.     $Min FlySnd Volume:     0.6
  2324.     $StartleSnd:            "Ultor Commander Startle"
  2325.     $Footstep Sound:        "Default Footstep"
  2326.     $LandSnd:               "Default Land2"
  2327.     $Low_Pain Sounds:       "Grdc Small Pain"
  2328.     $Med_Pain Sounds:        "Grdc Large Pain"
  2329.     $Squash Sounds:         "Character Squash"
  2330.     +State:                 "stand"                  "ult3_stand.mvf"
  2331.     +State:                 "attack_stand"           "ult3_attack_stand.mvf"
  2332.     +State:                 "walk"                   "ult3_walk.mvf"
  2333.         +Footstep Trigger:      3  17
  2334.     +State:                 "attack_walk"            "ult3_attack_walk.mvf"
  2335.     +State:                 "run"                    "ult3_run.mvf"
  2336.         +Footstep Trigger:   5    13
  2337.     +State:                 "attack_run"             "ult3_attack_run.mvf"
  2338.         +State:                 "flee_run"               "Ult3_run_flee_AR.mvf"
  2339.                 +Footstep Trigger:   6  15
  2340.     +State:                 "flail_run"                     "ult3_run_flail.mvf"
  2341.         +Footstep Trigger:   6  15
  2342.     +State:                 "crouch"                 "ult3_crouch.mvf"
  2343. //    +State:                 "attack_crouch"          "ult3_crouch.mvf"
  2344.     +State:                 "freefall"               "ult3_jump.mvf"
  2345.     +State:                 "cower"                  "ult3_cower.mvf"
  2346.     +Action:                "sidestep_left"          "Ult3_sidestep_left.mvf"           ""
  2347.     +Action:                "sidestep_right"         "Ult3_sidestep_right.mvf"          ""
  2348.     +Action:                "fire_stand"             "ult3_firing_stand.mvf"            ""
  2349. //    +Action:                "fire_crouch"            "ult3_firing_crouch.mvf"           ""
  2350.     +Action:                "speak"                  "ult3_talk.mvf"                    ""
  2351.     +Action:                "speak_short"            "ult3_talk_short.mvf"              ""
  2352.     +Action:                "corpse_drop"            "ult3_corpse_drop.mvf"             ""
  2353.     +Action:                "corpse_carry"           "Ult3_Death_Carry.mvf"             ""
  2354.     +Action:                "idle_1"                 "ult3_idle_handstretch.mvf"        "Ultor Idle3"
  2355.     +Action:                "idle_2"                 "ult3_idle_radarlook.mvf"          "Ultor Idle4"
  2356.     +Action:                "idle_3"                 "ult3_idle_legscratch.mvf"         "Ultor Idle5"
  2357.     +Action:                "reload"                 "ult3_reload.mvf"                  "Ultor Reload2"
  2358.     +Action:                "flinch_stand"           "ult3_flinch_chest.mvf"            "" 
  2359.     +Action:                "flinch_attack_stand"    "ult3_flinch_chest.mvf"            ""
  2360.     +Action:                "flinch_chest"           "ult3_flinch_chest.mvf"            ""
  2361.     +Action:                "flinch_back"            "ult3_flinch_back.mvf"             ""
  2362.     +Action:                "flinch_leg_left"        "ult3_flinch_leg_left.mvf"         ""
  2363.     +Action:                "flinch_leg_right"       "ult3_flinch_leg_right.mvf"        ""
  2364.     +Action:                "death_generic"          "ult3_death_generic.mvf"           "Human Death Generic 2"
  2365.     +Action:                "death_blast_forward"    "ult3_death_blast_forwards.mvf"    "Human Death Blast Forward 1"
  2366.     +Action:                "death_blast_backward"   "ult3_death_blast_backwards.mvf"   "Human Death Blast Backward 1"
  2367.     +Action:                "death_head_forward"     "ult3_death_head_forward.mvf"      "Human Death Head Forward 1"
  2368.     +Action:                "death_head_backward"    "ult3_death_head_backward.mvf"     "Human Death Head Backward 1"
  2369.     +Action:                "death_head_neutral"     "ult3_death_generic.mvf"           "Human Death Generic 2"
  2370.     +Action:                "death_chest_forward"    "ult3_death_chest_forwards.mvf"    "Human Death Chest Forward 1"
  2371.     +Action:                "death_chest_backward"   "ult3_death_chest_backwards.mvf"   "Human Death Chest Backward 1"
  2372.     +Action:                "death_chest_neutral"    "ult3_death_generic.mvf"           "Human Death Generic 1"
  2373.     +Action:                "death_leg_left"         "ult3_death_leg_left.mvf"          "Human Death Left 1"
  2374. //    +Action:                "death_leg_right"        "ult3_death_leg_right.mvf"         "Human Death Right 1"
  2375.     +Action:                "death_crouch"           "ult3_death_crouch.mvf"            "Human Death Crouch 1"
  2376.     +Action:                "death_still_1"          "ult3_corpse.mvf"                  ""
  2377.     +Action:                "death_still_2"          "ult3_corpse2.mvf"                 ""
  2378.     +Action:                "death_still_3"         "ult3_corpse3.mvf"                 ""
  2379.     +Action:                "hit_alarm"              "ult3_hit_alarm.mvf"               ""
  2380.  
  2381.     //
  2382.     +Weapon Specific: "sniper rifle"
  2383.     +State:                 "attack_stand"           "ult3_attack_stand_snipe.mvf"
  2384.     +Action:                "reload"                 "ult3_reload_snipe.mvf"            "Ultor Reload2"
  2385.     +Action:                "fire_stand"             "ult3_fire_stand_snipe.mvf"        ""
  2386.     //
  2387.     $Use:                   "none"
  2388.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2389.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2390.     $Collision Sphere:      "csphere_2" 3.0 2.0
  2391.     $Num Skins: 5
  2392.     $Skin: "b" ("Ult_security_cmdr_01b.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01b.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01b-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01b-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga")
  2393.     $Skin: "c" ("Ult_security_cmdr_01c.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01c.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01c-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01c-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga")
  2394.     $Skin: "d" ("Ult_security_cmdr_01d.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01d.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01d-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01d-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga")
  2395.     $Skin: "e" ("Ult_security_cmdr_01e.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01e.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01e-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01e-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga")
  2396.     $Skin: "f" ("Ult_security_cmdr_01f.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01f.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01f-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01f-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga")
  2397.     $Body Temperature(F):    90.0
  2398.     $RFE Level1:                "Ultor"
  2399.     
  2400.     // ----------------------------------------------------------------------------------
  2401.  
  2402.     $Name:                  "multi_guard2"
  2403.     $V3D Filename:          "multi_guard2.vcm"
  2404.     $LOD Distances:            {6 9}
  2405.     $Movemode:              "run"
  2406.     $Mass:                  100
  2407.     $Material:              "flesh"
  2408.     $Flags:                 ("walk" "holds_weapons" "sentient" "alt_fire" "humanoid") 
  2409.     $Flags2:                ("collide_player")
  2410.     $Collision Radius:      0.85
  2411.     $Collision Damage Given:    10.0
  2412.     $Movement Radius:            0.5
  2413.     $FOV:                   180
  2414.     $Envirosuit:            75
  2415.     $Life:                  100
  2416.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2417.     $Max Vel:                   6.0
  2418.        +slow factor:        0.3
  2419.        +fast factor:        1.5
  2420.     $Acceleration:          20.0
  2421.     $Max Rot Vel:           10.0
  2422.     $Rot Acceleration:      10.0
  2423.     $Allowed Weapons:       ("Assault Rifle" "Sniper Rifle")
  2424.     $Default Primary:       "Assault Rifle"
  2425.     $Default Secondary:     ""
  2426.     $Unholster Delay:       0.33
  2427.     $Attack Style:          "Direct"
  2428.     $Blind Pursuit Time:    30.0
  2429.     $Persona:               "elite"
  2430.     $FlySnd:                ""
  2431.     $Min FlySnd Volume:     0.6
  2432.     $StartleSnd:            "Ultor Commander Startle"
  2433.     $Footstep Sound:        "Default Footstep"
  2434.     $LandSnd:               "Default Land2"
  2435.     $Low_Pain Sounds:       "Grdc Small Pain"
  2436.     $Med_Pain Sounds:        "Grdc Large Pain"
  2437.     $Squash Sounds:         "Character Squash"
  2438.     +State:                 "stand"                  "ult3_stand.mvf"
  2439.     +State:                 "attack_stand"           "ult3_attack_stand.mvf"
  2440.     +State:                 "walk"                   "ult3_walk.mvf"
  2441.         +Footstep Trigger:      3  17
  2442.     +State:                 "attack_walk"            "ult3_attack_walk.mvf"
  2443.     +State:                 "run"                    "ult3_run.mvf"
  2444.         +Footstep Trigger:   5    13
  2445.     +State:                 "attack_run"             "ult3_attack_run.mvf"
  2446.         +State:                 "flee_run"               "Ult3_run_flee_AR.mvf"
  2447.                 +Footstep Trigger:   6  15
  2448.     +State:                 "flail_run"                     "ult3_run_flail.mvf"
  2449.         +Footstep Trigger:   6  15
  2450.     +State:                 "crouch"                 "ult3_crouch.mvf"
  2451.     +State:                 "freefall"               "ult3_jump.mvf"
  2452.     +State:                 "cower"                  "ult3_cower.mvf"
  2453. //    +State:                 "swim_stand"            ""
  2454. //    +State:                 "swim_walk"             ""
  2455.     +Action:                "sidestep_left"          "Ult3_sidestep_left.mvf"           ""
  2456.     +Action:                "sidestep_right"         "Ult3_sidestep_right.mvf"          ""
  2457.     +Action:                "fire_stand"             "ult3_firing_stand.mvf"            ""
  2458.     +Action:                "speak"                  "ult3_talk.mvf"                    ""
  2459.     +Action:                "speak_short"            "ult3_talk_short.mvf"              ""
  2460.     +Action:                "corpse_drop"            "ult3_corpse_drop.mvf"             ""
  2461.     +Action:                "corpse_carry"           "Ult3_Death_Carry.mvf"             ""
  2462.     +Action:                "idle_1"                 "ult3_idle_handstretch.mvf"        "Ultor Idle3"
  2463.     +Action:                "idle_2"                 "ult3_idle_radarlook.mvf"          "Ultor Idle4"
  2464.     +Action:                "idle_3"                 "ult3_idle_legscratch.mvf"         "Ultor Idle5"
  2465.     +Action:                "reload"                 "ult3_reload.mvf"                  "Ultor Reload2"
  2466.     +Action:                "flinch_stand"           "ult3_flinch_chest.mvf"            "" 
  2467.     +Action:                "flinch_attack_stand"    "ult3_flinch_chest.mvf"            ""
  2468.     +Action:                "flinch_chest"           "ult3_flinch_chest.mvf"            ""
  2469.     +Action:                "flinch_back"            "ult3_flinch_back.mvf"             ""
  2470.     +Action:                "flinch_leg_left"        "ult3_flinch_leg_left.mvf"         ""
  2471.     +Action:                "flinch_leg_right"       "ult3_flinch_leg_right.mvf"        ""
  2472.     +Action:                "death_generic"          "ult3_death_generic.mvf"           "Human Death Generic 2"
  2473.     +Action:                "death_blast_forward"    "ult3_death_blast_forwards.mvf"    "Human Death Blast Forward 1"
  2474.     +Action:                "death_blast_backward"   "ult3_death_blast_backwards.mvf"   "Human Death Blast Backward 1"
  2475.     +Action:                "death_head_forward"     "ult3_death_head_forward.mvf"      "Human Death Head Forward 1"
  2476.     +Action:                "death_head_backward"    "ult3_death_head_backward.mvf"     "Human Death Head Backward 1"
  2477.     +Action:                "death_head_neutral"     "ult3_death_generic.mvf"           "Human Death Generic 2"
  2478.     +Action:                "death_chest_forward"    "ult3_death_chest_forwards.mvf"    "Human Death Chest Forward 1"
  2479.     +Action:                "death_chest_backward"   "ult3_death_chest_backwards.mvf"   "Human Death Chest Backward 1"
  2480.     +Action:                "death_chest_neutral"    "ult3_death_generic.mvf"           "Human Death Generic 1"
  2481.     +Action:                "death_leg_left"         "ult3_death_leg_left.mvf"          "Human Death Left 1"
  2482.     +Action:                "death_crouch"           "ult3_death_crouch.mvf"            "Human Death Crouch 1"
  2483.     +Action:                "death_still_1"          "ult3_corpse.mvf"                  ""
  2484.     +Action:                "death_still_2"          "ult3_corpse2.mvf"                 ""
  2485.     +Action:                "death_still_3"         "ult3_corpse3.mvf"                 ""
  2486.     +Action:                "hit_alarm"              "ult3_hit_alarm.mvf"               ""
  2487.     $Use:                   "none"
  2488.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2489.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2490.     $Collision Sphere:      "csphere_2" 3.0 2.0
  2491.     $Num Skins: 1
  2492.     $Skin: "e" ("Ult_security_cmdr_01e.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01e.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01e-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01e-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga")
  2493.     $Body Temperature(F):    90.0
  2494.     $RFE Level1:                "Ultor"
  2495.     
  2496.     // ----------------------------------------------------------------------------------
  2497.  
  2498.    $Name:                  "elite"
  2499.     $V3D Filename:          "elite_security_guard.vcm"
  2500.     $LOD Distances:            { 6 9 }
  2501.     $Movemode:              "run"
  2502.     $Mass:                  100
  2503.     $Material:              "flesh"
  2504.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid") 
  2505.     $Flags2:                ("collide_player")
  2506.     $Collision Radius:      0.85
  2507.     $Collision Damage Given:    10.0
  2508.     $Movement Radius:            0.5
  2509.     $FOV:                   180
  2510.     $Envirosuit:            250
  2511.     $Life:                  500
  2512.     $Max Vel:                   6.0
  2513.        +slow factor:        0.3
  2514.        +fast factor:        1.5
  2515.     $Acceleration:          20.0
  2516.     $Max Rot Vel:           10.0
  2517.     $Rot Acceleration:      10.0
  2518.     $Allowed Weapons:       ("Machine Pistol" "Riot Stick" "Grenade")
  2519.     $Default Primary:       "Machine Pistol"
  2520.     $Default Secondary:     ""
  2521.     $Unholster Delay:       0.33
  2522.     $Attack Style:          "Direct"
  2523.     $Blind Pursuit Time:    30.0
  2524.     $Persona:               "elite"
  2525.     $FlySnd:                ""
  2526.     $Min FlySnd Volume:     0.6
  2527.     $StartleSnd:            "Ultor Guard Startle"
  2528.     $Footstep Sound:        "Default Footstep"
  2529.     $Footstep Sound:        "Rock Footstep"
  2530.     $Footstep Sound:        "Metal Footstep"
  2531.     $Footstep Sound:        "Solid Footstep"
  2532.     $LandSnd:               "Default Land2"
  2533.     $Low_Pain Sounds:       "Grdc Small Pain"
  2534.     $Med_Pain Sounds:        "Grdc Large Pain"
  2535.     $Squash Sounds:            "Character Squash"
  2536.     +State:                 "stand"                     "esgd_stand.mvf"
  2537.     +State:                 "attack_stand"              "esgd_attack_stand.mvf"
  2538.     +State:                 "walk"                     "ult2_walk.mvf"
  2539.     +Footstep Trigger:   3    17
  2540.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  2541.     +Footstep Trigger:   3    17
  2542.     +State:                 "run"                   "ult2_run.mvf"
  2543.     +Footstep Trigger:   5    13
  2544.         +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2545.         +Footstep Trigger:   6    15
  2546.     +State:                 "flail_run"             "park_run_flail.mvf"
  2547.     +Footstep Trigger:      6    15
  2548.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  2549.     +Footstep Trigger:   5    13
  2550.     +State:                 "crouch"                "ult2_crouch.mvf"
  2551.     +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  2552.     +State:                 "cower"                 "ult2_cower.mvf"
  2553. //    +State:                 "swim_stand"            ""
  2554. //    +State:                 "swim_walk"             ""
  2555.     +State:                 "freefall"              "ult2_jump.mvf"
  2556.     +State:                 "on_turret"             "ult2_on_turret.mvf"
  2557.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"           ""
  2558.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"          ""
  2559.     +Action:                "roll_left"             "esgd_attack_roll_left.mvf"           ""
  2560.     +Action:                "roll_right"            "esgd_attack_roll_right.mvf"          ""
  2561.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  2562.     +Action:                "corpse_carry"          "Ult2_Death_Carry.mvf"                ""
  2563.     +Action:                "speak"                 "esgd_talk.mvf"                       ""
  2564.     +Action:                "speak_short"           "esgd_talk_short.mvf"                 ""
  2565.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"               "Ultor Idle"
  2566.     +Action:                "idle_2"                "ult2_idle_look.mvf"                  "Ultor Idle2"
  2567.     +Action:                "idle_3"                "ult2_idle_stretch.mvf"               ""
  2568.     +Action:                "reload"                "esgd_mp_reload.mvf"                  "Ultor Reload"
  2569.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"               ""
  2570.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"              ""
  2571.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2572.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2573.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  2574.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2575.     +Action:                "death_head_backward"   "ult2_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2576.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2577.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  2578.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2579.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2580. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  2581.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2582.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2583.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               "" 
  2584.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  2585.     +Action:                "flinch_chest"          "ult2_Flinch_ChestF.mvf"              ""
  2586.     +Action:                "flinch_back"           "ult2_Flinch_ChestB.mvf"              ""
  2587.     +Action:                "flinch_leg_left"       "ult2_Flinch_LegL.mvf"                ""
  2588.     +Action:                "flinch_leg_right"      "ult2_Flinch_LegR.mvf"                ""
  2589.     +Action:                "death_still_1"         "ult2_corpse.mvf"                     ""
  2590.     +Action:                "death_still_2"         "ult2_corpse2.mvf"                    ""
  2591.     +Action:                "death_still_3"         "ult2_corpse3.mvf"                    ""
  2592.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  2593.     +Weapon Specific: "Riot Stick"
  2594.     +State:                 "stand"                     "ult2_stand.mvf"
  2595.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2596.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2597.     +State:                 "attack_run"            "ult2_run.mvf"
  2598.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2599.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  2600.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"           ""
  2601.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"           ""
  2602.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"    ""
  2603.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"   ""
  2604.     +Weapon Specific: "Grenade"
  2605.     +State:                 "stand"                     "ult2_stand.mvf"
  2606.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2607.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2608.     +State:                 "attack_run"            "ult2_run.mvf"
  2609.     +Action:                "fire_stand"            "park_grenade_throw.mvf"        ""
  2610.     +Action:                "alt_fire_stand"            "park_grenade_throw_alt.mvf"        ""
  2611.     $Use:                        "none"
  2612.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2613.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2614.     $Collision Sphere:      "csphere_2" 12.0 2.0
  2615.     $Num Skins: 5
  2616.     $Skin: "b" ("elite_limbs.tga" "elite_chest.tga" "elite_face_b.tga" "elite_limbs-mip2.tga" "elite_chest-mip2.tga" "elite_face_b-mip2.tga" "elite_limbs-mip3.tga" "elite_chest-mip3.tga" "elite_face_b-mip3.tga")
  2617.     $Skin: "c"  ("elite_limbs.tga" "elite_chest.tga" "elite_face_c.tga" "elite_limbs-mip2.tga" "elite_chest-mip2.tga" "elite_face_c-mip2.tga" "elite_limbs-mip3.tga" "elite_chest-mip3.tga" "elite_face_c-mip3.tga")
  2618.     $Skin: "d" ("elite_limbs.tga" "elite_chest.tga" "elite_face_d.tga" "elite_limbs-mip2.tga" "elite_chest-mip2.tga" "elite_face_d-mip2.tga" "elite_limbs-mip3.tga" "elite_chest-mip3.tga" "elite_face_d-mip3.tga")
  2619.     $Skin: "e" ("elite_limbs.tga" "elite_chest.tga" "elite_face_e.tga" "elite_limbs-mip2.tga" "elite_chest-mip2.tga" "elite_face_e-mip2.tga" "elite_limbs-mip3.tga" "elite_chest-mip3.tga" "elite_face_e-mip3.tga")
  2620.     $Skin: "f" ("elite_limbs.tga" "elite_chest.tga" "elite_face_g.tga" "elite_limbs-mip2.tga" "elite_chest-mip2.tga" "elite_face_g-mip2.tga" "elite_limbs-mip3.tga" "elite_chest-mip3.tga" "elite_face_g-mip3.tga")
  2621.     $Body Temperature(F):    90.0
  2622.     $RFE Level1:                "Ultor"
  2623.  
  2624.     // ----------------------------------------------------------------------------------
  2625.  
  2626.     $Name:                  "env_guard"
  2627.     $V3D Filename:          "Envirosuit_Guard.vcm"
  2628.     $LOD Distances:            {6 9 35}
  2629.     $Movemode:              "run"
  2630.     $Mass:                  100
  2631.     $Material:              "flesh"
  2632.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit") 
  2633.     $Flags2:                ("collide_player")
  2634.     $Collision Radius:      0.85
  2635.     $Collision Damage Given:    10.0
  2636.     $Movement Radius:            0.5
  2637.     $FOV:                   180
  2638.     $Envirosuit:            100
  2639.     $Life:                  100
  2640.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2641.     $Max Vel:                   7.0
  2642.        +slow factor:        0.25
  2643.        +fast factor:        1.5
  2644.     $Acceleration:          20.0
  2645.     $Max Rot Vel:           10.0
  2646.     $Rot Acceleration:      10.0
  2647.     $Allowed Weapons:       ("12mm handgun" "Shotgun" "Machine Pistol" "Assault Rifle" "Rocket Launcher" "Grenade" "Sniper Rifle" "Riot Stick")
  2648.     $Default Primary:       "12mm handgun"
  2649.     $Default Secondary:     ""
  2650.     $Unholster Delay:       0.33
  2651.     $Attack Style:          "Direct"
  2652.     $Blind Pursuit Time:    30.0
  2653.     $Persona:               "guard"
  2654.     $FlySnd:                ""
  2655.     $Min FlySnd Volume:     0.6
  2656.     $StartleSnd:               "Ultor Guard Startle"
  2657.     $Footstep Sound:        "Default Footstep"
  2658.     $Footstep Sound:        "Rock Footstep"
  2659.     $Footstep Sound:        "Metal Footstep"
  2660.     $Footstep Sound:        "Solid Footstep"
  2661.     $LandSnd:               "Default Land2"
  2662.     $Low_Pain Sounds:       "Grd Small Pain"
  2663.     $Med_Pain Sounds:        "Grd Large Pain"
  2664.     $Squash Sounds:            "Character Squash"
  2665.     +State:                 "stand"                 "ult2_stand.mvf"
  2666.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  2667.     +State:                 "walk"                  "ult2_walk.mvf"
  2668.         +Footstep Trigger:   3    17
  2669.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  2670.         +Footstep Trigger:   3    17
  2671.     +State:                 "run"                   "ult2_run.mvf"
  2672.         +Footstep Trigger:   5    13
  2673.     +State:                 "attack_run"            "ult2_attack_run.mvf"
  2674.         +Footstep Trigger:   5    13
  2675.         +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2676.                 +Footstep Trigger:      6    15
  2677.     +State:                 "flail_run"             "park_run_flail.mvf"
  2678.         +Footstep Trigger:      6    15
  2679.     +State:                 "crouch"                "ult2_attack_crouch01.mvf"
  2680.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  2681.     +State:                 "cower"                 "ult2_cower.mvf"
  2682. //    +State:                 "swim_stand"            ""
  2683. //    +State:                 "swim_walk"             ""
  2684.     +State:                 "freefall"              "ult2_jump.mvf"
  2685.     +State:                 "on_turret"             "ult2_on_turret.mvf"
  2686.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"              ""
  2687.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"             ""
  2688.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  2689.     +Action:                "corpse_carry"          "Ult2_Death_Carry.mvf"                ""
  2690.     +Action:                "speak"                 "engd_talk.mvf"                       ""
  2691.     +Action:                "speak_short"           "engd_talk_short.mvf"                 ""
  2692.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"               "Ultor Idle"
  2693.     +Action:                "idle_2"                "ult2_idle_look.mvf"                  "Ultor Idle2"
  2694.     +Action:                "idle_3"                "ult2_idle_stretch.mvf"               ""
  2695.     +Action:                "reload"                "ult2_reload.mvf"                     "Ultor Reload"
  2696.     +Action:                "unholster"             "ult2_draw.mvf"                       "Ultor Draw"
  2697.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"               ""
  2698.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"              ""
  2699.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2700.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2701.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  2702.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2703.     +Action:                "death_head_backward"   "ult2_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2704.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2705.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  2706.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2707.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2708. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  2709.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2710.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2711.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               "" 
  2712.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  2713.     +Action:                "flinch_chest"          "ult2_Flinch_ChestF.mvf"              ""
  2714.     +Action:                "flinch_back"           "ult2_Flinch_ChestB.mvf"              ""
  2715.     +Action:                "flinch_leg_left"       "ult2_Flinch_LegL.mvf"                ""
  2716.     +Action:                "flinch_leg_right"      "ult2_Flinch_LegR.mvf"                ""
  2717.     +Action:                "death_still_1"         "ult2_corpse.mvf"                     ""
  2718.     +Action:                "death_still_2"         "ult2_corpse2.mvf"                    ""
  2719.     +Action:                "death_still_3"         "ult2_corpse3.mvf"                    ""
  2720.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  2721.     +Weapon Specific: "Machine Pistol"
  2722.     +State:                 "stand"                     "esgd_stand.mvf"
  2723.     +State:                 "attack_stand"              "esgd_attack_stand.mvf"
  2724.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  2725.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  2726.     +State:                 "walk"                  "esgd_attack_walk.mvf"
  2727.     +State:                 "run"                   "esgd_attack_run.mvf"
  2728. //    +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  2729.     +Action:                "reload"                "esgd_mp_reload.mvf"           "Ultor Reload"
  2730.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"        ""
  2731.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"              ""
  2732.     +Weapon Specific: "Riot Stick"
  2733.     +State:                 "stand"                     "ult2_stand.mvf"
  2734.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2735.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2736.     +State:                 "attack_run"            "ult2_run.mvf"
  2737.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2738.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  2739.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  2740.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"        ""
  2741.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"        ""
  2742.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"        ""
  2743.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"        ""
  2744.     +Weapon Specific: "Shotgun"
  2745.     +State:                 "stand"                     "park_shotgun_stand.mvf"
  2746.     +State:                 "attack_stand"              "park_shotgun_attack_stand.mvf"
  2747.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  2748.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  2749.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  2750.     +State:                 "run"                   "park_shotgun_run.mvf"
  2751.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2752.            +Footstep Trigger:      5    13
  2753.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  2754.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  2755.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  2756.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  2757.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  2758.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  2759.     +Weapon Specific: "Assault Rifle"
  2760.     +State:                 "stand"                    "engd_arifle_stand.mvf"
  2761.     +State:                 "attack_stand"            "engd_arifle_attack_stand.mvf"
  2762.     +State:                 "attack_walk"           "engd_arifle_attack_walk.mvf"
  2763.     +State:                 "attack_run"            "engd_arifle_attack_run.mvf"
  2764.     +State:                 "walk"                  "engd_arifle_attack_walk.mvf"
  2765.     +State:                 "run"                   "engd_arifle_attack_run.mvf"
  2766.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2767.            +Footstep Trigger:      5    13
  2768.     +State:                 "attack_crouch"         "engd_arifle_attack_crouch.mvf"
  2769.     +Action:                "reload"                "engd_arifle_reload.mvf"           "Ultor Reload"
  2770.     +Action:                "fire_stand"            "engd_arifle_stand_firing_2.mvf"        ""
  2771.     +Action:                "fire_stand2"            "engd_arifle_stand_firing.mvf"        ""
  2772.     +Action:                "fire_crouch"            "engd_arifle_stand_firing_2.mvf"        ""
  2773.     +Weapon Specific: "Rocket Launcher"
  2774.     +State:                 "stand"            "engd_rl_stand.mvf"
  2775.     +State:                 "attack_stand"        "engd_rl_attack_stand.mvf"
  2776.     +State:                 "attack_walk"           "engd_rl_walk.mvf"
  2777.     +State:                 "attack_run"            "engd_rl_run.mvf"
  2778.     +State:                 "walk"                  "engd_rl_walk.mvf"
  2779.     +State:                 "run"                   "engd_rl_run.mvf"
  2780.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2781.            +Footstep Trigger:      5    13
  2782. //    +State:                 "crouch"                 "engd_rl_attack_crouch.mvf"
  2783.     +State:                 "attack_crouch"         "engd_rl_attack_crouch.mvf"
  2784.     +Action:                "fire_stand"            "engd_rl_stand_firing.mvf"        ""
  2785.     +Action:                "fire_crouch"           "engd_rl_crouch_firing.mvf"        ""
  2786.     +Weapon Specific: "Grenade"
  2787.     +State:                 "stand"                     "ult2_stand.mvf"
  2788.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2789.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2790.     +State:                 "attack_run"            "ult2_run.mvf"
  2791. //    +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2792.     +Action:                "fire_stand"            "park_grenade_throw.mvf"        ""
  2793.     +Action:                "alt_fire_stand"        "park_grenade_throw_alt.mvf"        ""
  2794.     +Weapon Specific: "Sniper Rifle"
  2795.     +State:                 "stand"                     "park_sniper_stand.mvf"
  2796.     +State:                 "attack_stand"              "park_sniper_attack_stand.mvf"
  2797.     +State:                 "attack_walk"           "park_sniper_walk.mvf"
  2798.     +State:                 "attack_run"            "park_sniper_run.mvf"
  2799.     +State:                 "walk"                  "park_sniper_walk.mvf"
  2800.     +State:                 "run"                   "park_sniper_run.mvf"
  2801.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2802.            +Footstep Trigger:      5    13
  2803. //    +State:                 "attack_crouch"         "park_sniper_attack_crouch.mvf"
  2804.     +Action:                "reload"                "park_sniper_reload.mvf"           "Ultor Reload"
  2805.     +Action:                "fire_stand"            "park_sniper_stand_fire.mvf"        ""
  2806.     +Action:                "fire_crouch"            "park_sniper_crouch_fire.mvf"        ""
  2807.     $Use:                   "ai response"
  2808.     +radius:                       2.0
  2809.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2810.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2811.     $Collision Sphere:      "csphere_2" 6.0 2.0
  2812.     $Num Skins: 5
  2813.     $Skin: "b" ("enviro_guard_limbs.tga" "enviro_guard_chest.tga" "enviro_guard_face_e.tga" "enviro_guard_glass.tga" "enviro_guard_limbs_mip1.tga" "enviro_guard_chest_mip1.tga" "enviro_guard_face_e-mip1.tga" "enviro_guard_glass_mip1.tga" "enviro_guard_limbs_mip2.tga" "enviro_guard_chest_mip2.tga" "enviro_guard_face_e-mip2.tga" "enviro_guard_glass_mip2.tga")
  2814.     $Skin: "c" ("enviro_guard_limbs.tga" "enviro_guard_chest.tga" "enviro_guard_face_b.tga" "enviro_guard_glass.tga" "enviro_guard_limbs_mip1.tga" "enviro_guard_chest_mip1.tga" "enviro_guard_face_b-mip1.tga" "enviro_guard_glass_mip1.tga" "enviro_guard_limbs_mip2.tga" "enviro_guard_chest_mip2.tga" "enviro_guard_face_b-mip2.tga" "enviro_guard_glass_mip2.tga")
  2815.     $Skin: "d" ("enviro_guard_limbs.tga" "enviro_guard_chest.tga" "enviro_guard_face_g.tga" "enviro_guard_glass.tga" "enviro_guard_limbs_mip1.tga" "enviro_guard_chest_mip1.tga" "enviro_guard_face_g-mip1.tga" "enviro_guard_glass_mip1.tga" "enviro_guard_limbs_mip2.tga" "enviro_guard_chest_mip2.tga" "enviro_guard_face_g-mip2.tga" "enviro_guard_glass_mip2.tga")
  2816.     $Skin: "e" ("enviro_guard_limbs.tga" "enviro_guard_chest.tga" "enviro_guard_face_f.tga" "enviro_guard_glass.tga" "enviro_guard_limbs_mip1.tga" "enviro_guard_chest_mip1.tga" "enviro_guard_face_f-mip1.tga" "enviro_guard_glass_mip1.tga" "enviro_guard_limbs_mip2.tga" "enviro_guard_chest_mip2.tga" "enviro_guard_face_f-mip2.tga" "enviro_guard_glass_mip2.tga")
  2817.     $Skin: "f" ("enviro_guard_limbs.tga" "enviro_guard_chest.tga" "enviro_guard_face_h.tga" "enviro_guard_glass.tga" "enviro_guard_limbs_mip1.tga" "enviro_guard_chest_mip1.tga" "enviro_guard_face_h-mip1.tga" "enviro_guard_glass_mip1.tga" "enviro_guard_limbs_mip2.tga" "enviro_guard_chest_mip2.tga" "enviro_guard_face_h-mip2.tga" "enviro_guard_glass_mip2.tga")
  2818.     $Body Temperature(F):    90.0
  2819.     $RFE Level1:                "Ultor"
  2820.  
  2821. // ----------------------------------------------------------------------------------
  2822.  
  2823.     $Name:                  "riot_guard"
  2824.     $V3D Filename:          "riot_guard.vcm"
  2825.     $LOD Distances:            { 6 9 }
  2826.     $Movemode:              "run"
  2827.     $Mass:                  100
  2828.     $Material:              "flesh"
  2829.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  2830.     $Flags2:                ("collide_player")
  2831.     $Collision Radius:      0.90
  2832.     $Collision Damage Given:    10.0
  2833.     $Movement Radius:            0.5
  2834.     $FOV:                   180
  2835.     $Envirosuit:            100
  2836.     $Life:                  100
  2837.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2838.     $Max Vel:                   7.0
  2839.        +slow factor:        0.25
  2840.        +fast factor:        1.5
  2841.     $Acceleration:          20.0
  2842.     $Max Rot Vel:           10.0
  2843.     $Rot Acceleration:      10.0
  2844.     $Allowed Weapons:       ("Rocket Launcher" "Riot Stick" "Shotgun" "Riot Shield")
  2845.     $Default Primary:       "Riot Stick"
  2846.     $Default Secondary:     ""
  2847.     $Attack Style:          "Direct"
  2848.     $Blind Pursuit Time:    20.0
  2849.     $Persona:               "guard"
  2850.     $FlySnd:                ""
  2851.     $Min FlySnd Volume:     0.6
  2852.     $Footstep Sound:        "Default Footstep"
  2853.     $Footstep Sound:        "Rock Footstep"
  2854.     $Footstep Sound:        "Metal Footstep"
  2855.     $Footstep Sound:        "Solid Footstep"
  2856.     $Footstep Sound:        "Water Footstep"
  2857.     $Footstep Sound:        "Ice Footstep"
  2858.     $Footstep Sound:        "Glass Footstep"
  2859.     $Climb Footstep Sounds: "Default Climb"
  2860.     $Climb Footstep Sounds:    "Ladder Climb"
  2861.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  2862.     $LandSnd:               "Default Land"
  2863.     $LandSnd:               "Metal Land"
  2864.     $LandSnd:               "Solid Land"
  2865.     $LandSnd:               "Water Land"
  2866.     $Impact Death Sound:    "Impact Death"
  2867.     $JumpSnd:               "Jump"
  2868.     $Headlamp On Sound:        "Headlamp On"
  2869.     $Headlamp Off Sound:    "Headlamp Off"
  2870.     $Low_Pain Sounds:       "Grd Small Pain"
  2871.     $Med_Pain Sounds:        "Grd Large Pain"
  2872.     $Squash Sounds:            "Character Squash"
  2873.     +State:                 "stand"                 "ult2_stand.mvf"
  2874.     +State:                 "attack_stand"        "park_riotstick_stand.mvf"
  2875.     +State:                 "walk"                  "ult2_walk.mvf"
  2876.         +Footstep Trigger:    3    17
  2877.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  2878.         +Footstep Trigger:   3    17
  2879.     +State:                 "run"                   "ult2_run.mvf"
  2880.         +Footstep Trigger:   5    13
  2881.     +State:                 "attack_run"            "ult2_run.mvf"
  2882.         +Footstep Trigger:   5    13
  2883.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2884.     +Footstep Trigger:      6    15
  2885.     +State:                 "flail_run"             "park_run_flail.mvf"
  2886.         +Footstep Trigger:      6    15
  2887.     +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  2888.     +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  2889.     +State:                 "crouch"                "ult2_crouch.mvf"
  2890.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2891.     +State:                 "freefall"              "ult2_jump.mvf"
  2892.     +State:                 "cower"                 "ult2_cower.mvf"
  2893. //    +State:                 "swim_stand"            ""
  2894. //    +State:                 "swim_walk"             ""
  2895.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"              ""
  2896.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"             ""
  2897.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  2898.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"              ""
  2899.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"               "Ultor Idle"
  2900.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  2901.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"           ""
  2902.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"            ""
  2903.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"     ""
  2904.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"     ""
  2905.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2906.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2907.     +Action:                "death_blast_backward"  "ult2_Death_blast_backwards.mvf"      "Human Death Blast Backward 1"
  2908.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2909.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2910.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2911.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1" 
  2912.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2913.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2914. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  2915.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2916.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2917.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               ""
  2918.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  2919.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"              ""
  2920.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"              ""
  2921.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"                ""
  2922.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"                ""
  2923.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  2924.     +Weapon Specific: "Shotgun"
  2925.     +State:                 "stand"                 "park_shotgun_stand.mvf"
  2926.     +State:                 "attack_stand"          "park_shotgun_attack_stand.mvf"
  2927.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  2928.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  2929.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  2930.     +State:                 "run"                   "park_shotgun_run.mvf"
  2931.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2932.            +Footstep Trigger:      5    13
  2933.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  2934.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  2935.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  2936.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  2937.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  2938.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  2939.     +Weapon Specific: "Rocket Launcher"
  2940.     +State:                 "stand"            "engd_rl_stand.mvf"
  2941.     +State:                 "attack_stand"        "engd_rl_attack_stand.mvf"
  2942.     +State:                 "attack_walk"           "engd_rl_walk.mvf"
  2943.     +State:                 "attack_run"            "engd_rl_run.mvf"
  2944.     +State:                 "walk"                  "engd_rl_walk.mvf"
  2945.     +State:                 "run"                   "engd_rl_run.mvf"
  2946.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2947.            +Footstep Trigger:      5    13
  2948.     +State:                 "crouch"                 "engd_rl_attack_crouch.mvf"
  2949.     +State:                 "attack_crouch"         "engd_rl_attack_crouch.mvf"
  2950.     +Action:                "fire_stand"            "engd_rl_stand_firing.mvf"        ""
  2951.     +Action:                "fire_crouch"           "engd_rl_crouch_firing.mvf"        ""
  2952.     +Weapon Specific: "Riot Shield"
  2953.     +State:                 "stand"            "rtgd_riotshield_stand.mvf"
  2954.     +State:                 "attack_stand"        "rtgd_riotshield_attackstand.mvf"
  2955.     +State:                   "attack_walk"             "rtgd_riotshield_walk.mvf"
  2956.     +State:                   "attack_run"              "rtgd_riotshield_run.mvf"
  2957.     +State:                  "crouch"                 "rtgd_riotshield_crouch.mvf"
  2958.     +State:                   "attack_crouch"           "rtgd_riotshield_crouch.mvf"
  2959.     +Action:                "fire_stand"            "rtgd_riotshield_attack.mvf"        ""
  2960.     +Action:                "fire_crouch"            "rtgd_riotshieldattackcrouch.mvf"        ""
  2961.     +Action:                "flinch_stand"          "rtgd_riotshield_flinchfront.mvf"        ""
  2962.     +Action:                "flinch_attack_stand"   "rtgd_riotshield_flinchfront.mvf"       ""
  2963.     +Action:                "flinch_chest"          "rtgd_riotshield_flinchfront.mvf"        ""
  2964.     +Action:                "flinch_back"           "rtgd_riotshield_flinch_back.mvf"        ""
  2965.     +Action:                "flinch_leg_left"       "rtgd_riotshield_flinchfront.mvf"         ""
  2966.     +Action:                "flinch_leg_right"      "rtgd_riotshield_flinchfront.mvf"         ""
  2967.     $Use:                   "none"
  2968.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2969.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2970.     $Collision Sphere:      "csphere_2" 3.0 2.0
  2971.     $Num Skins: 0
  2972.     //$Skin: "b" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_b.tga" "Envro_FacePlate.tga")
  2973.     //$Skin: "c" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_c.tga" "Envro_FacePlate.tga")
  2974.     //$Skin: "d"  ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_d.tga" "Envro_FacePlate.tga")
  2975.     //$Skin: "e"  ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_e.tga" "Envro_FacePlate.tga")
  2976.     //$Skin: "Parker"  ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "Parker_face.tga" "Envro_FacePlate.tga")    
  2977.     $Body Temperature(F):    90.0
  2978.     $RFE Level1:                "Ultor"
  2979.  
  2980.     // ------------------------------------------------
  2981.     // Humans - Mercs
  2982.     // ------------------------------------------------
  2983.  
  2984.    $Name:                  "merc_grunt"
  2985.     $V3D Filename:          "merc_grunt.vcm"
  2986.     $LOD Distances:            {6 9 }
  2987.     $Movemode:              "run"
  2988.     $Mass:                  100
  2989.     $Material:              "flesh"
  2990.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") 
  2991.     $Flags2:                ("collide_player" "merc" "ignore_fire")
  2992.     $Collision Radius:      0.85
  2993.     $Collision Damage Given:    10.0
  2994.     $Movement Radius:            0.5
  2995.     $FOV:                   180
  2996.     $Envirosuit:            250
  2997.     $Life:                  200
  2998.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2999.     $Max Vel:                   6.0
  3000.        +slow factor:        0.3
  3001.        +fast factor:        1.5
  3002.     $Acceleration:          20.0
  3003.     $Max Rot Vel:           10.0
  3004.     $Rot Acceleration:      10.0
  3005.     $Allowed Weapons:       ("scope_assault_rifle" "Flamethrower" "Grenade")
  3006.     $Default Primary:       "scope_assault_rifle"
  3007.     $Default Secondary:     ""
  3008.     $Unholster Delay:       0.33
  3009.     $Attack Style:          "Direct"
  3010.     $Blind Pursuit Time:    30.0
  3011.     $Persona:               "merc"
  3012.     $FlySnd:                ""
  3013.     $Min FlySnd Volume:     0.6
  3014.     $StartleSnd:               "Ultor Guard Startle"
  3015.     $Footstep Sound:        "Default Footstep"
  3016.     $Footstep Sound:        "Rock Footstep"
  3017.     $Footstep Sound:        "Metal Footstep"
  3018.     $Footstep Sound:        "Solid Footstep"
  3019.     $LandSnd:               "Default Land2"
  3020.     $Low_Pain Sounds:       "Merc Small Pain"
  3021.     $Med_Pain Sounds:        "Merc Large Pain"
  3022.     $Squash Sounds:            "Character Squash"
  3023.     +State:                 "stand"                "mrc1_stand.mvf"
  3024.     +State:                 "attack_stand"        "mrc1_attack_stand.mvf"
  3025.     +State:                 "walk"                "mrc1_walk.mvf"
  3026.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  3027.     +State:                 "run"                   "mrc1_run.mvf"
  3028.      +State:                 "flee_run"              "mrc1_Fleerun.mvf"
  3029.      +State:                 "flail_run"             "mrc1_run_flail.mvf"
  3030.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  3031.     +State:                 "crouch"                "mrc1_crouch.mvf"
  3032.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  3033.     +State:                 "cower"                 "mrc1_cower.mvf"
  3034. //    +State:                 "swim_stand"            ""
  3035. //    +State:                 "swim_walk"             ""
  3036.     +State:                 "freefall"              "mrc1_freefall.mvf"
  3037.     +Action:                "sidestep_left"         "mrc1_sidestep_left.mvf"                    ""
  3038.     +Action:                "sidestep_right"        "mrc1_sidestep_right.mvf"                   ""
  3039.     +Action:                "corpse_drop"           "mrc1_corpse_drop.mvf"                      ""
  3040.     +Action:                "corpse_carry"          "mrc1_corpse_carried.mvf"                   ""
  3041.     +Action:                "idle_1"                "mrc1_idle.mvf"                             "Ultor Idle"
  3042.     +Action:                "idle_2"                "mrc1_idle2.mvf"                            "Ultor Idle2"
  3043.     +Action:                "reload"                "mrc1_reload.mvf"                           "Ultor Reload"
  3044.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                      ""
  3045.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                      ""
  3046.     +Action:                "death_generic"         "mrc1_death_generic.mvf"                    "Human Death Generic 4"
  3047.     +Action:                "death_blast_forward"   "mrc1_death_blast_fore.mvf"                 "Human Death Blast Forward 1"
  3048.     +Action:                "death_blast_backward"  "mrc1_death_blast_back.mvf"                 "Human Death Blast Backward 1"
  3049.     +Action:                "death_head_forward"    "mrc1_death_head_fore.mvf"                  "Human Death Head Forward 1"
  3050.     +Action:                "death_head_backward"   "mrc1_death_head_back.mvf"                  "Human Death Head Backward 2"
  3051.     +Action:                "death_head_neutral"    "mrc1_death_generic_head.mvf"               "Human Death Head Forward 1"
  3052.     +Action:                "death_chest_forward"   "mrc1_death_torso_fore.mvf"                 "Human Death Forward 2"
  3053.         +Action:                "death_chest_backward"  "mrc1_death_torso_back.mvf"                 "Human Death Blast Backward 1"
  3054.     +Action:                "death_chest_neutral"   "mrc1_death_generic_chest.mvf"              "Human Death Generic 5"
  3055.     +Action:                "death_leg_left"        "mrc1_death_leg_L.mvf"                      "Human Death Left 1"
  3056.     +Action:                "death_leg_right"       "mrc1_death_leg_R.mvf"                      "Human Death Leg 3"
  3057.     +Action:                "death_crouch"          "mrc1_death_crouch.mvf"                     "Human Death Crouch 1"
  3058.     +Action:                "flinch_chest"          "mrc1_flinch_chest.mvf"                     ""
  3059.     +Action:                "flinch_back"           "mrc1_flinch_back.mvf"                      ""
  3060.     +Action:                "flinch_leg_left"       "mrc1_flinch_leg_L.mvf"                     ""
  3061.     +Action:                "flinch_leg_right"      "mrc1_flinch_leg_R.mvf"                     ""
  3062.     +Weapon Specific: "12mm handgun"
  3063.     +State:                 "stand"                    "mrc2_stand_12mm.mvf"
  3064.     +State:                 "attack_stand"          "mrc2_stand_12mm.mvf"
  3065.     +State:                 "attack_walk"           "mrc2_walk_12mm.mvf"
  3066.     +State:                 "attack_run"            "mrc2_run_12mm.mvf"
  3067.     +State:                 "attack_crouch"         "mrc2_crouch_12mm.mvf"
  3068.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_12mm.mvf"
  3069.     +Action:                "reload"                "mrc2_reload_12mm.mvf"                      "Ultor Reload"
  3070.     +Action:                "fire_stand"            "mrc2_fire_12mm.mvf"                        ""
  3071.     +Action:                "fire_crouch"           "mrc2_fire_12mm.mvf"                        ""
  3072.     +Weapon Specific: "Machine Pistol"
  3073.     +State:                 "stand"                    "mrc2_stand_MP.mvf"
  3074.     +State:                 "attack_stand"          "mrc2_stand_MP.mvf"
  3075.     +State:                 "attack_walk"           "mrc2_walk_MP.mvf"
  3076.     +State:                 "attack_run"            "mrc2_run_MP.mvf"
  3077.     +State:                 "attack_crouch"         "mrc2_crouch_MP.mvf"
  3078.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_MP.mvf"
  3079.     +Action:                "reload"                "mrc2_reload_MP.mvf"                      "Ultor Reload"
  3080.     +Action:                "fire_stand"            "mrc2_fire_MP.mvf"                        ""
  3081.     +Action:                "fire_crouch"           "mrc2_fire_MP.mvf"                        ""
  3082.     +Weapon Specific: "Rocket Launcher"
  3083.     +State:                 "stand"                    "mrc2_stand_RL.mvf"
  3084.     +State:                 "attack_stand"          "mrc2_stand_RL.mvf"
  3085.     +State:                 "attack_walk"           "mrc2_walk_RL.mvf"
  3086.     +State:                 "attack_run"            "mrc2_run_RL.mvf"
  3087.     +State:                 "attack_crouch"         "mrc2_crouch_RL.mvf"
  3088.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RL.mvf"
  3089.     +Action:                "reload"                "mrc2_reload_RL.mvf"                      "Ultor Reload"
  3090.     +Action:                "fire_stand"            "mrc2_fire_RL.mvf"                        ""
  3091.     +Action:                "fire_crouch"           "mrc2_fire_RL.mvf"                        ""
  3092.     +Weapon Specific: "Shotgun"
  3093.     +State:                 "stand"                    "mrc2_stand_SG.mvf"
  3094.     +State:                 "attack_stand"          "mrc2_stand_SG.mvf"
  3095.     +State:                 "attack_walk"           "mrc2_walk_SG.mvf"
  3096.     +State:                 "attack_run"            "mrc2_run_SG.mvf"
  3097.     +State:                 "attack_crouch"         "mrc2_crouch_SG.mvf"
  3098.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SG.mvf"
  3099.     +Action:                "reload"                "mrc2_reload_SG.mvf"                      "Ultor Reload"
  3100.     +Action:                "fire_stand"            "mrc2_fire_SG.mvf"                        ""
  3101.     +Action:                "alt_fire_stand"        "mrc2_fire_ALT_SG.mvf"                    ""
  3102.     +Action:                "fire_crouch"           "mrc2_fire_SG.mvf"                        ""
  3103.     +Weapon Specific: "Sniper Rifle"
  3104.     +State:                 "stand"                    "mrc2_stand_SR.mvf"
  3105.     +State:                 "attack_stand"          "mrc2_stand_SR.mvf"
  3106.     +State:                 "attack_walk"           "mrc2_walk_SR.mvf"
  3107.     +State:                 "attack_run"            "mrc2_run_SR.mvf"
  3108.     +State:                 "attack_crouch"         "mrc2_crouch_SR.mvf"
  3109.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SR.mvf"
  3110.     +Action:                "reload"                "mrc2_reload_SR.mvf"                      "Ultor Reload"
  3111.     +Action:                "fire_stand"            "mrc2_fire_SR.mvf"                        ""
  3112.     +Action:                "fire_crouch"           "mrc2_fire_SR.mvf"                        ""
  3113.     +Weapon Specific: "Remote Charge"
  3114.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  3115.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3116.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3117.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3118.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3119.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3120.     +Action:                "fire_stand"            "mrc2_fire_Rcharge.mvf"                   ""
  3121.     +Action:                "fire_crouch"           "mrc2_fire_Rcharge.mvf"                   ""
  3122.     +Weapon Specific: "Riot Stick"
  3123.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  3124.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3125.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3126.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3127.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3128.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3129.     +Action:                "reload"                "mrc2_reload_RS.mvf"                      "Ultor Reload"
  3130.     +Action:                "fire_stand"            "mrc2_fire_RS.mvf"                        ""
  3131.     +Action:                "fire_crouch"           "mrc2_fire_RS.mvf"                        ""
  3132.     +Weapon Specific: "Riot Shield"
  3133.     +State:                 "stand"                    "mrc2_stand_Rshield.mvf"
  3134.     +State:                 "attack_stand"          "mrc2_stand_Rshield.mvf"
  3135.     +State:                 "attack_walk"           "mrc2_walk_Rshield.mvf"
  3136.     +State:                 "attack_run"            "mrc2_run_Rshield.mvf"
  3137.     +State:                 "attack_crouch"         "mrc2_crouch_Rshield.mvf"
  3138.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Rshield.mvf"
  3139.     +Action:                "fire_stand"            "mrc2_fire_Rshield.mvf"                        ""
  3140.     +Action:                "fire_crouch"           "mrc2_fire_Rshield.mvf"                        ""
  3141.     +Weapon Specific: "heavy_machine_gun"
  3142.     +State:                 "stand"                "mrc1_stand.mvf"
  3143.     +State:                 "attack_stand"        "mrch_attack_stand.mvf"
  3144.     +State:                 "attack_walk"           "mrch_attack_walk.mvf"
  3145.     +State:                 "attack_run"            "mrch_attack_run.mvf"
  3146.     +State:                 "walk"                  "mrch_attack_walk.mvf"
  3147.     +State:                 "run"                   "mrch_attack_run.mvf"
  3148.     +State:                 "attack_crouch"         "mrch_attack_crouch.mvf"
  3149.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Hmac.mvf"
  3150.     +Action:                "reload"                "mrch_reload.mvf"                          "Ultor Reload"
  3151.     +Action:                "fire_stand"            "mrch_attack_fire.mvf"                     ""
  3152.     +Action:                "fire_crouch"           "mrch_crouch_fire.mvf"                     ""
  3153.     +Weapon Specific: "shoulder_cannon"
  3154.     +State:                 "stand"                "mrch_attack_stand_smw.mvf"
  3155.     +State:                 "attack_stand"        "mrch_attack_stand_smw.mvf"
  3156.     +State:                 "attack_walk"           "mrch_attack_walk_smw.mvf"
  3157.     +State:                 "walk"                  "mrch_attack_walk_smw.mvf"
  3158.     +State:                 "attack_run"            "mrch_run_smw.mvf"
  3159.     +State:                 "run"                   "mrch_run_smw.mvf"
  3160.     +State:                 "attack_crouch"         "mrch_attack_crouch_smw.mvf"
  3161.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SMC.mvf"
  3162.         +Action:                "idle_1"                "mrch_idle_smw.mvf"                       "Ultor Idle"
  3163.     +Action:                "flinch_chest"          "mrch_flinch_front_smw.mvf"               ""
  3164.     +Action:                "flinch_back"           "mrch_flinch_back_smw.mvf"                ""
  3165.     +Action:                "fire_stand"            "mrch_fire_smw.mvf"                       ""
  3166.     +Action:                "fire_crouch"           "mrch_fire_crouch_smw.mvf"                ""
  3167.         +Weapon Specific: "Rail_Gun"
  3168.     +State:                 "attack_walk"           "mrc1_attack_walk_RR.mvf"
  3169.     +State:                 "attack_run"               "mrc1_attack_run_RR.mvf"
  3170.     +State:                 "walk"                  "mrc1_attack_walk_RR.mvf"
  3171.     +State:                 "run"                  "mrc1_attack_run_RR.mvf"
  3172.     +State:                 "attack_stand"        "mrc1_attack_stand_RR.mvf"
  3173.     +State:                 "attack_crouch"         "mrc1_attack_crouch_RR.mvf"
  3174.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RR.mvf"
  3175.     +Action:                "fire_stand"            "mrc1_fire_reload_RR.mvf"                   ""
  3176.     +Action:                "fire_crouch"           "mrc1_fire_reload_RR_C.mvf"                 ""
  3177.     +Action:                "idle_2"                "mrc1_idle2_RR.mvf"                         "Ultor Idle2"
  3178.     +Weapon Specific: "Grenade"
  3179.     +State:                 "attack_walk"           "mrc1_walk.mvf"
  3180.     +State:                 "attack_run"               "mrc1_run.mvf"
  3181.     +State:                 "attack_stand"        "mrc1_attack_stand_grenade.mvf"
  3182.     +State:                 "attack_crouch"         "mrc1_crouch.mvf"
  3183.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_GRN.mvf"
  3184.     +Action:                "fire_stand"            "mrc1_fire_grenade.mvf"                     ""
  3185.     +Action:                "alt_fire_stand"        "mrc1_fire_grenade_ALT.mvf"                 ""
  3186.     +Weapon Specific: "Flamethrower"
  3187.     +State:                 "stand"                "mrc1_stand_FT.mvf"
  3188.     +State:                 "attack_stand"        "mrc1_stand_FT.mvf"
  3189.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_FT.mvf"
  3190.     +Action:                "fire_stand"            "mrc1_stand-fire-FT.mvf"                    ""
  3191.     +Action:                "alt_fire_stand"        "mrc1_ft_alt_fire_stand.mvf"                ""
  3192.     +Action:                "reload"                "mrc1_reload-FT.mvf"                        "Ultor Reload"
  3193.     $Collision Sphere:      "csphere_0" 0.5 0.5
  3194.     $Collision Sphere:      "csphere_1" 1.0 1.0
  3195.     $Collision Sphere:      "csphere_2" 4.0 2.0
  3196.     $Num Skins: 4
  3197.     $Skin: "b" ("MercGrunt_Parts01b.tga" "MercGrunt_Parts02b.tga" "MercGrunt_Parts03b.tga" "MercGrunt_Parts01b.tga" "MercGrunt_Parts01b-mip2.tga" "MercGrunt_Parts02b-mip2.tga" "MercGrunt_Parts03b-mip2.tga" "MercGrunt_Parts01b-mip3.tga" "MercGrunt_Parts02b-mip3.tga" "MercGrunt_Parts03b-mip3.tga")
  3198.     $Skin: "c" ("MercGrunt_Parts01c.tga" "MercGrunt_Parts02c.tga" "MercGrunt_Parts03c.tga" "MercGrunt_Parts01c.tga" "MercGrunt_Parts01c-mip2.tga" "MercGrunt_Parts02c-mip2.tga" "MercGrunt_Parts03c-mip2.tga" "MercGrunt_Parts01c-mip3.tga" "MercGrunt_Parts02c-mip3.tga" "MercGrunt_Parts03c-mip3.tga")
  3199.     $Skin: "d" ("MercGrunt_Parts01d.tga" "MercGrunt_Parts02d.tga" "MercGrunt_Parts03d.tga" "MercGrunt_Parts01d.tga" "MercGrunt_Parts01d-mip2.tga" "MercGrunt_Parts02d-mip2.tga" "MercGrunt_Parts03d-mip2.tga" "MercGrunt_Parts01d-mip3.tga" "MercGrunt_Parts02d-mip3.tga" "MercGrunt_Parts03d-mip3.tga")
  3200.     //$Skin: "e" ("MercGrunt_Parts01e.tga" "MercGrunt_Parts02e.tga" "MercGrunt_Parts03e.tga" "MercGrunt_Parts01e.tga" "MercGrunt_Parts01e-mip2.tga" "MercGrunt_Parts02e-mip2.tga" "MercGrunt_Parts03e-mip2.tga" "MercGrunt_Parts01e-mip3.tga" "MercGrunt_Parts02e-mip3.tga" "MercGrunt_Parts03e-mip3.tga")
  3201.     $Skin: "f" ("MercGrunt_Parts01f.tga" "MercGrunt_Parts02f.tga" "MercGrunt_Parts03f.tga" "MercGrunt_Parts01f.tga" "MercGrunt_Parts01f-mip2.tga" "MercGrunt_Parts02f-mip2.tga" "MercGrunt_Parts03f-mip2.tga" "MercGrunt_Parts01f-mip3.tga" "MercGrunt_Parts02f-mip3.tga" "MercGrunt_Parts03f-mip3.tga")
  3202.     $Body Temperature(F):    90.0
  3203.     $RFE Level1:                "Ultor"
  3204.  
  3205.     // ----------------------------------------------------------------------------------
  3206.  
  3207.     $Name:                  "merc_com"
  3208.     $V3D Filename:          "merc_com.vcm"
  3209.     $LOD Distances:            {6 9 35}
  3210.     $Movemode:              "run"
  3211.     $Mass:                  100
  3212.     $Material:              "flesh"
  3213.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") 
  3214.     $Flags2:                ("collide_player" "merc" "ignore_fire")
  3215.     $Collision Radius:      0.85
  3216.     $Collision Damage Given:    10.0
  3217.     $Movement Radius:            0.5
  3218.     $FOV:                   180
  3219.     $Envirosuit:            400
  3220.     $Life:                  250
  3221.     $Damage Type Factor:        "armor piercing bullet"        1.5
  3222.     $Max Vel:                   6.0
  3223.        +slow factor:        0.3
  3224.        +fast factor:        1.5
  3225.     $Acceleration:          20.0
  3226.     $Max Rot Vel:           10.0
  3227.     $Rot Acceleration:      10.0
  3228.     $Allowed Weapons:       ("scope_assault_rifle" "Rail_Gun")
  3229.     $Default Primary:       "scope_assault_rifle"
  3230.     $Default Secondary:     ""
  3231.     $Unholster Delay:       0.33
  3232.     $Attack Style:          "Direct"
  3233.     $Blind Pursuit Time:    30.0
  3234.     $Persona:               "merc"
  3235.     $FlySnd:                ""
  3236.     $Min FlySnd Volume:     0.6
  3237.     $StartleSnd:               "Ultor Guard Startle"
  3238.     $Footstep Sound:        "Default Footstep"
  3239.     $Footstep Sound:        "Rock Footstep"
  3240.     $Footstep Sound:        "Metal Footstep"
  3241.     $Footstep Sound:        "Solid Footstep"
  3242.     $LandSnd:               "Default Land2"
  3243.     $Low_Pain Sounds:       "Merc Small Pain"
  3244.     $Med_Pain Sounds:        "Merc Large Pain"
  3245.     $Squash Sounds:            "Character Squash"
  3246.     +State:                 "stand"                "mrc1_stand.mvf"
  3247.     +State:                 "attack_stand"            "mrc1_attack_stand.mvf"
  3248.     +State:                 "walk"                "mrc1_walk.mvf"
  3249.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  3250.     +State:                 "run"                   "mrc1_run.mvf"
  3251.      +State:                 "flee_run"              "mrc1_Fleerun.mvf"
  3252.      +State:                 "flail_run"             "mrc1_run_flail.mvf"
  3253.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  3254.     +State:                 "crouch"                "mrc1_crouch.mvf"
  3255.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  3256.     +State:                 "cower"                 "mrc1_cower.mvf"
  3257.     +State:                 "swim_stand"            "mcom_swim_stand.mvf"
  3258.     +State:                 "swim_walk"             "mcom_swim_walk.mvf"
  3259.     +State:                 "freefall"              "mrc1_freefall.mvf"
  3260.     +Action:                "sidestep_left"         "mrc1_sidestep_left.mvf"                    ""
  3261.     +Action:                "sidestep_right"        "mrc1_sidestep_right.mvf"                   ""
  3262.     +Action:                "corpse_drop"           "mrc1_corpse_drop.mvf"                      ""
  3263.     +Action:                "corpse_carry"          "mrc1_corpse_carried.mvf"                   ""
  3264.     +Action:                "idle_1"                "mrc1_idle.mvf"                             "Ultor Idle"
  3265.     +Action:                "idle_2"                "mrc1_idle2.mvf"                            "Ultor Idle2"
  3266.     +Action:                "reload"                "mrc1_reload.mvf"                           "Ultor Reload"
  3267.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                      ""
  3268.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                      ""
  3269.     +Action:                "death_generic"         "mrc1_death_generic.mvf"                    "Human Death Leg 1"
  3270.     +Action:                "death_blast_forward"   "mrc1_death_blast_fore.mvf"                 "Human Death Blast Forward"
  3271.     +Action:                "death_blast_backward"  "mrc1_death_blast_back.mvf"                 "Human Death Blast Backward"
  3272.     +Action:                "death_head_forward"    "mrc1_death_head_fore.mvf"                  "Human Death Head Forward"
  3273.     +Action:                "death_head_backward"   "mrc1_death_head_back.mvf"                  "Human Death Head Backward 2"
  3274.     +Action:                "death_head_neutral"    "mrc1_death_generic_head.mvf"               "Human Death Generic 4"
  3275.     +Action:                "death_chest_forward"   "mrc1_death_torso_fore.mvf"                 "Human Death Forward"
  3276.         +Action:                "death_chest_backward"  "mrc1_death_torso_back.mvf"                 "Human Death Blast 2"
  3277.     +Action:                "death_chest_neutral"   "mrc1_death_generic_chest.mvf"              "Human Death Leg 1"
  3278.     +Action:                "death_leg_left"        "mrc1_death_leg_L.mvf"                      "Human Death Left 1"
  3279.     +Action:                "death_leg_right"       "mrc1_death_leg_R.mvf"                      "Human Death Right 1"
  3280.     +Action:                "death_crouch"          "mrc1_death_crouch.mvf"                     "Human Death Crouch"
  3281.     +Action:                "flinch_chest"          "mrc1_flinch_chest.mvf"                     ""
  3282.     +Action:                "flinch_back"           "mrc1_flinch_back.mvf"                      ""
  3283.     +Action:                "flinch_leg_left"       "mrc1_flinch_leg_L.mvf"                     ""
  3284.     +Action:                "flinch_leg_right"      "mrc1_flinch_leg_R.mvf"                     ""
  3285.     +Weapon Specific: "12mm handgun"
  3286.     +State:                 "stand"                    "mrc2_stand_12mm.mvf"
  3287.     +State:                 "attack_stand"          "mrc2_stand_12mm.mvf"
  3288.     +State:                 "attack_walk"           "mrc2_walk_12mm.mvf"
  3289.     +State:                 "attack_run"            "mrc2_run_12mm.mvf"
  3290.     +State:                 "attack_crouch"         "mrc2_crouch_12mm.mvf"
  3291.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_12mm.mvf"
  3292.     +Action:                "reload"                "mrc2_reload_12mm.mvf"                      "Ultor Reload"
  3293.     +Action:                "fire_stand"            "mrc2_fire_12mm.mvf"                        ""
  3294.     +Action:                "fire_crouch"           "mrc2_fire_12mm.mvf"                        ""
  3295.     +Weapon Specific: "Machine Pistol"
  3296.     +State:                 "stand"                    "mrc2_stand_MP.mvf"
  3297.     +State:                 "attack_stand"          "mrc2_stand_MP.mvf"
  3298.     +State:                 "attack_walk"           "mrc2_walk_MP.mvf"
  3299.     +State:                 "attack_run"            "mrc2_run_MP.mvf"
  3300.     +State:                 "attack_crouch"         "mrc2_crouch_MP.mvf"
  3301.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_MP.mvf"
  3302.     +Action:                "reload"                "mrc2_reload_MP.mvf"                      "Ultor Reload"
  3303.     +Action:                "fire_stand"            "mrc2_fire_MP.mvf"                        ""
  3304.     +Action:                "fire_crouch"           "mrc2_fire_MP.mvf"                        ""
  3305.     +Weapon Specific: "Rocket Launcher"
  3306.     +State:                 "stand"                    "mrc2_stand_RL.mvf"
  3307.     +State:                 "attack_stand"          "mrc2_stand_RL.mvf"
  3308.     +State:                 "attack_walk"           "mrc2_walk_RL.mvf"
  3309.     +State:                 "attack_run"            "mrc2_run_RL.mvf"
  3310.     +State:                 "attack_crouch"         "mrc2_crouch_RL.mvf"
  3311.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RL.mvf"
  3312.     +Action:                "reload"                "mrc2_reload_RL.mvf"                      "Ultor Reload"
  3313.     +Action:                "fire_stand"            "mrc2_fire_RL.mvf"                        ""
  3314.     +Action:                "fire_crouch"           "mrc2_fire_RL.mvf"                        ""
  3315.     +Weapon Specific: "Shotgun"
  3316.     +State:                 "stand"                    "mrc2_stand_SG.mvf"
  3317.     +State:                 "attack_stand"          "mrc2_stand_SG.mvf"
  3318.     +State:                 "attack_walk"           "mrc2_walk_SG.mvf"
  3319.     +State:                 "attack_run"            "mrc2_run_SG.mvf"
  3320.     +State:                 "attack_crouch"         "mrc2_crouch_SG.mvf"
  3321.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SG.mvf"
  3322.     +Action:                "reload"                "mrc2_reload_SG.mvf"                      "Ultor Reload"
  3323.     +Action:                "fire_stand"            "mrc2_fire_SG.mvf"                        ""
  3324.     +Action:                "alt_fire_stand"        "mrc2_fire_ALT_SG.mvf"                    ""
  3325.     +Action:                "fire_crouch"           "mrc2_fire_SG.mvf"                        ""
  3326.     +Weapon Specific: "Sniper Rifle"
  3327.     +State:                 "stand"                    "mrc2_stand_SR.mvf"
  3328.     +State:                 "attack_stand"          "mrc2_stand_SR.mvf"
  3329.     +State:                 "attack_walk"           "mrc2_walk_SR.mvf"
  3330.     +State:                 "attack_run"            "mrc2_run_SR.mvf"
  3331.     +State:                 "attack_crouch"         "mrc2_crouch_SR.mvf"
  3332.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SR.mvf"
  3333.     +Action:                "reload"                "mrc2_reload_SR.mvf"                      "Ultor Reload"
  3334.     +Action:                "fire_stand"            "mrc2_fire_SR.mvf"                        ""
  3335.     +Action:                "fire_crouch"           "mrc2_fire_SR.mvf"                        ""
  3336.     +Weapon Specific: "Remote Charge"
  3337.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  3338.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3339.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3340.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3341.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3342.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3343.     +Action:                "fire_stand"            "mrc2_fire_Rcharge.mvf"                   ""
  3344.     +Action:                "fire_crouch"           "mrc2_fire_Rcharge.mvf"                   ""
  3345.     +Weapon Specific: "Riot Stick"
  3346.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  3347.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3348.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3349.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3350.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3351.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3352.     +Action:                "reload"                "mrc2_reload_RS.mvf"                      "Ultor Reload"
  3353.     +Action:                "fire_stand"            "mrc2_fire_RS.mvf"                        ""
  3354.     +Action:                "fire_crouch"           "mrc2_fire_RS.mvf"                        ""
  3355.     +Weapon Specific: "Riot Shield"
  3356.     +State:                 "stand"                    "mrc2_stand_Rshield.mvf"
  3357.     +State:                 "attack_stand"          "mrc2_stand_Rshield.mvf"
  3358.     +State:                 "attack_walk"           "mrc2_walk_Rshield.mvf"
  3359.     +State:                 "attack_run"            "mrc2_run_Rshield.mvf"
  3360.     +State:                 "attack_crouch"         "mrc2_crouch_Rshield.mvf"
  3361.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Rshield.mvf"
  3362.     +Action:                "fire_stand"            "mrc2_fire_Rshield.mvf"                        ""
  3363.     +Action:                "fire_crouch"           "mrc2_fire_Rshield.mvf"                        ""
  3364.     +Weapon Specific: "heavy_machine_gun"
  3365.     +State:                 "stand"                "mrc1_stand.mvf"
  3366.     +State:                 "attack_stand"        "mrch_attack_stand.mvf"
  3367.     +State:                 "attack_walk"           "mrch_attack_walk.mvf"
  3368.     +State:                 "attack_run"            "mrch_attack_run.mvf"
  3369.     +State:                 "walk"                  "mrch_attack_walk.mvf"
  3370.     +State:                 "run"                   "mrch_attack_run.mvf"
  3371.     +State:                 "attack_crouch"         "mrch_attack_crouch.mvf"
  3372.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Hmac.mvf"
  3373.     +Action:                "reload"                "mrch_reload.mvf"                          "Ultor Reload"
  3374.     +Action:                "fire_stand"            "mrch_attack_fire.mvf"                     ""
  3375.     +Action:                "fire_crouch"           "mrch_crouch_fire.mvf"                     ""
  3376.     +Weapon Specific: "shoulder_cannon"
  3377.     +State:                 "stand"                "mrch_attack_stand_smw.mvf"
  3378.     +State:                 "attack_stand"        "mrch_attack_stand_smw.mvf"
  3379.     +State:                 "attack_walk"           "mrch_attack_walk_smw.mvf"
  3380.     +State:                 "walk"                  "mrch_attack_walk_smw.mvf"
  3381.     +State:                 "attack_run"            "mrch_run_smw.mvf"
  3382.     +State:                 "run"                   "mrch_run_smw.mvf"
  3383.     +State:                 "attack_crouch"         "mrch_attack_crouch_smw.mvf"
  3384.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SMC.mvf"
  3385.         +Action:                "idle_1"                "mrch_idle_smw.mvf"                       "Ultor Idle"
  3386.     +Action:                "flinch_chest"          "mrch_flinch_front_smw.mvf"               ""
  3387.     +Action:                "flinch_back"           "mrch_flinch_back_smw.mvf"                ""
  3388.     +Action:                "fire_stand"            "mrch_fire_smw.mvf"                       ""
  3389.     +Action:                "fire_crouch"           "mrch_fire_crouch_smw.mvf"                ""
  3390.         +Weapon Specific: "Rail_Gun"
  3391.     +State:                 "attack_walk"           "mrc1_attack_walk_RR.mvf"
  3392.     +State:                 "attack_run"               "mrc1_attack_run_RR.mvf"
  3393.     +State:                 "walk"                  "mrc1_attack_walk_RR.mvf"
  3394.     +State:                 "run"                  "mrc1_attack_run_RR.mvf"
  3395.     +State:                 "attack_stand"        "mrc1_attack_stand_RR.mvf"
  3396.     +State:                 "attack_crouch"         "mrc1_attack_crouch_RR.mvf"
  3397.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RR.mvf"
  3398.     +Action:                "fire_stand"            "mrc1_fire_reload_RR.mvf"                   ""
  3399.     +Action:                "fire_crouch"           "mrc1_fire_reload_RR_C.mvf"                 ""
  3400.     +Action:                "idle_2"                "mrc1_idle2_RR.mvf"                         "Ultor Idle2"
  3401.     +Weapon Specific: "Grenade"
  3402.     +State:                 "attack_walk"           "mrc1_walk.mvf"
  3403.     +State:                 "attack_run"               "mrc1_run.mvf"
  3404.     +State:                 "attack_stand"        "mrc1_attack_stand_grenade.mvf"
  3405.     +State:                 "attack_crouch"         "mrc1_crouch.mvf"
  3406.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_GRN.mvf"
  3407.     +Action:                "fire_stand"            "mrc1_fire_grenade.mvf"                     ""
  3408.     +Action:                "alt_fire_stand"        "mrc1_fire_grenade_ALT.mvf"                 ""
  3409.     +Weapon Specific: "Flamethrower"
  3410.     +State:                 "stand"                "mrc1_stand_FT.mvf"
  3411.     +State:                 "attack_stand"        "mrc1_stand_FT.mvf"
  3412.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_FT.mvf"
  3413.     +Action:                "fire_stand"            "mrc1_stand-fire-FT.mvf"                    ""
  3414.     +Action:                "alt_fire_stand"        "mrc1_ft_alt_fire_stand.mvf"                ""
  3415.     +Action:                "reload"                "mrc1_reload-FT.mvf"                        "Ultor Reload"               
  3416.     $Collision Sphere:      "csphere_0" 0.5 0.5
  3417.     $Collision Sphere:      "csphere_1" 1.0 1.0
  3418.     $Collision Sphere:      "csphere_2" 4.0 2.0
  3419.     $Num Skins: 4
  3420.     $Skin: "b" ("MercComndr_Parts01b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts03b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts01b.tga" "MercComndr_Parts01b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts03b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts01b-mip3.tga" "MercComndr_Parts02b-mip3.tga" "MercComndr_Parts03b-mip3.tga") 
  3421.     //$Skin: "c" ("MercComndr_Parts01c.tga" "MercComndr_Parts02c.tga" "MercComndr_Parts03c.tga" "MercComndr_Parts02c.tga" "MercComndr_Parts01c.tga" "MercComndr_Parts01c-mip2.tga" "MercComndr_Parts02c-mip2.tga" "MercComndr_Parts03c-mip2.tga" "MercComndr_Parts02c-mip2.tga" "MercComndr_Parts01c-mip3.tga" "MercComndr_Parts02c-mip3.tga" "MercComndr_Parts03c-mip3.tga") 
  3422.     $Skin: "d" ("MercComndr_Parts01d.tga" "MercComndr_Parts02d.tga" "MercComndr_Parts03d.tga" "MercComndr_Parts02d.tga" "MercComndr_Parts01d.tga" "MercComndr_Parts01d-mip2.tga" "MercComndr_Parts02d-mip2.tga" "MercComndr_Parts03d-mip2.tga" "MercComndr_Parts02d-mip2.tga" "MercComndr_Parts01d-mip3.tga" "MercComndr_Parts02d-mip3.tga" "MercComndr_Parts03d-mip3.tga") 
  3423.     $Skin: "e" ("MercComndr_Parts01e.tga" "MercComndr_Parts02e.tga" "MercComndr_Parts03e.tga" "MercComndr_Parts02e.tga" "MercComndr_Parts01e.tga" "MercComndr_Parts01e-mip2.tga" "MercComndr_Parts02e-mip2.tga" "MercComndr_Parts03e-mip2.tga" "MercComndr_Parts02e-mip2.tga" "MercComndr_Parts01e-mip3.tga" "MercComndr_Parts02e-mip3.tga" "MercComndr_Parts03e-mip3.tga") 
  3424.     $Skin: "f" ("MercComndr_Parts01f.tga" "MercComndr_Parts02f.tga" "MercComndr_Parts03f.tga" "MercComndr_Parts02f.tga" "MercComndr_Parts01f.tga" "MercComndr_Parts01f-mip2.tga" "MercComndr_Parts02f-mip2.tga" "MercComndr_Parts03f-mip2.tga" "MercComndr_Parts02f-mip2.tga" "MercComndr_Parts01f-mip3.tga" "MercComndr_Parts02f-mip3.tga" "MercComndr_Parts03f-mip3.tga") 
  3425.     $Body Temperature(F):    90.0
  3426.     $RFE Level1:                "Ultor"
  3427.  
  3428.     // ----------------------------------------------------------------------------------
  3429.  
  3430.    $Name:                  "merc_heavy"
  3431.     $V3D Filename:          "merc_heavy.vcm"
  3432.     $LOD Distances:            {6 9 35}
  3433.     $Movemode:              "run"
  3434.     $Mass:                  100
  3435.     $Material:              "flesh"
  3436.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") 
  3437.     $Flags2:                ("collide_player" "merc" "ignore_fire")
  3438.     $Collision Radius:      0.85
  3439.     $Collision Damage Given:    10.0
  3440.     $Movement Radius:            0.5
  3441.     $FOV:                   180
  3442.     $Envirosuit:            750
  3443.     $Life:                  400
  3444.     $Damage Type Factor:        "armor piercing bullet"        1.5
  3445.     $Max Vel:                   6.0
  3446.        +slow factor:        0.3
  3447.        +fast factor:        1.5
  3448.     $Acceleration:          20.0
  3449.     $Max Rot Vel:           10.0
  3450.     $Rot Acceleration:      10.0
  3451.     $Allowed Weapons:       ("scope_assault_rifle" "heavy_machine_gun" "shoulder_cannon")
  3452.     $Default Primary:       "scope_assault_rifle"
  3453.     $Default Secondary:     ""
  3454.     $Unholster Delay:       0.33
  3455.     $Attack Style:          "Direct"
  3456.     $Blind Pursuit Time:    30.0
  3457.     $Persona:               "merc"
  3458.     $FlySnd:                ""
  3459.     $Min FlySnd Volume:     0.6
  3460.     $StartleSnd:               "Ultor Guard Startle"
  3461.     $Footstep Sound:        "Default Footstep"
  3462.     $Footstep Sound:        "Rock Footstep"
  3463.     $Footstep Sound:        "Metal Footstep"
  3464.     $Footstep Sound:        "Solid Footstep"
  3465.     $LandSnd:               "Default Land2"
  3466.     $Low_Pain Sounds:       "Merc Small Pain"
  3467.     $Med_Pain Sounds:        "Merc Large Pain"
  3468.     $Squash Sounds:            "Character Squash"
  3469.     +State:                 "stand"                "mrc1_stand.mvf"
  3470.     +State:                 "attack_stand"            "mrc1_attack_stand.mvf"
  3471.     +State:                 "walk"                "mrc1_walk.mvf"
  3472.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  3473.     +State:                 "run"                   "mrc1_run.mvf"
  3474.      +State:                 "flee_run"              "mrc1_Fleerun.mvf"
  3475.      +State:                 "flail_run"             "mrc1_run_flail.mvf"
  3476.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  3477.     +State:                 "crouch"                "mrc1_crouch.mvf"
  3478.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  3479.     +State:                 "cower"                 "mrc1_cower.mvf"
  3480. //    +State:                 "swim_stand"            ""
  3481. //    +State:                 "swim_walk"             ""
  3482.     +State:                 "freefall"              "mrc1_freefall.mvf"
  3483.     +Action:                "sidestep_left"         "mrc1_sidestep_left.mvf"                    ""
  3484.     +Action:                "sidestep_right"        "mrc1_sidestep_right.mvf"                   ""
  3485.     +Action:                "corpse_drop"           "mrc1_corpse_drop.mvf"                      ""
  3486.     +Action:                "corpse_carry"          "mrc1_corpse_carried.mvf"                   ""
  3487.     +Action:                "idle_1"                "mrc1_idle.mvf"                             "Ultor Idle"
  3488.     +Action:                "idle_2"                "mrc1_idle.mvf"                             "Ultor Idle2"
  3489.     +Action:                "reload"                "mrc1_reload.mvf"                           "Ultor Reload"
  3490.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                      ""
  3491.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                      ""
  3492.     +Action:                "death_generic"         "mrc1_death_generic.mvf"                    "Human Death Right 1"
  3493.     +Action:                "death_blast_forward"   "mrc1_death_blast_fore.mvf"                 "Human Death Blast Forward 1"
  3494.     +Action:                "death_blast_backward"  "mrc1_death_blast_back.mvf"                 "Human Death Blast Backward 1"
  3495.     +Action:                "death_head_forward"    "mrc1_death_head_fore.mvf"                  "Human Death Head Forward 1"
  3496.     +Action:                "death_head_backward"   "mrc1_death_head_back.mvf"                  "Human Death Head Backward 1"
  3497.     +Action:                "death_head_neutral"    "mrc1_death_generic_head.mvf"               "Human Death Right 1"
  3498.     +Action:                "death_chest_forward"   "mrc1_death_torso_fore.mvf"                 "Human Death Forward 1"
  3499.         +Action:                "death_chest_backward"  "mrc1_death_torso_back.mvf"                 "Human Death Backward 1"
  3500.     +Action:                "death_chest_neutral"   "mrc1_death_generic_chest.mvf"                "Human Death Right 1"
  3501.     +Action:                "death_leg_left"        "mrc1_death_leg_L.mvf"                      "Human Death Left 1"
  3502.     +Action:                "death_leg_right"       "mrc1_death_leg_R.mvf"                      "Human Death Right 1"
  3503.     +Action:                "death_crouch"          "mrc1_death_crouch.mvf"                     "Human Death Crouch 1"
  3504.     +Action:                "flinch_chest"          "mrc1_flinch_chest.mvf"                     ""
  3505.     +Action:                "flinch_back"           "mrc1_flinch_back.mvf"                      ""
  3506.     +Action:                "flinch_leg_left"       "mrc1_flinch_leg_L.mvf"                     ""
  3507.     +Action:                "flinch_leg_right"      "mrc1_flinch_leg_R.mvf"                     ""
  3508.     +Weapon Specific: "12mm handgun"
  3509.     +State:                 "stand"                    "mrc2_stand_12mm.mvf"
  3510.     +State:                 "attack_stand"          "mrc2_stand_12mm.mvf"
  3511.     +State:                 "attack_walk"           "mrc2_walk_12mm.mvf"
  3512.     +State:                 "attack_run"            "mrc2_run_12mm.mvf"
  3513.     +State:                 "attack_crouch"         "mrc2_crouch_12mm.mvf"
  3514.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_12mm.mvf"
  3515.     +Action:                "reload"                "mrc2_reload_12mm.mvf"                      "Ultor Reload"
  3516.     +Action:                "fire_stand"            "mrc2_fire_12mm.mvf"                        ""
  3517.     +Action:                "fire_crouch"           "mrc2_fire_12mm.mvf"                        ""
  3518.     +Weapon Specific: "Machine Pistol"
  3519.     +State:                 "stand"                    "mrc2_stand_MP.mvf"
  3520.     +State:                 "attack_stand"          "mrc2_stand_MP.mvf"
  3521.     +State:                 "attack_walk"           "mrc2_walk_MP.mvf"
  3522.     +State:                 "attack_run"            "mrc2_run_MP.mvf"
  3523.     +State:                 "attack_crouch"         "mrc2_crouch_MP.mvf"
  3524.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_MP.mvf"
  3525.     +Action:                "reload"                "mrc2_reload_MP.mvf"                      "Ultor Reload"
  3526.     +Action:                "fire_stand"            "mrc2_fire_MP.mvf"                        ""
  3527.     +Action:                "fire_crouch"           "mrc2_fire_MP.mvf"                        ""
  3528.     +Weapon Specific: "Rocket Launcher"
  3529.     +State:                 "stand"                    "mrc2_stand_RL.mvf"
  3530.     +State:                 "attack_stand"          "mrc2_stand_RL.mvf"
  3531.     +State:                 "attack_walk"           "mrc2_walk_RL.mvf"
  3532.     +State:                 "attack_run"            "mrc2_run_RL.mvf"
  3533.     +State:                 "attack_crouch"         "mrc2_crouch_RL.mvf"
  3534.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RL.mvf"
  3535.     +Action:                "reload"                "mrc2_reload_RL.mvf"                      "Ultor Reload"
  3536.     +Action:                "fire_stand"            "mrc2_fire_RL.mvf"                        ""
  3537.     +Action:                "fire_crouch"           "mrc2_fire_RL.mvf"                        ""
  3538.     +Weapon Specific: "Shotgun"
  3539.     +State:                 "stand"                    "mrc2_stand_SG.mvf"
  3540.     +State:                 "attack_stand"          "mrc2_stand_SG.mvf"
  3541.     +State:                 "attack_walk"           "mrc2_walk_SG.mvf"
  3542.     +State:                 "attack_run"            "mrc2_run_SG.mvf"
  3543.     +State:                 "attack_crouch"         "mrc2_crouch_SG.mvf"
  3544.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SG.mvf"
  3545.     +Action:                "reload"                "mrc2_reload_SG.mvf"                      "Ultor Reload"
  3546.     +Action:                "fire_stand"            "mrc2_fire_SG.mvf"                        ""
  3547.     +Action:                "alt_fire_stand"        "mrc2_fire_ALT_SG.mvf"                    ""
  3548.     +Action:                "fire_crouch"           "mrc2_fire_SG.mvf"                        ""
  3549.     +Weapon Specific: "Sniper Rifle"
  3550.     +State:                 "stand"                    "mrc2_stand_SR.mvf"
  3551.     +State:                 "attack_stand"          "mrc2_stand_SR.mvf"
  3552.     +State:                 "attack_walk"           "mrc2_walk_SR.mvf"
  3553.     +State:                 "attack_run"            "mrc2_run_SR.mvf"
  3554.     +State:                 "attack_crouch"         "mrc2_crouch_SR.mvf"
  3555.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SR.mvf"
  3556.     +Action:                "reload"                "mrc2_reload_SR.mvf"                      "Ultor Reload"
  3557.     +Action:                "fire_stand"            "mrc2_fire_SR.mvf"                        ""
  3558.     +Action:                "fire_crouch"           "mrc2_fire_SR.mvf"                        ""
  3559.     +Weapon Specific: "Remote Charge"
  3560.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  3561.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3562.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3563.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3564.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3565.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3566.     +Action:                "fire_stand"            "mrc2_fire_Rcharge.mvf"                   ""
  3567.     +Action:                "fire_crouch"           "mrc2_fire_Rcharge.mvf"                   ""
  3568.     +Weapon Specific: "Riot Stick"
  3569.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  3570.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3571.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3572.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3573.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3574.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3575.     +Action:                "reload"                "mrc2_reload_RS.mvf"                      "Ultor Reload"
  3576.     +Action:                "fire_stand"            "mrc2_fire_RS.mvf"                        ""
  3577.     +Action:                "fire_crouch"           "mrc2_fire_RS.mvf"                        ""
  3578.     +Weapon Specific: "Riot Shield"
  3579.     +State:                 "stand"                    "mrc2_stand_Rshield.mvf"
  3580.     +State:                 "attack_stand"          "mrc2_stand_Rshield.mvf"
  3581.     +State:                 "attack_walk"           "mrc2_walk_Rshield.mvf"
  3582.     +State:                 "attack_run"            "mrc2_run_Rshield.mvf"
  3583.     +State:                 "attack_crouch"         "mrc2_crouch_Rshield.mvf"
  3584.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Rshield.mvf"
  3585.     +Action:                "fire_stand"            "mrc2_fire_Rshield.mvf"                        ""
  3586.     +Action:                "fire_crouch"           "mrc2_fire_Rshield.mvf"                        ""
  3587.     +Weapon Specific: "heavy_machine_gun"
  3588.     +State:                 "stand"                "mrc1_stand.mvf"
  3589.     +State:                 "attack_stand"        "mrch_attack_stand.mvf"
  3590.     +State:                 "attack_walk"           "mrch_attack_walk.mvf"
  3591.     +State:                 "attack_run"            "mrch_attack_run.mvf"
  3592.     +State:                 "walk"                  "mrch_attack_walk.mvf"
  3593.     +State:                 "run"                   "mrch_attack_run.mvf"
  3594.     +State:                 "attack_crouch"         "mrch_attack_crouch.mvf"
  3595.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Hmac.mvf"
  3596.     +Action:                "reload"                "mrch_reload.mvf"                          "Ultor Reload"
  3597.     +Action:                "fire_stand"            "mrch_attack_fire.mvf"                     ""
  3598.     +Action:                "fire_crouch"           "mrch_crouch_fire.mvf"                     ""
  3599.     +Weapon Specific: "shoulder_cannon"
  3600.     +State:                 "stand"                "mrch_attack_stand_smw.mvf"
  3601.     +State:                 "attack_stand"        "mrch_attack_stand_smw.mvf"
  3602.     +State:                 "attack_walk"           "mrch_attack_walk_smw.mvf"
  3603.     +State:                 "walk"                  "mrch_attack_walk_smw.mvf"
  3604.     +State:                 "attack_run"            "mrch_run_smw.mvf"
  3605.     +State:                 "run"                   "mrch_run_smw.mvf"
  3606.     +State:                 "attack_crouch"         "mrch_attack_crouch_smw.mvf"
  3607.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SMC.mvf"
  3608.         +Action:                "idle_1"                "mrch_idle_smw.mvf"                       "Ultor Idle"
  3609.     +Action:                "flinch_chest"          "mrch_flinch_front_smw.mvf"               ""
  3610.     +Action:                "flinch_back"           "mrch_flinch_back_smw.mvf"                ""
  3611.     +Action:                "fire_stand"            "mrch_fire_smw.mvf"                       ""
  3612.     +Action:                "fire_crouch"           "mrch_fire_crouch_smw.mvf"                ""
  3613.         +Weapon Specific: "Rail_Gun"
  3614.     +State:                 "attack_walk"           "mrc1_attack_walk_RR.mvf"
  3615.     +State:                 "attack_run"               "mrc1_attack_run_RR.mvf"
  3616.     +State:                 "walk"                  "mrc1_attack_walk_RR.mvf"
  3617.     +State:                 "run"                  "mrc1_attack_run_RR.mvf"
  3618.     +State:                 "attack_stand"        "mrc1_attack_stand_RR.mvf"
  3619.     +State:                 "attack_crouch"         "mrc1_attack_crouch_RR.mvf"
  3620.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RR.mvf"
  3621.     +Action:                "fire_stand"            "mrc1_fire_reload_RR.mvf"                   ""
  3622.     +Action:                "fire_crouch"           "mrc1_fire_reload_RR_C.mvf"                 ""
  3623.     +Action:                "idle_2"                "mrc1_idle2_RR.mvf"                         "Ultor Idle2"
  3624.     +Weapon Specific: "Grenade"
  3625.     +State:                 "attack_walk"           "mrc1_walk.mvf"
  3626.     +State:                 "attack_run"               "mrc1_run.mvf"
  3627.     +State:                 "attack_stand"        "mrc1_attack_stand_grenade.mvf"
  3628.     +State:                 "attack_crouch"         "mrc1_crouch.mvf"
  3629.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_GRN.mvf"
  3630.     +Action:                "fire_stand"            "mrc1_fire_grenade.mvf"                     ""
  3631.     +Action:                "alt_fire_stand"        "mrc1_fire_grenade_ALT.mvf"                 ""
  3632.     +Weapon Specific: "Flamethrower"
  3633.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_FT.mvf"
  3634.     +Action:                "fire_stand"            "mrc1_stand-fire-FT.mvf"                    ""
  3635.     +Action:                "alt_fire_stand"        "mrc1_ft_alt_fire_stand.mvf"                ""
  3636.     +Action:                "reload"                "mrc1_reload-FT.mvf"                        "Ultor Reload"
  3637.     $Collision Sphere:      "csphere_0" 0.5 0.5
  3638.     $Collision Sphere:      "csphere_1" 1.0 1.0
  3639.     $Collision Sphere:      "csphere_2" 4.0 2.0
  3640.     $Num Skins: 4
  3641.     $Skin: "b" ("MercHvyWep_Parts01b.tga" "MercHvyWep_Parts02b.tga" "MercHvyWep_Parts03b.tga" "MercHvyWep_Parts02b.tga" "MercHvyWep_Parts01b.tga" "MercHvyWep_Parts01b-mip2.tga" "MercHvyWep_Parts02b-mip2.tga" "MercHvyWep_Parts03b-mip2.tga" "MercHvyWep_Parts02b-mip2.tga" "MercHvyWep_Parts01b-mip3.tga" "MercHvyWep_Parts02b-mip3.tga" "MercHvyWep_Parts03b-mip3.tga") 
  3642.     //$Skin: "c" ("MercHvyWep_Parts01c.tga" "MercHvyWep_Parts02c.tga" "MercHvyWep_Parts03c.tga" "MercHvyWep_Parts02c.tga" "MercHvyWep_Parts01c.tga" "MercHvyWep_Parts01c-mip2.tga" "MercHvyWep_Parts02c-mip2.tga" "MercHvyWep_Parts03c-mip2.tga" "MercHvyWep_Parts02c-mip2.tga" "MercHvyWep_Parts01c-mip3.tga" "MercHvyWep_Parts02c-mip3.tga" "MercHvyWep_Parts03c-mip3.tga") 
  3643.     $Skin: "d" ("MercHvyWep_Parts01d.tga" "MercHvyWep_Parts02d.tga" "MercHvyWep_Parts03d.tga" "MercHvyWep_Parts02d.tga" "MercHvyWep_Parts01d.tga" "MercHvyWep_Parts01d-mip2.tga" "MercHvyWep_Parts02d-mip2.tga" "MercHvyWep_Parts03d-mip2.tga" "MercHvyWep_Parts02d-mip2.tga" "MercHvyWep_Parts01d-mip3.tga" "MercHvyWep_Parts02d-mip3.tga" "MercHvyWep_Parts03d-mip3.tga") 
  3644.     $Skin: "e" ("MercHvyWep_Parts01e.tga" "MercHvyWep_Parts02e.tga" "MercHvyWep_Parts03e.tga" "MercHvyWep_Parts02e.tga" "MercHvyWep_Parts01e.tga" "MercHvyWep_Parts01e-mip2.tga" "MercHvyWep_Parts02e-mip2.tga" "MercHvyWep_Parts03e-mip2.tga" "MercHvyWep_Parts02e-mip2.tga" "MercHvyWep_Parts01e-mip3.tga" "MercHvyWep_Parts02e-mip3.tga" "MercHvyWep_Parts03e-mip3.tga") 
  3645.     $Skin: "f" ("MercHvyWep_Parts01f.tga" "MercHvyWep_Parts02f.tga" "MercHvyWep_Parts03f.tga" "MercHvyWep_Parts02f.tga" "MercHvyWep_Parts01f.tga" "MercHvyWep_Parts01f-mip2.tga" "MercHvyWep_Parts02f-mip2.tga" "MercHvyWep_Parts03f-mip2.tga" "MercHvyWep_Parts02f-mip2.tga" "MercHvyWep_Parts01f-mip3.tga" "MercHvyWep_Parts02f-mip3.tga" "MercHvyWep_Parts03f-mip3.tga") 
  3646.     $Body Temperature(F):    90.0
  3647.     $RFE Level1:                "Ultor"
  3648.  
  3649. // ----------------------------------------------------------------------------------
  3650.  
  3651.     $Name:                  "masako"
  3652.     $V3D Filename:          "masako.vcm"
  3653.     $LOD Distances:            {6 9}
  3654.     $Movemode:              "run"
  3655.     $Mass:                  100
  3656.     $Material:              "flesh"
  3657.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit" "nano_shield" "slippery")
  3658.     $Flags2:                ("collide_player" "merc")
  3659.     $Collision Radius:      0.85
  3660.     $Collision Damage Given:    10.0
  3661.     $Movement Radius:            0.5
  3662.     $FOV:                   180
  3663.     $Envirosuit:            4000
  3664.     $Life:                  2000
  3665.     $Damage Type Factor:        "armor piercing bullet"        1.5
  3666.     $Damage Type Factor:        "energy"                            0.1
  3667.     $Max Vel:                   6.0
  3668.        +slow factor:        0.3
  3669.        +fast factor:        1.5
  3670.     $Acceleration:          20.0
  3671.     $Max Rot Vel:           10.0
  3672.     $Rot Acceleration:      10.0
  3673.     $Allowed Weapons:       ("scope_assault_rifle")
  3674.     $Default Primary:       "scope_assault_rifle"
  3675.     $Default Secondary:     ""
  3676.     $Unholster Delay:       0.33
  3677.     $Attack Style:          "Direct"
  3678.     $Blind Pursuit Time:    30.0
  3679.     $Persona:               "empty"
  3680.     $FlySnd:                ""
  3681.     $Min FlySnd Volume:     0.6
  3682.     $Footstep Sound:        "Default Footstep"
  3683.     $Footstep Sound:        "Rock Footstep"
  3684.     $Footstep Sound:        "Metal Footstep"
  3685.     $Footstep Sound:        "Solid Footstep"
  3686.     $LandSnd:               "Default Land2"
  3687.     $Low_Pain Sounds:       "Masako Small Pain"
  3688.     $Med_Pain Sounds:       "Masako Large Pain"
  3689.         $Squash Sounds:         "Admin Squash"
  3690.     $DeathSnd:              "Masako Die"
  3691.     +State:                 "stand"                   "masa_sar_stand.mvf"
  3692.     +State:                 "attack_stand"            "masa_sar_attack_stand.mvf"
  3693.     +State:                 "walk"                    "admin_fem_walk.mvf"
  3694.         +Footstep Trigger:    5    19
  3695.     +State:                 "attack_walk"             "masa_sar_walk.mvf"
  3696.         +Footstep Trigger:    3    17
  3697.     +State:                 "run"                     "masa_sar_run.mvf"
  3698.         +Footstep Trigger:    5    13
  3699.     +State:                 "attack_run"              "masa_sar_run.mvf"
  3700.         +Footstep Trigger:    5    13
  3701.     +State:                 "flee_run"                "admin_fem_run_flee.mvf"
  3702.         +Footstep Trigger:      6    15
  3703.     +State:                 "flail_run"               "adfm_run_flail.mvf"
  3704.         +Footstep Trigger:      6    15
  3705.     +State:                 "crouch"                  "masa_sar_crouch.mvf"
  3706.     +State:                 "attack_crouch"           "masa_sar_attack_crouch.mvf"
  3707.     +State:                 "attack_crouch_walk"      "mnr3f_SR_crouch_walk.mvf"
  3708.     +State:                 "freefall"                "ADFM_freefall.mvf"
  3709.     +State:                 "cower"                   "ADFM_cower.mvf"
  3710. //    +State:                 "swim_stand"            ""
  3711. //    +State:                 "swim_walk"             ""
  3712.     +Action:                "sidestep_left"           "eos_sidestep_left.mvf"                ""
  3713.     +Action:                "sidestep_right"          "eos_sidestep_right.mvf"               ""
  3714.     +Action:                "roll_left"               "masa_attack_roll_left.mvf"            ""
  3715.     +Action:                "roll_right"              "masa_attack_roll_right.mvf"           ""
  3716.      +Action:                "idle_1"                  "admin_fem_idle01.mvf"                 "Tech1 Idle"
  3717.     +Action:                "speak"                   "masa_talk.mvf"                        ""
  3718.     +Action:                "speak_short"             "masa_talk_short.mvf" ""
  3719.     +Action:                "corpse_carry"            "admin_fem_corpsecarry.mvf"            ""
  3720.     +Action:                "corpse_drop"             "admin_fem_corpsedrop.mvf"             ""
  3721.     +Action:                "death_generic"           "ADFM_death_generic.mvf"               "Human Death Generic 1"
  3722.     +Action:                "death_blast_forward"     "ADFM_death_blast_forwards.mvf"        "Human Death Blast Forward 1"
  3723.     +Action:                "death_blast_backward"    "ADFM_death_leg_right.mvf"             "Human Death Blast Backward 1"
  3724.     +Action:                "death_head_forward"      "ADFM_death_head_forwards.mvf"         "Human Death Head Forward 1"
  3725.     +Action:                "death_head_backward"     "ADFM_death_head_backwards.mvf"        "Human Death Head Backward 1"
  3726.     +Action:                "death_head_neutral"      "ADFM_death_generic.mvf"               "Human Death Generic 1"
  3727.     +Action:                "death_chest_forward"     "ADFM_death_chest_forwards.mvf"        "Human Death Chest Forward 1"
  3728.     +Action:                "death_chest_backward"    "ADFM_death_chest_backwards.mvf"       "Human Death Chest Backward 1"
  3729.     +Action:                "death_chest_neutral"     "ADFM_death_generic.mvf"               "Human Death Generic 1"
  3730.     +Action:                "death_leg_left"          "ADFM_death_leg_left.mvf"              "Human Death Left 1"
  3731.     +Action:                "death_crouch"            "ADFM_death_crouch.mvf"                "Human Death Crouch 1"
  3732.     +Action:                "reload"                  "masa_sar_reload.mvf"                  "Ultor Reload"
  3733.     +Action:                "fire_stand"              "masa_sar_stand_fire.mvf"              ""
  3734.     +Action:                "fire_crouch"             "masa_sar_crouch_fire.mvf"             ""
  3735.     +Action:                "flinch_chest"            "masa_sar_flinch_chest.mvf"            ""
  3736.     +Action:                "flinch_back"             "masa_sar_flinch_back.mvf"             ""
  3737.     +Action:                "flinch_leg_left"         "masa_sar_flinch_chest.mvf"            ""
  3738.     +Action:                "flinch_leg_right"        "masa_sar_flinch_chest.mvf"            ""
  3739.     $Use:                   "none"
  3740.     $Collision Sphere:      "csphere_0" 0.5 0.5
  3741.     $Collision Sphere:      "csphere_1" 1.0 1.0
  3742.     $Collision Sphere:      "csphere_2" 5.0 2.0
  3743.     $Num Skins: 0
  3744.     $Body Temperature(F):    90.0
  3745.     $RFE Level1:                "Ultor"
  3746.  
  3747.  
  3748. // ------------------------------------------------
  3749. // Robots
  3750. // ------------------------------------------------
  3751.  
  3752.     // ------------------------------------------------
  3753.     // Robots -- Mining
  3754.     // ------------------------------------------------
  3755.  
  3756.     // ----------------------------------------------------------------------------------
  3757.  
  3758.     $Name:                  "Cutter"
  3759.     $V3D Filename:          "cutter01.vcm"
  3760.         $LOD Distances:            { 20 28 }
  3761.     $Movemode:              "hover"
  3762.     $Mass:                  8000
  3763.     $Material:              "metal"
  3764.     $Flags:                 ("fly" "sentient")
  3765.     $Flags2:                ("collide_player")
  3766.     $Collision Radius:      1.4
  3767.     $Collision Damage Given:    0.0
  3768.     $FOV:                   180
  3769.     $Envirosuit:             0
  3770.     $Life:                  1000
  3771.     $Damage Type Factor:        "bash"                            0.0
  3772.     $Damage Type Factor:        "fire"                            0.0
  3773.     $Damage Type Factor:        "bullet"                            0.5
  3774.     $Damage Type Factor:        "armor piercing bullet"        0.5
  3775.     $Max Vel:                   7.0
  3776.     $Acceleration:          20.0
  3777.     $Max Rot Vel:           10.0
  3778.     $Rot Acceleration:      10.0
  3779.     $Allowed Weapons:       ("")
  3780.     $Default Primary:       ""
  3781.     $Default Secondary:     ""
  3782.     $Thruster VFX 1:        "cutter01_thrusterfx.VFX"
  3783.     $Thruster VFX 2:        "cutter01_thrusterfx.VFX"
  3784.     $Thruster VFX 3:        "cutter01_thrusterfx.VFX"
  3785.     $Thruster VFX 4:        "cutter01_thrusterfx.VFX"
  3786.     $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  3787.     $Thruster VFX 6:        "Lil_RedEyeFlare.vfx"
  3788.     $Thruster VFX 7:        "Lil_RedEyeFlareLight.VFX"
  3789.     $Thruster VFX 8:        "Lil_RedEyeFlare.vfx"
  3790.     $Thruster VFX 9:        "Lil_RedEyeFlare.vfx"
  3791.     $Attack Style:          "Direct"
  3792.     $Blind Pursuit Time:    5.0
  3793.     $FlySnd:                "cutter_fly.wav"        6 0.9
  3794.     $Min FlySnd Volume:     0.6
  3795.     $Low_Pain Sounds:       "Cutter Pain"
  3796.     $DeathSnd:              "Cutter Death"
  3797.     $Explode Anim:          "explosion 1"
  3798.     $Explode Anim Radius:   4.0
  3799.     +State:                 "stand"              "cutter_hover.mvf"
  3800.     +State:                 "attack_stand"       "cutter_hover.mvf"
  3801.     +State:                 "walk"               "cutter_fly.mvf"
  3802.     +Action:                "fire_stand"         "cutter_attack-new.mvf"        "Cutter Attack"
  3803.     $Use:                   "none"
  3804.     $Collision Sphere:      "collision_0" 0.25 0.25
  3805.       +radius:              1.4
  3806.     $Collision Sphere:      "collision_1" 0.25 0.25
  3807.       +radius:              0.4
  3808.     $Num Skins: 0
  3809.     $RFE Level1:                "Robots"
  3810.  
  3811.     // ----------------------------------------------------------------------------------
  3812.  
  3813.     $Name:                  "Grabber"
  3814.     $V3D Filename:          "grab.vcm"
  3815. //    $Debris Filename:       "grab_debris.v3d"
  3816.     $Movemode:              "robot fly"
  3817.     $Mass:                  20
  3818.     $Material:              "metal"
  3819.     $Flags:                 ("fly" "sentient")
  3820.     $Collision Radius:      0.6
  3821.     $Collision Damage Given:    0.0
  3822.     $Movement Radius:            0.6
  3823.     $FOV:                   180
  3824.     $Envirosuit:             0
  3825.     $Life:                  30
  3826.     $Damage Type Factor:        "bullet"                            0.5
  3827.     $Damage Type Factor:        "armor piercing bullet"        0.5
  3828.     $Max Vel:                   10.0
  3829.     $Acceleration:          40.0
  3830.     $Max Rot Vel:           6.0
  3831.     $Rot Acceleration:      10.0
  3832.     $Allowed Weapons:       ("")
  3833.     $Default Primary:       ""
  3834.     $Default Secondary:     ""
  3835.     $Thruster VFX 1:        "grabber_thrusterfx.vfx"
  3836.     $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  3837.     $Attack Style:          "None"
  3838.     $Blind Pursuit Time:    5.0
  3839.     $FlySnd:                "grabber_fly.wav"        4.0 1.0
  3840.     $Min FlySnd Volume:     0.6
  3841.     $Low_Pain Sounds:       "Grabber Pain"
  3842.     $DeathSnd:              "Grabber Death"
  3843.     $Explode Anim:          "yellboom_metal"
  3844.     $Explode Anim Radius:   0.8
  3845.     +State:                 "stand"               "grab_hover.mvf"
  3846.     +State:                 "attack_stand"        "grab_hover.mvf"
  3847.     +State:                 "walk"                    "grab_fly.mvf"
  3848.     +Action:                "flinch_stand"        "grab_flinch_hover.mvf"      ""
  3849.     +Action:                "rock_drop"           "grab_rock_drop.mvf"         ""
  3850.     +Action:                "rock_pickup"         "grab_rock_up.mvf"           "Grabber Grab"
  3851.     $Use:                   "command"
  3852.         +radius:             10
  3853.     $Collision Sphere:      "collision_0" 0.5 0.5
  3854.       +radius:              0.52
  3855.     $Num Skins: 0
  3856.     $RFE Level1:                "Robots"
  3857.  
  3858.     // ----------------------------------------------------------------------------------
  3859.  
  3860.     $Name:                  "Transport"
  3861.     $V3D Filename:          "transport01.vcm"
  3862.     $Movemode:              "robot fly"
  3863.     $Mass:                  50000
  3864.     $Material:              "metal"
  3865.     $Flags:                 ("fly" "no_collide")
  3866.     $Collision Radius:      5.0
  3867.     $Collision Damage Given:    0.0
  3868.     $FOV:                   180
  3869.     $Envirosuit:             0
  3870.     $Life:                  700
  3871.     $Damage Type Factor:        "bullet"                            0.0
  3872.     $Damage Type Factor:        "armor piercing bullet"        0.5
  3873.     $Max Vel:                   1.0
  3874.     $Acceleration:          1.0
  3875.     $Max Rot Vel:           6.0
  3876.     $Rot Acceleration:      10.0
  3877.     $Allowed Weapons:       ("")
  3878.     $Default Primary:       ""
  3879.     $Default Secondary:     ""
  3880.     $Thruster VFX 1:        "APC_HeadLights.VFX"
  3881.       $Thruster VFX 2:        "APC_HeadLights.VFX"
  3882.     $Thruster VFX 3:        "WhiteLight.VFX"
  3883.     $Thruster VFX 4:        "WhiteLight.VFX"
  3884.     $Thruster VFX 5:        "WhiteLight.VFX"
  3885.     $Thruster VFX 6:        "WhiteLight.VFX"
  3886.     $Thruster VFX 7:        "WhiteLight.VFX"
  3887.    $Thruster VFX 8:        "WhiteLight.VFX"
  3888.    $Thruster VFX 9:        "Transport01_ThrusterFX.VFX"
  3889.     $Thruster VFX 10:       "Transport01_ThrusterFX.VFX"
  3890.     $Thruster VFX 11:       "WhiteLight.VFX"
  3891.     $Thruster VFX 12:       "WhiteLight.VFX"
  3892.     $Thruster VFX 13:       "Lil_RedEyeFlare.vfx"
  3893.     $Thruster VFX 14:       "Lil_RedEyeFlare.vfx"
  3894.     $Thruster VFX 15:       "Lil_RedEyeFlare.vfx"
  3895.     $Thruster VFX 16:       "Lil_RedEyeFlare.vfx"
  3896.     $Thruster VFX 17:       "Lil_RedEyeFlare.vfx"
  3897.    $Thruster VFX 18:       "Lil_RedEyeFlare.vfx"
  3898.    $Thruster VFX 19:       "Transport01_ThrusterFX.VFX"
  3899.     $Thruster VFX 20:       "Lil_RedEyeFlare.vfx"
  3900.     $Thruster VFX 21:       "Lil_RedEyeFlare.vfx"
  3901.     $Thruster VFX 22:       "Lil_RedEyeFlare.vfx"
  3902.     $Thruster VFX 23:       "Transport01_ThrusterFX.VFX"
  3903.     $Thruster VFX 24:       "Lil_RedEyeFlare.vfx"
  3904.     $Thruster VFX 25:       "Lil_RedEyeFlare.vfx"
  3905.     $Thruster VFX 26:       "Lil_RedEyeFlare.vfx"
  3906.     $Corona (Glare) 1:      "TransportThrusterGLO"   "headlamp"
  3907.     $Corona (Glare) 2:      "TransportThrusterGLO"   "headlamp"
  3908.     $Corona (Glare) 3:      "TransportThrusterGLO"   "headlamp"
  3909.     $Corona (Glare) 4:      "TransportThrusterGLO"   "headlamp"
  3910.     $Attack Style:          "None"
  3911.     $Blind Pursuit Time:    5.0
  3912.     $FlySnd:                ""
  3913.     $Min FlySnd Volume:     0.6
  3914.     $Low_Pain Sounds:           ""
  3915.     $DeathSnd:              ""
  3916.     $Explode Anim:          "transport_explode"
  3917.     $Explode Anim Radius:   50.0
  3918.     +State:                 "stand"                  "transport_idle.mvf"
  3919.     +State:                 "attack_stand"           "transport_idle.mvf"
  3920.     +Action:                "heal_light_1"           "transport_takeoff.mvf"      ""
  3921.     $Use:                   "none"
  3922.     $Num Skins: 0
  3923.     $RFE Level1:                "Vehicles"
  3924.  
  3925.     // ----------------------------------------------------------------------------------
  3926.  
  3927.     $Name:                  "Transport_rockets"
  3928.     $V3D Filename:          "trnsprt_rocket.vcm"
  3929.     $Movemode:              "robot fly"
  3930.     $Mass:                  50000
  3931.     $Material:              "metal"
  3932.     $Flags:                 ("fly" "no_collide")
  3933.     $Collision Radius:      5.0
  3934.     $Collision Damage Given:    0.0
  3935.     $FOV:                   180
  3936.     $Envirosuit:             0
  3937.     $Life:                  700
  3938.     $Damage Type Factor:        "bullet"                            0.0
  3939.     $Damage Type Factor:        "armor piercing bullet"        0.5
  3940.     $Max Vel:                   1.0
  3941.     $Acceleration:          1.0
  3942.     $Max Rot Vel:           6.0
  3943.     $Rot Acceleration:      10.0
  3944.     $Allowed Weapons:       ("")
  3945.     $Default Primary:       ""
  3946.     $Default Secondary:     ""
  3947.     $Thruster VFX 1:        "TrnsprtRcktLight.VFX"
  3948.       $Thruster VFX 2:        "TrnsprtRcktLight.VFX"
  3949.     $Thruster VFX 3:        "TrnsprtRcktLight.VFX"
  3950.     $Thruster VFX 4:        "TrnsprtRcktLight.VFX"
  3951.     $Thruster VFX 5:        "TrnsprtRcktLight.VFX"
  3952.     $Thruster VFX 6:        "TrnsprtRcktLight.VFX"
  3953.     $Thruster VFX 7:        "TrnsprtRcktLight.VFX"
  3954.    $Thruster VFX 8:        "TrnsprtRcktLight.VFX"
  3955.    $Thruster VFX 9:        "TrnsprtRcktLight.VFX"
  3956.     $Thruster VFX 10:       "TrnsprtRcktLight.VFX"
  3957.     $Attack Style:          "None"
  3958.     $Blind Pursuit Time:    5.0
  3959.     $FlySnd:                ""
  3960.     $Min FlySnd Volume:     0.6
  3961.     $Low_Pain Sounds:           ""
  3962.     $DeathSnd:              ""
  3963.     $Explode Anim:          ""
  3964.     $Explode Anim Radius:   1.0
  3965.     +State:                 "stand"                  "trnsprt_rockets_idle.mvf"
  3966.     +State:                 "attack_stand"           "trnsprt_rockets_idle.mvf"
  3967.     +Action:                "heal_light_1"           "trnsprt_rockets_fire.mvf"      ""
  3968.     $Use:                   "none"
  3969.     $Num Skins: 0
  3970.     $RFE Level1:                "Vehicles"
  3971.  
  3972.     // ----------------------------------------------------------------------------------
  3973.  
  3974.     $Name:                  "edf_ship"
  3975.     $V3D Filename:          "edf_ship.vcm"
  3976.     $Movemode:              "hover"
  3977.     $Mass:                  50000
  3978.     $Material:              "metal"
  3979.     $Flags:                 ("fly" "no_collide")
  3980.     $Collision Radius:      5.0
  3981.     $Collision Damage Given:    0.0
  3982.     $FOV:                   180
  3983.     $Envirosuit:             0
  3984.     $Life:                  700
  3985.     $Max Vel:                   30.0
  3986.     $Acceleration:          1.0
  3987.     $Max Rot Vel:           6.0
  3988.     $Rot Acceleration:      10.0
  3989.     $Allowed Weapons:       ("")
  3990.     $Default Primary:       ""
  3991.     $Default Secondary:     ""
  3992.     $Thruster VFX 1:        "WhiteLight.VFX"
  3993.       $Thruster VFX 2:        "WhiteLight.VFX"
  3994.     $Thruster VFX 3:        "WhiteLight.VFX"
  3995.     $Thruster VFX 4:        "WhiteLight.VFX"
  3996.     $Thruster VFX 5:        "WhiteLight.VFX"
  3997.     $Thruster VFX 6:        "WhiteLight.VFX"
  3998.     $Thruster VFX 7:        "WhiteLight.VFX"
  3999.     $Thruster VFX 8:        "WhiteLight.VFX"
  4000.     $Corona (Glare) 1:      "EDFEngine01"            ""
  4001.     $Corona (Glare) 2:      "EDFEngine01"            ""
  4002.     $Corona (Glare) 3:      "EDFEngine01"            ""
  4003.     $Corona (Glare) 4:      "EDFEngine01"            ""
  4004.     $Corona (Glare) 5:      "EDFEngine01_NoVolume"   ""
  4005.     $Corona (Glare) 6:      "EDFEngine01_NoVolume"   ""
  4006.     $Corona (Glare) 7:      "EDFEngine01_NoVolume"   ""
  4007.     $Corona (Glare) 8:      "EDFEngine01_NoVolume"   ""
  4008.     $Attack Style:          "None"
  4009.     $Blind Pursuit Time:    5.0
  4010.     $FlySnd:                ""
  4011.     $Min FlySnd Volume:     0.6
  4012.     $Low_Pain Sounds:           ""
  4013.     $DeathSnd:              ""
  4014.     $Explode Anim:          ""
  4015.     $Explode Anim Radius:   50.0
  4016.     +State:                 "stand"                  "EDF1_Idle.mvf"
  4017.     +State:                 "attack_stand"           "EDF1_Idle.mvf"
  4018.     +Action:                "heal_light_1"           "CS10_EDF1_Shot01_15.mvf"      ""
  4019.     //+Action:                "heal_light_1"           "CS10_EDF2_Shot01_15.mvf"      ""
  4020.     $Use:                   "none"
  4021.     $Num Skins: 0
  4022.     $RFE Level1:                "Vehicles"
  4023.  
  4024.     // ------------------------------------------------
  4025.     // Robots -- Combat
  4026.     // ------------------------------------------------
  4027.  
  4028.     $Name:                  "Tankbot"
  4029.     $V3D Filename:          "Tankbot.vcm"
  4030.     $Debris Filename:       ""
  4031.     $Movemode:              "hover"
  4032.     $Mass:                  1000
  4033.     $Material:              "metal"
  4034.     $Flags:                 ("sentient" "collide_corpse" "fire_outside_range")
  4035.     $Flags2:                ("collide_player" "collide_entity" "tankbot")
  4036.     $Collision Radius:      2.0
  4037.     $Collision Damage Given:0.0
  4038.     $Movement Radius:    1.9
  4039.     $FOV:                   180
  4040.     $Envirosuit:            0
  4041.     $Life:                  15000
  4042.     $Max Vel:        5.5
  4043.     $Acceleration:          10.0
  4044.     $Max Rot Vel:           5.0
  4045.     $Rot Acceleration:      20.0
  4046.     $Allowed Weapons:       ("Tankbot Chaingun" "Tankbot Missile")
  4047.     $Default Primary:       "Tankbot Chaingun"
  4048.     $Default Secondary:     "Tankbot Missile"
  4049.     $Default Melee:            "Tankbot Smash"
  4050.     $Primary Muzzle Glare Name:     "DroneChainGun"
  4051.     $Thruster VFX 1:        "cutter01_thrusterfx.VFX"
  4052.     $Thruster VFX 2:        "cutter01_thrusterfx.VFX"
  4053.     $Thruster VFX 3:        "cutter01_thrusterfx.VFX"
  4054.     $Attack Style:          "Direct"
  4055.     $Blind Pursuit Time:    120.0
  4056.     $FlySnd:                "lgbot2_fly.wav"        6 0.8
  4057.     $Min FlySnd Volume:     0.8
  4058.     $Low_Pain Sounds:       "Tank Bot Small Pain"
  4059.     $Med_Pain Sounds:        "Tank Bot Large Pain" 
  4060.     $DeathSnd:              "Big Bot Death"
  4061.     $Explode Anim:          "drone explode"
  4062.     $Explode Anim Radius:   10.0
  4063.     $emitter:                    "drone steam"
  4064.  
  4065.     +State:                 "stand"                        "tbot_stand_idle.mvf"
  4066.     +State:                 "walk"                        "tbot_stand_idle.mvf"
  4067.     +State:                 "run"                        "tbot_stand_idle.mvf"
  4068.     +State:                 "attack_stand"                "tbot_attack_stand.mvf"
  4069.     +State:                 "attack_walk"                "tbot_attack_stand.mvf"
  4070.     +State:                 "attack_run"                "tbot_attack_stand.mvf"
  4071.     +Action:                "fire_stand"                "tbot_fire_gun.mvf"            ""
  4072.     +Action:                "alt_fire_stand"            "tbot_fire_rocket.mvf"        ""
  4073.  
  4074.     +Weapon Specific:    "Tankbot Smash"
  4075.     +Action:                "fire_stand"                "tbot_attack_melee.mvf"        "tbot attack melee"
  4076.  
  4077.     $Use:                   "none"
  4078.     $Collision Sphere:      "csphere_0" 0.25 0.25
  4079.     $Collision Sphere:      "csphere_1" 0.25 0.25
  4080.     $Collision Sphere:      "csphere_2" 0.25 0.25
  4081.     $Num Skins: 0
  4082.     $RFE Level1:        "Robots"
  4083.  
  4084. //------------------------------------------------------------------------------
  4085.  
  4086.     $Name:                  "Drone"
  4087.     $V3D Filename:          "drone01.vcm"
  4088. //    $Debris Filename:       "drone01_debris.v3d"
  4089.     $Movemode:              "robot fly"
  4090.     $Mass:                  1000
  4091.     $Material:              "metal"
  4092.     $Flags:                 ("fly" "sentient")
  4093.     $Flags2:                ("collide_player" "collide_entity")
  4094.     $Collision Radius:      2.0
  4095.     $Collision Damage Given:0.0
  4096.     $FOV:                   180
  4097.     $Envirosuit:             0
  4098.     $Life:                  4000
  4099.     $Max Vel:                 6.0
  4100.     $Acceleration:          4.0
  4101.     $Max Rot Vel:           4.0
  4102.     $Rot Acceleration:      7.0
  4103.     $Allowed Weapons:       ("Drone Smash" "Vauss" "Drone Missile")
  4104.     $Default Primary:       "Vauss"
  4105.     $Default Secondary:     "Drone Missile"
  4106.     $Default Melee:        "Drone Smash"
  4107.     $Primary Muzzle Glare Name:     "DroneChainGun"
  4108.     $Thruster VFX 1:        "boxTrans01_thrusterFX.VFX"
  4109.     $Thruster VFX 2:        "boxTrans01_thrusterFX.VFX"
  4110.     $Thruster VFX 3:        "boxTrans01_thrusterFX.VFX"
  4111.     $Thruster VFX 4:        "Lil_RedEyeFlare.vfx"
  4112.     $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  4113.     $Thruster VFX 6:        "Lil_RedEyeFlare.vfx"
  4114.     $Thruster VFX 7:        "Lil_RedEyeFlareLight.VFX"
  4115.     $Attack Style:          "Direct"
  4116.     $Blind Pursuit Time:    20.0
  4117.     $FlySnd:                "lgbot2_fly.wav"        6 0.8
  4118.     $Min FlySnd Volume:     0.8
  4119.     $Low_Pain Sounds:       "Big Bot Low Pain"
  4120.     $DeathSnd:              "Big Bot Death"
  4121.     $Explode Anim:          "drone explode"
  4122.     $Explode Anim Radius:   4.0
  4123.     $emitter:        "drone steam"
  4124.     +State:                 "stand"            "Drone_hover_idle.mvf"
  4125.     +State:                 "attack_stand"        "Drone_hover.mvf"
  4126.     +State:                 "attack_walk"        "Drone_hover.mvf"
  4127.     +State:                 "attack_run"        "Drone_hover.mvf"
  4128.     +Action:                "fire_stand"        "Drone_attack_armgun.mvf"        ""
  4129.     +Action:                "idle_to_ready"        "Drone_hover_readyarms.mvf"        ""
  4130.     +Action:                "ready_to_idle"        "Drone_Hover_DropArms.mvf"        ""
  4131.     +Action:                "flinch_stand"        "drone_hover_flinch.mvf"        ""
  4132.         +Weapon Specific:      "Drone Smash"
  4133.     +Action:                "fire_stand"        "drone_attack_melee.mvf"        "drone attack"
  4134.     $Use:                   "none"
  4135.     $Collision Sphere:      "collision_0" 0.25 0.25
  4136.       +radius:              1.3
  4137.     $Collision Sphere:      "collision_1" 0.25 0.25
  4138.       +radius:              1.4
  4139.     $Num Skins: 0
  4140.     $RFE Level1:                "Robots"
  4141.  
  4142.     // ----------------------------------------------------------------------------------
  4143.  
  4144.     $Name:                  "Meca Turret"
  4145.     $V3D Filename:          "mft2.vcm"
  4146.     $LOD Distances:            {9 18 }
  4147. //    $Debris Filename:       "mft2_debris.v3d"
  4148.     $Movemode:              "robot fly"
  4149.     $Mass:                  50
  4150.     $Material:              "metal"
  4151.     $Flags:                 ("fly" "sentient" "fire_outside_range")
  4152.     $Collision Radius:      0.5
  4153.     $Collision Damage Given:    0.0
  4154.     $FOV:                   360
  4155.     $Envirosuit:             0
  4156.     $Life:                  30
  4157.     $Damage Type Factor:        "bullet"                            0.5
  4158.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4159.     $Max Vel:                   5.0
  4160.     $Acceleration:          15.0
  4161.     $Max Rot Vel:           6.0
  4162.     $Rot Acceleration:      10.0
  4163.     $Allowed Weapons:       ("Laser" "Vauss")
  4164.     $Default Primary:       "Laser"
  4165.     $Default Secondary:     ""
  4166.     $Attack Style:          "Direct"
  4167.     $Blind Pursuit Time:    5.0
  4168.     $FlySnd:                "smbot1_fly.wav"        2 0.8
  4169.     $Min FlySnd Volume:     0.3
  4170.     $Low_Pain Sounds:       "Small Bot Low Pain"
  4171.     $DeathSnd:              "Small Bot Death"
  4172.     $Explode Anim:          "yellboom_metal"
  4173.     $Explode Anim Radius:   .9
  4174.     +State:                 "stand"                   "mft2_hover_idle.mvf"
  4175.     +State:                 "attack_stand"            "mft2_hover.mvf"
  4176.     +State:                 "walk"                          "mft2_hover_idle.mvf"
  4177.     +State:                        "attack_walk"             "mft2_hover.mvf"
  4178.     +State:                 "run"                             "mft2_hover_idle.mvf"
  4179.     +State:                        "attack_run"              "mft2_hover.mvf"
  4180.     +Action:                "fire_stand"              "mft2_attack.mvf"            ""
  4181. //    +Action:                "idle_to_ready"           "mft2_open.mvf"              "Meca Open"
  4182. //    +Action:                "ready_to_idle"           "mft2_close.mvf"             "Meca Close"
  4183.     $Use:                   "none"
  4184.     $Collision Sphere:      "collision_0" 0.5 0.5
  4185.       +radius:              0.71
  4186.     $Num Skins: 0
  4187.     $RFE Level1:                "Robots"
  4188.  
  4189.     // ----------------------------------------------------------------------------------
  4190.  
  4191.     $Name:                  "Spike"
  4192.     $V3D Filename:          "combot.vcm"
  4193. //    $Debris Filename:       "combot_debris.v3d"
  4194.     $LOD Distances:            {6 9 }
  4195.     $Movemode:              "hover"
  4196.     $Mass:                  250
  4197.     $Material:              "metal"
  4198.     $Flags:                 ("fly" "sentient")
  4199.     $Flags2:                ("collide_player")
  4200.     $Collision Radius:      0.8
  4201.     $Collision Damage Given:0.0
  4202.     $FOV:                   180
  4203.     $Envirosuit:             0
  4204.     $Life:                  150
  4205.     $Damage Type Factor:        "bullet"                            0.5
  4206.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4207.     $Max Vel:               6.0
  4208.     $Acceleration:          4.0
  4209.     $Max Rot Vel:           6.0
  4210.     $Rot Acceleration:      10.0
  4211.     $Allowed Weapons:       ("TriBeam Laser")
  4212.     $Default Primary:       "TriBeam Laser"
  4213.     $Default Secondary:     ""
  4214.     $Primary Warmup FX:     "spiketribeam.VFX"
  4215.     $Thruster VFX 1:        "spike_thrusterfx.VFX"
  4216.     $Thruster VFX 2:        "spike_thrusterfx.VFX"
  4217.     $Thruster VFX 3:        "spike_helmetflare.VFX"
  4218.     $Attack Style:          "Direct"
  4219.     $Blind Pursuit Time:    20.0
  4220.     $FlySnd:                "spike_idle.wav"        6 0.9
  4221.     $Min FlySnd Volume:     0.6
  4222.     $Low_Pain Sounds:       "Spike Low Pain"
  4223.     $DeathSnd:              "Spike Death"
  4224.     $Explode Anim:          "yellboom_metal"
  4225.     $Explode Anim Radius:   0.9
  4226.     +State:                 "attack_stand"          "com1_hover.mvf"
  4227.     +State:                 "stand"                 "com1_hover_idle.mvf"
  4228.     +Action:                "idle_to_ready"         "com1_ready_arms.mvf"         "Spike Open"
  4229.     +Action:                "ready_to_idle"         "com1_drop_arms.mvf"          "Meca Close Soft"
  4230.     +Action:                "flinch_stand"          "com1_flinch_hover.mvf"       ""
  4231.     +Action:                "fire_stand"            "com1_attack_primary.mvf"     ""
  4232.     $Use:                   "none"
  4233.     $Collision Sphere:      "collision_0" 0.25 0.25
  4234.       +radius:              0.38
  4235.     $Collision Sphere:      "collision_1" 0.25 0.25
  4236.       +radius:              0.52
  4237.     $Num Skins: 0
  4238.     $RFE Level1:                "Robots"
  4239.  
  4240.     // ----------------------------------------------------------------------------------
  4241.  
  4242.     $Name:                  "Stationary Turret"
  4243.     $V3D Filename:          "sturret_head.v3d"
  4244.     $Corpse V3D Filename:   "sentry_turret01_dam.v3d"
  4245.     $Movemode:              "turret"
  4246.     $Mass:                  100
  4247.     $Material:              "metal"
  4248.     $Flags:                 ("walk" "sentient" "turret")
  4249.     $Flags2:                ("collide_player")
  4250.     $Collision Radius:      0.95
  4251.     $Collision Damage Given: 0.0
  4252.     $FOV:                   60
  4253.     $Envirosuit:            0
  4254.     $Life:                  400
  4255.     $Damage Type Factor:        "bullet"                            0.5
  4256.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4257.     $Min Relative Eye PHB:  <-25, -360, 0>
  4258.     $Max Relative Eye PHB:  <25, 360, 0>
  4259.     $Max Vel:                   0.0
  4260.     $Acceleration:          0.0
  4261.     $Max Rot Vel:           3.0
  4262.     $Rot Acceleration:      1.1
  4263.     $Allowed Weapons:       ("Vauss" "HEAP")
  4264.     $Default Primary:       "Vauss"
  4265.     $Default Secondary:     ""
  4266.     $Primary Muzzle Glare Name:     "Assault Muzzle Flash"
  4267.     $Attack Style:          "Stand_Ground"
  4268.     $Blind Pursuit Time:    20.0
  4269.     $FlySnd:                ""
  4270.     $Min FlySnd Volume:     0.0
  4271.     $AttachSnd:             "Turret Attach"
  4272.     $DetachSnd:             "Turret Detach"
  4273.     $RotateSnd:             "Turret Rotate"
  4274.     $DeathSnd:              "Turret Death"
  4275.     $Explode Anim:          "explosion 1"
  4276.     $Explode Anim Radius:   0.6
  4277.     $Explode Offset:        <0.0, 0.3, 0.0>
  4278.     $Use:                   "turret"
  4279.         +radius:             2.5
  4280.     $Num Skins: 0                 // SHOULD BE 1. CHANGED FOR TEMP FIX. 
  4281.     // $Skin: "b" ("Sentry_P01_Gray.tga" "Sentry_P02_Gray.tga" "Sentry_P03_Gray.tga")
  4282.     $RFE Level1:                "Robots"
  4283.  
  4284.     
  4285.     // ----------------------------------------------------------------------------------
  4286.  
  4287.     $Name:                  "Stationary Turret_Plain"
  4288. //    $V3D Filename:          "sentry_turret_plain.v3d"
  4289.     $V3D Filename:          "sentry_turret_plain.v3d"
  4290.     $Corpse V3D Filename:   "sentry_turret01_dam_plain.v3d"
  4291. //    $Corpse Emitter:        "turret smoke"
  4292. //    $Corpse Emitter Lifetime: 15.0
  4293.     $Movemode:              "turret"
  4294.     $Mass:                  100
  4295.     $Material:              "metal"
  4296.     $Flags:                 ("walk" "sentient" "turret")
  4297.     $Flags2:                ("collide_player")
  4298.     $Collision Radius:      0.95
  4299.     $Collision Damage Given: 0.0
  4300.     $FOV:                   60
  4301.     $Envirosuit:            0
  4302.     $Life:                  400
  4303.     $Damage Type Factor:        "bullet"                            0.5
  4304.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4305.     $Min Relative Eye PHB:  <-25, -360, 0>
  4306.     $Max Relative Eye PHB:  <25, 360, 0>
  4307.     $Max Vel:                   0.0
  4308.     $Acceleration:          0.0
  4309.     $Max Rot Vel:           1.0
  4310.     $Rot Acceleration:      1.0
  4311.     $Allowed Weapons:       ("Vauss" "HEAP")
  4312.     $Default Primary:       "Vauss"
  4313.     $Default Secondary:     ""
  4314.     $Primary Muzzle Glare Name:     "Assault Muzzle Flash"
  4315.     $Attack Style:          "Stand_Ground"
  4316.     $Blind Pursuit Time:    20.0
  4317.     $FlySnd:                ""
  4318.     $Min FlySnd Volume:     0.0
  4319.     $AttachSnd:             "Turret Attach"
  4320.     $DetachSnd:             "Turret Detach"
  4321.     $RotateSnd:             "Turret Rotate"
  4322.     $DeathSnd:              "Turret Death"
  4323.     $Explode Anim:          "explosion 1"
  4324.     $Explode Anim Radius:   0.6
  4325.     $Explode Offset:        <0.0, 0.3, 0.0>
  4326.     $Use:                   "turret"
  4327.         +radius:             2.5
  4328.     $Num Skins: 0                 // SHOULD BE 1. CHANGED FOR TEMP FIX. 
  4329.     // $Skin: "b" ("Sentry_P01_Gray.tga" "Sentry_P02_Gray.tga" "Sentry_P03_Gray.tga")
  4330.     $RFE Level1:                "Robots"
  4331.  
  4332.  
  4333. // ----------------------------------------------------------------------------------
  4334.  
  4335.     $Name:                  "Auto Turret"
  4336.     $V3D Filename:          "auto_turret.vcm"
  4337.     $Movemode:              "none"
  4338.     $Mass:                  50
  4339.     $Material:              "metal"
  4340.     $Flags:                 ("fly" "sentient")
  4341.     $Collision Radius:      0.5
  4342.     $Collision Damage Given:    0.0
  4343.     $FOV:                   360
  4344.     $Envirosuit:            0
  4345.     $Life:                  80
  4346.     $Damage Type Factor:        "bullet"                            0.5
  4347.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4348.     $Max Vel:                   0.0
  4349.     $Acceleration:          0.0
  4350.     $Max Rot Vel:           1.0
  4351.     $Rot Acceleration:      1.0
  4352.     $Allowed Weapons:       ()
  4353.     $Default Primary:       ""
  4354.     $Default Secondary:     ""
  4355.     $Attack Style:          "Stand_Ground"
  4356.     $Blind Pursuit Time:    5.0
  4357.     $Persona:                    "empty"
  4358.     $FlySnd:                ""
  4359.     $Min FlySnd Volume:     0.3
  4360.     $Low_Pain Sounds:       ""
  4361.     $DeathSnd:              ""
  4362.     $Explode Anim:          "yellboom_metal"
  4363.     $Explode Anim Radius:   .5
  4364.     +State:                 "attack_stand"            "turt_attack_stand.mvf"
  4365.     +State:                 "stand"                   "turt_stand.mvf"
  4366. //    +Action:                "idle_to_ready"           "turt_stand_to_attack.mvf"             "Auto Turret Open"
  4367. //    +Action:                "ready_to_idle"           "turt_attack_to_stand.mvf"             "Auto Turret Close"
  4368.     $Use:                   "none"
  4369.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4370.     $Collision Sphere:      "csphere_1" 0.5 0.5
  4371.     $Num Skins: 0
  4372.     $RFE Level1:            "Robots"
  4373.  
  4374. // ----------------------------------------------------------------------------------
  4375.  
  4376.     $Name:                  "Auto Turret Head"
  4377.     $V3D Filename:          "turret_top01.v3d"
  4378. //    $Debris Filename:       "drone01_debris.v3d"
  4379.     $Movemode:              "fighter"
  4380.     $Mass:                  50
  4381.     $Material:              "metal"
  4382.     $Flags:                 ("fly" "sentient" "turret")
  4383.     $Collision Radius:      0.5
  4384.     $Collision Damage Given:0.0
  4385.     $FOV:                   360
  4386.     $Envirosuit:            0
  4387.     $Life:                  60
  4388.     $Damage Type Factor:        "bullet"                            0.5
  4389.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4390.     $Min Relative Eye PHB:  <-360, -360, 0>
  4391.     $Max Relative Eye PHB:  <360, 360, 0>
  4392.     $Max Vel:                   0.0
  4393.     $Acceleration:          0.0
  4394.     $Max Rot Vel:           6.0
  4395.     $Rot Acceleration:      10.0
  4396.     $Allowed Weapons:       ("Vauss")
  4397.     $Default Primary:       "Vauss"
  4398.     $Default Secondary:     ""
  4399.     $Force Launch Sound:    "Vauss2 Fire"
  4400.     $Primary Muzzle Glare Name:     "Assault Muzzle Flash"
  4401.     $Attack Style:          "Stand_Ground"
  4402.     $Blind Pursuit Time:    5.0
  4403.     $Persona:                    "empty"
  4404.     $FlySnd:                ""
  4405.     $Min FlySnd Volume:     0.3
  4406.     $Low_Pain Sounds:       ""
  4407.     $DeathSnd:              ""
  4408.     $Use:                   "none"
  4409.     $Num Skins: 0
  4410.     $RFE Level1:            "Robots"
  4411.  
  4412.  
  4413.     // ------------------------------------------------
  4414.     // Robots -- Misc
  4415.     // ------------------------------------------------
  4416.  
  4417.     $Name:                  "admin_bot"
  4418.     $V3D Filename:          "Admin_floorbot.V3D"
  4419. //    $Debris Filename:       "adminbot_debris.V3D"
  4420.     $Movemode:              "run"
  4421.     $Mass:                  100
  4422.     $Material:              "metal"
  4423.     $Flags:                 ("walk" "sentient")
  4424.     $Collision Radius:      0.25
  4425.     $Collision Damage Given:    0.0
  4426.     $FOV:                   180
  4427.     $Envirosuit:             0
  4428.     $Life:                  75
  4429.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4430.     $Max Vel:                   2.0
  4431.     $Acceleration:          5.0
  4432.     $Max Rot Vel:           6.0
  4433.     $Rot Acceleration:      10.0
  4434.     $Allowed Weapons:       ("")
  4435.     $Default Primary:       ""
  4436.     $Default Secondary:     ""
  4437.     $Attack Style:          "Stand_Ground"
  4438.     $Blind Pursuit Time:    5.0
  4439.     $FlySnd:                "Admin_bot_loop.wav"    1 0.9
  4440.     $Min FlySnd Volume:        0.6
  4441.     $Low_Pain Sounds:       "admin bot hit"
  4442.     $DeathSnd:              "admin bot die"
  4443.     $Explode Anim:          "objectboom"
  4444.     $Explode Anim Radius:   2
  4445.     $Use:                   "none"
  4446.     $Num Skins: 0
  4447.     $RFE Level1:            "Robots"
  4448.  
  4449.  
  4450. // ------------------------------------------------
  4451. // Creatures
  4452. // ------------------------------------------------
  4453.  
  4454.     // ------------------------------------------------
  4455.     // Creatures - Aggressive
  4456.     // ------------------------------------------------
  4457.  
  4458.     $Name:                  "Rock Snake"
  4459.     $V3D Filename:          "rock_snake.vcm"
  4460.     $LOD Distances:            { 20 30 }
  4461.     $Movemode:              "turret"
  4462.     $Mass:                  5000
  4463.     $Material:              "flesh"
  4464.     $Flags:                 ("sentient" "collide_corpse" "slippery")
  4465.     $Flags2:                ("collide_player" "collide_entity" "drools slime")
  4466.     $Collision Radius:      1.5
  4467.     $Collision Damage Given:    0.0
  4468.     $FOV:                   180
  4469.     $Envirosuit:             0
  4470.     $Life:                  2000
  4471.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4472.     $Max Vel:                   0
  4473.     $Acceleration:          0
  4474.     $Max Rot Vel:           6.0
  4475.     $Rot Acceleration:      10.0
  4476.     $Allowed Weapons:       ("Rock Snake Spit" "Rock Snake Smash")
  4477.     $Default Primary:       "Rock Snake Spit"
  4478.     $Default Secondary:     ""
  4479.     $Default Melee:         "Rock Snake Smash"
  4480.     $Attack Style:          "Stand_Ground"
  4481.     $Blind Pursuit Time:    5.0
  4482.     $FlySnd:                "RSnake_Move.wav"        4  0.8
  4483.     $Min FlySnd Volume:                                    0.6
  4484.     $Low_Pain Sounds:       "Snake Low Pain"
  4485.     $DeathSnd:              "RSnake Death"
  4486.     $Explode Anim:          ""
  4487.     $Explode Anim Radius:   0
  4488.     +State:                 "walk"                   "rsnk_walk.mvf"
  4489.     +State:                 "attack_walk"            "rsnk_attack_walk.mvf"
  4490.     +State:                 "stand"                  "rsnk_stand.mvf"
  4491.     +State:                 "attack_stand"           "rsnk_attack_stand.mvf"
  4492.     +Action:                  "fire_stand"             "rsnk_attack_spit.mvf"        "RSnake Spit"
  4493.     +Action:                "death_generic"          "rsnk_death.mvf"              "" 
  4494.     +Weapon Specific:  "Rock Snake Smash"
  4495.     +Action:                  "fire_stand"             "rsnk_attack_bite.mvf"        "RSnake Bite"
  4496.     $Use:                   "none"
  4497.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4498.     $Collision Sphere:      "csphere_1" 1.0 1.0
  4499.     $Collision Sphere:      "csphere_2" 2.0 2.0
  4500.     $Collision Sphere:      "csphere_3" 2.0 2.0
  4501.     $Collision Sphere:      "csphere_4" 2.0 2.0
  4502.     $Num Skins: 0
  4503.     $RFE Level1:                "Creatures"
  4504.  
  4505. // ------------------------------------------------
  4506.     
  4507.     $Name:                  "reeper"
  4508.     $V3D Filename:          "reeper.vcm"
  4509.     $LOD Distances:            { 13 18 }
  4510.     $Movemode:              "run"
  4511.     $Mass:                  80
  4512.     $Material:              "flesh"
  4513.     $Flags:                 ("walk" "sentient") 
  4514.     $Flags2:                        ("collide_player" "linked_eye")
  4515.     $Collision Radius:      0.85
  4516.     $Collision Damage Given:    10.0
  4517.     $Movement Radius:            1.0
  4518.     $FOV:                   180
  4519.     $Envirosuit:             0
  4520.     $Life:                  300
  4521.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4522.     $Max Vel:                   8.0
  4523.        +slow factor:        0.10
  4524.        +fast factor:        1.0
  4525.     $Acceleration:          20.0
  4526.     $Max Rot Vel:           10.0
  4527.     $Rot Acceleration:      10.0
  4528.     $Allowed Weapons:       ("Reeper Claw")
  4529.     $Default Primary:       "Reeper Claw"
  4530.     $Default Secondary:     ""
  4531.       $Thruster VFX 1:        "reeper_eyes.vfx"
  4532.     $Thruster VFX 2:        "reeper_eyes.vfx"
  4533.     $Attack Style:          "Direct"
  4534.     $Blind Pursuit Time:    30.0
  4535.     $FlySnd:                "reeper_idle_01.wav"    3 0.8
  4536.     $Min FlySnd Volume:     0.7
  4537.     $Footstep Sound:        "Reeper Footstep"
  4538.     $LandSnd:               "Default Land2"
  4539.     $Low_Pain Sounds:       "Reeper Pain"
  4540.     $Squash Sounds:         "Reeper Die"
  4541.     $DeathSnd:              "Reeper Die"
  4542.     +State:                 "stand"                  "reep_stand.mvf"
  4543.         +State:                  "walk"                  "reep_run.mvf"
  4544.                 +Footstep Trigger:    3    17
  4545.         +State:                  "run"                   "reep_run.mvf"
  4546.         +Footstep Trigger:    3    17
  4547.     +State:                 "attack_stand"           "reep_attack_stand.mvf"
  4548.         +State:                 "attack_walk"            "reep_run.mvf"
  4549.         +Footstep Trigger:    3    17
  4550.         +State:                 "attack_run"             "reep_run.mvf"
  4551.         +Footstep Trigger:    3    17
  4552.         +Action:                "fire_stand"             "reep_attack.mvf"         "Reeper Attack"
  4553.     +Action:                "flinch_stand"           "reep_flinch.mvf"         ""
  4554.     +Action:                "flinch_attack_stand"    "reep_flinch.mvf"         ""
  4555.     +Action:                "idle_1"                 "reep_idle_scratch.mvf"   ""
  4556.     +Action:                "death_generic"          "reep_death.mvf"          "" 
  4557.     $Use:                    "none"
  4558.     $Collision Sphere:      "collision_0" 0.5 0.5
  4559.       +radius:              1.0
  4560.     $Collision Sphere:      "collision_1" 1.0 1.0
  4561.       +radius:              1.0
  4562.     $Num Skins: 0
  4563.     $Body Temperature(F):    90.0
  4564.     $RFE Level1:                "Creatures"
  4565.  
  4566. // ------------------------------------------------
  4567.     
  4568.     $Name:                  "baby_reeper"
  4569.     $V3D Filename:          "baby_reeper.vcm"
  4570.     $LOD Distances:            { 6 9 }
  4571.     $Movemode:              "run"
  4572.     $Mass:                  25
  4573.     $Material:              "flesh"
  4574.     $Flags:                 ("walk" "sentient") 
  4575.     $Flags2:                        ("linked_eye")
  4576.     $Collision Radius:      0.85
  4577.     $Collision Damage Given:    10.0
  4578.     $Movement Radius:            0.5
  4579.     $FOV:                   180
  4580.     $Envirosuit:             0
  4581.     $Life:                  75
  4582.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4583.     $Max Vel:                   8.0
  4584.        +slow factor:        0.1
  4585.        +fast factor:        1.0
  4586.     $Acceleration:          20.0
  4587.     $Max Rot Vel:           10.0
  4588.     $Rot Acceleration:      10.0
  4589.     $Allowed Weapons:       ("Baby Reeper Claw")
  4590.     $Default Primary:       "Baby Reeper Claw"
  4591.     $Default Secondary:     ""
  4592.       $Thruster VFX 1:        "reeper_eyes.vfx"
  4593.     $Thruster VFX 2:        "reeper_eyes.vfx"
  4594.     $Unholster Delay:       0.0
  4595.     $Attack Style:          "Direct"
  4596.     $Blind Pursuit Time:    30.0
  4597.     $FlySnd:                "breeper_idle.wav"    2 0.6
  4598.     $Min FlySnd Volume:     0.7
  4599.     $Footstep Sound:        "Breeper Footstep"
  4600.     $LandSnd:               "Default Land2"
  4601.     $Low_Pain Sounds:       "Breeper Pain"
  4602.     $Squash Sounds:         "Breeper Die"
  4603.     $DeathSnd:              "Breeper Die"
  4604.     +State:                 "stand"                  "brpr_stand.mvf"
  4605.    +State:                 "walk"                   "brpr_walk.mvf"
  4606.         +Footstep Trigger:    3    17
  4607.    +State:                 "run"                    "brpr_run.mvf"
  4608.         +Footstep Trigger:    3    17
  4609.     +State:                 "attack_stand"           "brpr_attack_stand.mvf"
  4610.    +State:                 "attack_walk"            "brpr_walk.mvf"
  4611.         +Footstep Trigger:    3    17
  4612.    +State:                 "attack_run"             "brpr_run.mvf"
  4613.         +Footstep Trigger:    3    17
  4614.    +Action:                "fire_stand"             "brpr_attack.mvf"        "Breeper Attack"
  4615.     +Action:                "flinch_stand"           "brpr_flinch.mvf"        ""
  4616.     +Action:                "flinch_attack_stand"    "brpr_flinch.mvf"        ""
  4617.     +Action:                "death_generic"          "brpr_death.mvf"         "Breeper die" 
  4618.     $Use:                    "none"
  4619.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4620.     $Num Skins: 0
  4621.     $Body Temperature(F):    90.0
  4622.     $RFE Level1:                "Creatures"
  4623.  
  4624. // ------------------------------------------------
  4625.  
  4626.     $Name:                  "Sea_Creature"
  4627.     $V3D Filename:          "sea_creature.vcm"
  4628.     $LOD Distances:            { 9 15 }
  4629.     $Movemode:              "sub"
  4630.     $Mass:                  5000
  4631.     $Material:              "flesh"
  4632.     $Flags:                 ("swim" "sentient" "collide_corpse" "custom_corpse" "slippery")
  4633.     $Flags2:                ("collide_player" "collide_entity")
  4634.     $Collision Radius:      1.5
  4635.     $Collision Damage Given:    0.0
  4636.     $FOV:                   180
  4637.     $Envirosuit:             0
  4638.     $Life:                  350
  4639.     $Max Vel:                   8.0
  4640.     $Acceleration:          20.0
  4641.     $Max Rot Vel:           6.0
  4642.     $Rot Acceleration:      10.0
  4643.     $Allowed Weapons:       ("Sea Creature Sonar Attack")
  4644.     $Default Primary:       "Sea Creature Sonar Attack"
  4645.     $Default Secondary:     ""
  4646.     $Attack Style:          "Direct"
  4647.     $Blind Pursuit Time:    30.0
  4648.     $FlySnd:                "Scre_idle_01.wav"     6 0.9
  4649.     $Min FlySnd Volume:                                        0.6
  4650.     $Low_Pain Sounds:       "Screa Pain"
  4651.     $DeathSnd:              "Screa Die"
  4652.     $Explode Anim:          ""
  4653.     $Explode Anim Radius:   0
  4654.     +State:                 "swim_stand"             "seac_stand.mvf"
  4655.     +State:                 "swim_walk"              "seac_swim_fast.mvf"
  4656.     +State:                 "stand"                  "seac_stand.mvf"
  4657.    +State:                 "walk"                   "seac_swim_slow.mvf"
  4658.    +State:                 "run"                    "seac_swim_fast.mvf"
  4659.     +State:                 "attack_stand"           "seac_stand.mvf"
  4660.    +State:                 "attack_walk"            "seac_swim_slow.mvf"
  4661.    +State:                 "attack_run"             "seac_swim_fast.mvf"
  4662.     +State:                 "custom"                 "seac_corpse.mvf"
  4663.     +Action:                "flinch_stand"           "seac_flinch.mvf"        ""
  4664.     +Action:                "flinch_attack_stand"    "seac_flinch.mvf"        ""
  4665.    +Action:                "fire_stand"             "seac_attack_ram.mvf"    "Sonar Attack"
  4666.     +Action:                "death_generic"          "seac_death.mvf"         "" 
  4667.     $Use:                   "none"
  4668.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4669.     $Collision Sphere:      "csphere_1" 1.0 1.0
  4670.     $Collision Sphere:      "csphere_2" 2.0 2.0
  4671.     $Collision Sphere:      "csphere_3" 1.0 1.0
  4672.     $Collision Sphere:      "csphere_4" 1.0 1.0
  4673.     $Num Skins: 0
  4674.     $RFE Level1:                "Creatures"
  4675.  
  4676. // ------------------------------------------------
  4677.  
  4678.     $Name:                  "Big Snake"
  4679.     $V3D Filename:          "Big_Snake.vcm"
  4680.     $Movemode:              "turret"
  4681.     $Mass:                  5000
  4682.     $Material:              "flesh"
  4683.     $Flags:                 ("sentient" "collide_corpse")
  4684.     $Flags2:                ("collide_player" "drools slime")
  4685.     $Collision Radius:      1.5
  4686.     $Collision Damage Given:    0.0
  4687.     $FOV:                   180
  4688.     $Envirosuit:             0
  4689.     $Life:                  5000
  4690.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4691.     $Max Vel:                   0
  4692.     $Acceleration:          0
  4693.     $Max Rot Vel:           6.0
  4694.     $Rot Acceleration:      10.0
  4695.     $Allowed Weapons:       ("Big Rock Snake Spit" "Big Rock Snake Smash")
  4696.     $Default Primary:       "Big Rock Snake Spit"
  4697.     $Default Secondary:     ""
  4698.     $Default Melee:            "Big Rock Snake Smash"
  4699.     $Attack Style:          "Stand_Ground"
  4700.     $Blind Pursuit Time:    5.0
  4701.     $FlySnd:                "RSnake_Move.wav"        4  0.8
  4702.     $Min FlySnd Volume:                                        0.6
  4703.     $Low_Pain Sounds:       "Snake Low Pain"
  4704.     $DeathSnd:              "BSnake Death"
  4705.     $Explode Anim:          ""
  4706.     $Explode Anim Radius:   0
  4707.     +State:                 "walk"                   "bsnk_walk.mvf"
  4708.     +State:                 "attack_walk"            "bsnk_attack_walk.mvf"
  4709.     +State:                 "stand"                  "bsnk_stand.mvf"
  4710.     +State:                 "attack_stand"           "bsnk_attack_stand.mvf"
  4711.     +Action:                  "fire_stand"             "bsnk_attack_spit.mvf"        "RSnake Spit"
  4712.     +Action:                "death_generic"          "bsnk_death.mvf"              "BSnake Death" 
  4713.     +Weapon Specific:       "Big Rock Snake Smash"
  4714.     +Action:                  "fire_stand"             "bsnk_attack_bite.mvf"        "BSnake Bite"
  4715.     $Use:                   "none"
  4716.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4717.     $Collision Sphere:      "csphere_1" 1.0 1.0
  4718.     $Collision Sphere:      "csphere_2" 2.0 2.0
  4719.     $Collision Sphere:      "csphere_3" 2.0 2.0
  4720.     $Collision Sphere:      "csphere_4" 2.0 2.0
  4721.     $Collision Sphere:      "csphere_5" 2.0 2.0
  4722.     $Num Skins: 0
  4723.     $RFE Level1:                "Creatures"
  4724.  
  4725. // ------------------------------------------------
  4726.     
  4727.     $Name:                  "mutant1"
  4728.     $V3D Filename:          "mutant1.vcm"
  4729.     $LOD Distances:            { 6 9 }
  4730.     $Movemode:              "run"
  4731.     $Mass:                  100
  4732.     $Material:              "flesh"
  4733.     $Flags:                 ("walk" "sentient" "humanoid")   
  4734.     $Flags2:                ("collide_player" "mutant")
  4735.     $Collision Radius:      0.85
  4736.     $Collision Damage Given:    10.0
  4737.     $FOV:                   180
  4738.     $Envirosuit:             0
  4739.     $Life:                  500
  4740.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4741.     $Max Vel:                   7.0
  4742.        +slow factor:        0.1
  4743.        +fast factor:        1.5
  4744.     $Acceleration:          20.0
  4745.     $Max Rot Vel:           10.0
  4746.     $Rot Acceleration:      10.0
  4747.     $Allowed Weapons:       ("Mutant Attack 1")
  4748.     $Default Primary:       "Mutant Attack 1"
  4749.     $Default Secondary:     ""
  4750.     $Unholster Delay:       0.0
  4751.     $Attack Style:          "Direct"
  4752.     $Blind Pursuit Time:    30.0
  4753.     $FlySnd:                "Mutant_stand.wav"       4 0.9
  4754.     $Min FlySnd Volume:     0.7
  4755.     $Footstep Sound:        "Default Footstep"
  4756.     $LandSnd:               "Default Land2"
  4757.     $Low_Pain Sounds:       "Mutant Pain"
  4758.     $Squash Sounds:            "Mutant Squash"
  4759.     +State:                 "stand"                  "mtnt_stand.mvf"
  4760.    +State:                 "walk"                   "mtnt_walk.mvf"
  4761.         +Footstep Trigger:    3    18
  4762.    +State:                 "run"                    "mtnt_run.mvf"
  4763.         +Footstep Trigger:    5    14
  4764.     +State:                 "attack_stand"           "mtnt_attack_stand.mvf"   
  4765.    +State:                 "attack_walk"            "mtnt_walk.mvf"
  4766.         +Footstep Trigger:    3    18
  4767.    +State:                 "attack_run"             "mtnt_run.mvf"
  4768.         +Footstep Trigger:    5    14
  4769.     +Action:                "corpse_drop"            "mtnt_corpse_drop.mvf"    ""
  4770.     +Action:                "corpse_carry"           "mtnt_corpse_carry.mvf"   ""
  4771.     +Action:                "idle_1"                 "mtnt_idle.mvf"           "mutant idle"
  4772.       +Action:                "fire_stand"             "mtnt_move_n_attack.mvf"  "mutant swing"
  4773.     +Action:                "flinch_stand"           "mtnt_flinch_front.mvf"   "mutant hit front"
  4774.     +Action:                "flinch_attack_stand"    "mtnt_flinch_front.mvf"   "mutant hit front"
  4775.     +Action:                "flinch_chest"           "mtnt_flinch_front.mvf"   "mutant hit front"
  4776.     +Action:                "flinch_back"            "mtnt_flinch_back.mvf"    "mutant hit back"
  4777.     +Action:                "death_generic"          "mtnt_death.mvf"          "mutant death" 
  4778.     $Use:                    "none"
  4779.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4780.     $Collision Sphere:      "csphere_1" 1.0 1.0
  4781.     $Collision Sphere:      "csphere_2" 2.0 2.0
  4782.     $Num Skins: 0
  4783.     $Body Temperature(F):    90.0
  4784.     $RFE Level1:                "Creatures"
  4785.  
  4786.  
  4787. // ------------------------------------------------
  4788.     
  4789.     $Name:                  "mutant2"
  4790.     $V3D Filename:          "mutant2.vcm"
  4791.     $LOD Distances:            { 6 9 }
  4792.     $Movemode:              "run"
  4793.     $Mass:                  100
  4794.     $Material:              "flesh"
  4795.     $Flags:                 ("walk" "sentient" "humanoid") 
  4796.     $Flags2:                ("collide_player" "mutant")
  4797.     $Collision Radius:      0.85
  4798.     $Collision Damage Given:    10.0
  4799.     $FOV:                   180
  4800.     $Envirosuit:             0
  4801.     $Life:                  500
  4802.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4803.     $Max Vel:                   7.0
  4804.        +slow factor:        0.1
  4805.        +fast factor:        1.5
  4806.     $Acceleration:          20.0
  4807.     $Max Rot Vel:           10.0
  4808.     $Rot Acceleration:      10.0
  4809.     $Allowed Weapons:       ("Mutant Attack 2")
  4810.     $Default Primary:       "Mutant Attack 2"
  4811.     $Default Secondary:     ""
  4812.     $Unholster Delay:       0.0
  4813.     $Attack Style:          "Direct"
  4814.     $Blind Pursuit Time:    30.0
  4815.     $FlySnd:                "Mutant2_stand.wav"      4 0.9
  4816.     $Min FlySnd Volume:     0.7
  4817.     $Footstep Sound:        "Default Footstep"
  4818.     $LandSnd:               "Default Land2"
  4819.     $Low_Pain Sounds:       "Mutant2 Pain"
  4820.     $Squash Sounds:            "Mutant2 Squash"
  4821.     +State:                 "stand"                  "mnt2_stand.mvf"
  4822.    +State:                 "walk"                   "mnt2_walk.mvf"
  4823.         +Footstep Trigger:    3    12
  4824.    +State:                 "run"                    "mnt2_run.mvf"
  4825.         +Footstep Trigger:    4    14
  4826.     +State:                 "attack_stand"           "mnt2_attack_stand.mvf"   
  4827.    +State:                 "attack_walk"            "mnt2_walk.mvf"
  4828.         +Footstep Trigger:    3    12
  4829.    +State:                 "attack_run"             "mnt2_run.mvf"
  4830.         +Footstep Trigger:    4    14
  4831.     +Action:                "corpse_drop"            "mnt2_corpse_drop.mvf"    ""
  4832.     +Action:                "corpse_carry"           "mnt2_corpse_carry.mvf"   ""
  4833.     +Action:                "idle_1"                 "mnt2_idle.mvf"           "mutant2 idle"
  4834.       +Action:                "fire_stand"             "mnt2_attack.mvf"         "mutant2 attack"
  4835.     +Action:                "flinch_stand"           "mnt2_flinch_front.mvf"   "mutant hit front"
  4836.     +Action:                "flinch_attack_stand"    "mnt2_flinch_front.mvf"   "mutant hit front"
  4837.     +Action:                "flinch_chest"           "mnt2_flinch_front.mvf"   "mutant hit front"
  4838.     +Action:                "flinch_back"            "mnt2_flinch_back.mvf"    "mutant hit back"
  4839.     +Action:                "death_generic"          "mnt2_death.mvf"          "mutant2 death" 
  4840.     $Use:                    "none"
  4841.     $Collision Sphere:      "csphere_0" 0.5 0.5
  4842.     $Collision Sphere:      "csphere_1" 1.0 1.0
  4843.     $Collision Sphere:      "csphere_2" 2.0 2.0
  4844.     $Num Skins: 0
  4845.     $Body Temperature(F):    90.0
  4846.     $RFE Level1:                "Creatures"
  4847.  
  4848.  
  4849.  
  4850.     // ------------------------------------------------
  4851.     // Creatures - Passive
  4852.     // ------------------------------------------------
  4853.  
  4854.     $Name:                  "bat"
  4855.     $V3D Filename:          "bat1.vcm"
  4856.     $LOD Distances:            { 9 }
  4857.     $Movemode:              "hover"
  4858.     $Mass:                  0.5
  4859.     $Material:              "flesh"
  4860.     $Flags:                 ("fly" "ambient" "slippery")
  4861.     $Collision Radius:      0.1
  4862.     $Collision Damage Given:    0.0
  4863.     $FOV:                   180
  4864.     $Envirosuit:            0
  4865.     $Life:                  20
  4866.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4867.     $Max Vel:                   8.0
  4868.     $Acceleration:          20.0
  4869.     $Max Rot Vel:           10.0
  4870.     $Rot Acceleration:      20.0
  4871.     $Allowed Weapons:       ("")
  4872.     $Default Primary:       ""
  4873.     $Default Secondary:     ""
  4874.     $Attack Style:          "Stand_Ground"
  4875.     $Blind Pursuit Time:    5.0
  4876.     $FlySnd:                "Bat_Fly1.wav"            2.0 0.9
  4877.     $Min FlySnd Volume:        0.6
  4878.     $Low_Pain Sounds:       "Bat cry"
  4879.     $DeathSnd:              "Bat die"
  4880.     +State:                 "walk"                   "bat1_fly_slow.mvf"            
  4881.     +State:                 "run"                    "bat1_fly_slow.mvf"            
  4882.     +State:                 "stand"                  "bat1_fly_fast.mvf"            
  4883.     +Action:                "idle_1"                 "bat1_idle.mvf"            "bat idle"
  4884.     $Use:                   "none"
  4885.     $Num Skins: 0
  4886.     $RFE Level1:                "Creatures"
  4887.  
  4888. // ------------------------------------------------
  4889.  
  4890.     $Name:                  "fish"
  4891.     $V3D Filename:          "fish.vcm"
  4892.     $Movemode:              "swim"
  4893.     $Mass:                  1
  4894.     $Material:              "flesh"
  4895.     $Flags:                 ("ambient" "slippery")
  4896.     $Collision Radius:      0.15
  4897.     $Collision Damage Given:    0.0
  4898.     $FOV:                   180
  4899.     $Envirosuit:            0
  4900.     $Life:                  20
  4901.     $Damage Type Factor:        "armor piercing bullet"        1.5
  4902.     $Max Vel:                   8.0
  4903.     $Acceleration:          20.0
  4904.     $Max Rot Vel:           20.0
  4905.     $Rot Acceleration:      10.0
  4906.     $Allowed Weapons:       ("")
  4907.     $Default Primary:       ""
  4908.     $Default Secondary:     ""
  4909.     $Attack Style:          "Stand_Ground"
  4910.     $Blind Pursuit Time:    5.0
  4911.     $FlySnd:                ""
  4912.     $Min FlySnd Volume:        0.0
  4913.     $Low_Pain Sounds:       ""
  4914.     $DeathSnd:              ""
  4915.     $Explode Anim:          "fish_death"
  4916.     $Explode Anim Radius:   0.5
  4917.     +State:                 "swim_stand"                "fish_stand.mvf"
  4918.     +State:                 "swim_walk"                    "fish_swim_fast.mvf"
  4919.     +State:                 "walk"                        "fish_swim_slow.mvf"        
  4920.     +State:                 "run"                            "fish_swim_fast.mvf"        
  4921.     +State:                 "stand"                        "fish_stand.mvf"            
  4922.     $Use:                   "none"
  4923.     $Num Skins: 0
  4924.     $RFE Level1:                "Creatures"
  4925.  
  4926.  
  4927. // ------------------------------------------------
  4928. // Vehicles
  4929. // ------------------------------------------------
  4930.  
  4931.     $Name:                  "sub"
  4932.     $V3D Filename:          "Sub_Mini01.v3d"
  4933.     $Movemode:              "sub"
  4934.     $Mass:                  2500
  4935.     $Material:              "metal"
  4936.     $Flags:                 ("water_only" "sub")
  4937.     $Flags2:                ("collide_player" "collide_entity")
  4938.     $Collision Radius:      2.0
  4939.     $Collision Damage Given:    0.0
  4940.     $FOV:                   180
  4941.     $Envirosuit:             0
  4942.     $Life:                  700
  4943.     $Damage Type Factor:        "bash"                            0.0
  4944.     $Damage Type Factor:        "fire"                            0.0
  4945.     $Damage Type Factor:        "bullet"                            0.0
  4946.     $Damage Type Factor:        "armor piercing bullet"        0.5
  4947.     $Max Vel:                   6.0
  4948.        +slow factor:        0.25
  4949.     $Acceleration:          8.0
  4950.     $Max Rot Vel:           4.0
  4951.     $Rot Acceleration:      2.0
  4952.     $Allowed Weapons:       ("Torpedo")
  4953.     $Default Primary:       "Torpedo"
  4954.     $Default Secondary:     ""
  4955.    $Thruster VFX 1:        "Lil_RedEyeFlare.vfx"
  4956.    $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  4957.    $Thruster VFX 3:        "Lil_RedEyeFlare.vfx"
  4958.    $Thruster VFX 4:        "Lil_RedEyeFlare.vfx"
  4959.    $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  4960.     $Corona (Glare) 1:      "Sub Headlamp"         "headlamp"
  4961.     $Corona (Glare) 2:      "Sub Headlamp"         "headlamp"
  4962.     $Corona (Glare) 3:      "Sub Headlamp"         "headlamp"
  4963.     $Corona (Glare) 4:      "Sub Headlamp"         "headlamp"
  4964.     $Attack Style:          "None"
  4965.     $Blind Pursuit Time:    20.0
  4966.     $FlySnd:                "Sub_loop.wav"            10 0.9
  4967.     $Min FlySnd Volume:     0.6
  4968.     $Move Sound:            "Sub Move"
  4969.     $Engine Rev Fwd Sound:  "Sub Rev Forward"
  4970.     $Engine Rev Back Sound: "Sub Rev Backward"
  4971.     $AttachSnd:             "Sub Attach"
  4972.     $DetachSnd:             "Sub Detach"
  4973.     $Headlamp On Sound:        "Headlamp On"
  4974.     $Headlamp Off Sound:    "Headlamp Off"
  4975.     $Low_Pain Sounds:       "Sub Hit"
  4976.     $DeathSnd:              "Sub Explode"
  4977.     $Explode Anim:          "sub_explode"
  4978.     $Explode Anim Radius:   15.0
  4979.     $Use:                   "vehicle"
  4980.         +radius:             5
  4981.     $Collision Sphere:      "collision_0" 1.0 1.0
  4982.       +radius:              1.348
  4983.     $Collision Sphere:      "collision_1" 1.0 1.0
  4984.       +radius:              1.348
  4985.     $Collision Sphere:      "collision_2" 1.0 1.0
  4986.       +radius:              1.036
  4987.     $Collision Sphere:      "collision_3" 1.0 1.0
  4988.       +radius:              0.566
  4989.     $Collision Sphere:      "collision_4" 1.0 1.0
  4990.       +radius:              0.566
  4991.     $Collision Sphere:      "collision_5" 1.0 1.0
  4992.       +radius:              0.566
  4993.     $Collision Sphere:      "collision_6" 1.0 1.0
  4994.       +radius:              0.566
  4995.     $Num Skins: 0
  4996.     $Cockpit VFX:               "sub.vfx"
  4997.     $RFE Level1:                "Vehicles"
  4998.  
  4999.     // ----------------------------------------------------------------------------------
  5000.  
  5001.  
  5002.     $Name:                  "APC"
  5003.     $V3D Filename:          "APC.v3d"
  5004. //    $Corpse V3D Filename:   "APC_CORPSE.v3d"
  5005.     $Movemode:              "apc"
  5006.     $Mass:                  10000
  5007.     $Material:              "metal"
  5008.     $Flags:                 ("walk" "apc" "crusher" "collide_corpse")
  5009.     $Flags2:                ("collide_player" "collide_entity")
  5010.     $Collision Radius:      2.0
  5011.     $Collision Damage Given:    0.0
  5012.     $FOV:                   180
  5013.     $Envirosuit:             0
  5014.     $Life:                  5000
  5015.     $Damage Type Factor:        "bash"                            0.0
  5016.     $Damage Type Factor:        "bullet"                            0.1
  5017.     $Damage Type Factor:    "armor piercing bullet"    0.3
  5018.     $Damage Type Factor:        "fire"                            0.0
  5019.     $Damage Type Factor:        "energy"                            0.1
  5020.     $Min Relative Eye PHB:  <-20, 0, 0>
  5021.     $Max Relative Eye PHB:  <50, 0, 0>
  5022.     $Max Vel:                   6.5
  5023.        +slow factor:        0.25
  5024.     $Acceleration:          3.0
  5025.     $Max Rot Vel:           1.5
  5026.     $Rot Acceleration:      2
  5027.     $Allowed Weapons:       ("APC Minigun" "APC Rocket" "Vauss")
  5028.     $Default Primary:       "APC Minigun"
  5029.     $Default Secondary:     "APC Rocket"
  5030.    $Thruster VFX 1:        ""
  5031.    $Thruster VFX 2:        ""
  5032.    $Thruster VFX 3:        "Lil_RedEyeFlare.vfx"
  5033.    $Thruster VFX 4:        "Lil_RedEyeFlare.vfx"
  5034.    $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  5035.    $Thruster VFX 6:        "Lil_RedEyeFlare.vfx"
  5036.    $Thruster VFX 7:        "Lil_RedEyeFlare.vfx"
  5037.    $Thruster VFX 8:        "Lil_RedEyeFlare.vfx"
  5038.    $Thruster VFX 9:        "Lil_RedEyeFlare.vfx"
  5039.    $Thruster VFX 10:       "Lil_RedEyeFlare.vfx"
  5040.    $Thruster VFX 11:       "APC_BackLights.VFX"
  5041.    $Thruster VFX 12:       "Lil_RedEyeFlare.vfx"
  5042.    $Thruster VFX 13:       "Lil_RedEyeFlare.vfx"
  5043.    $Thruster VFX 14:       "Lil_RedEyeFlare.vfx"
  5044.    $Thruster VFX 15:       "Lil_RedEyeFlare.vfx"
  5045.    $Thruster VFX 16:       "APC_BackLights_2.VFX"
  5046.    $Corona (Glare) 1:      ""       ""
  5047.    $Corona (Glare) 2:      ""       ""
  5048.     $Attack Style:          "None"
  5049.     $Blind Pursuit Time:    60.0
  5050.     $FlySnd:                "APC_idle.wav"                        8 0.7
  5051.     $Min FlySnd Volume:     0.6
  5052.     $Move Sound:            "APC Move"
  5053.     $Engine Rev Fwd Sound:  "APC Rev Forward"
  5054.     $Engine Rev Back Sound: "APC Rev Backward"
  5055.     $AttachSnd:             "Sub Attach"
  5056.     $DetachSnd:             "Sub Detach"
  5057.     $Low_Pain Sounds:       "Hull Impact"
  5058.     $DeathSnd:              "Veh Death"
  5059.     $Explode Anim:          "explosion 1"
  5060.     $Explode Anim Radius:   7.0
  5061.     $Use:                   "vehicle"
  5062.         +radius:             8
  5063.     $Collision Sphere:      "csphere_01" 1    1    // front left
  5064.       +spring constant:    2.5
  5065.       +spring length:      0.25
  5066.     $Collision Sphere:      "csphere_03" 1    1    // back left
  5067.       +spring constant:    2.5
  5068.       +spring length:      0.25
  5069.     $Collision Sphere:      "csphere_04" 1    1    // front right
  5070.       +spring constant:    2.5
  5071.       +spring length:      0.25
  5072.     $Collision Sphere:      "csphere_06" 1    1    // back right
  5073.       +spring constant:    2.5
  5074.       +spring length:      0.25
  5075.     $Num Skins: 0
  5076.     $Cockpit VFX:            "APC.vfx"
  5077.     $RFE Level1:                "Vehicles"
  5078.  
  5079.  
  5080.     // ----------------------------------------------------------------------------------
  5081.  
  5082.  
  5083.     $Name:                  "Jeep01"
  5084.     $V3D Filename:          "Jeep01.v3d"
  5085. //    $Corpse V3D Filename:   "JEEP_CORPSE.v3d"
  5086.     $Movemode:              "apc"
  5087.     $Mass:                  1500
  5088.     $Material:              "metal"
  5089.     $Flags:                 ("walk" "jeep" "crusher" "collide_corpse")
  5090.     $Flags2:                ("collide_player" "collide_entity")
  5091.     $Collision Radius:      2.0
  5092.     $Collision Damage Given:    0.0
  5093.     $FOV:                   180
  5094.     $Envirosuit:             0
  5095.     $Life:                  400
  5096.     $Damage Type Factor:        "bash"                            0.0
  5097.     $Damage Type Factor:        "bullet"                            0.1
  5098.     $Damage Type Factor:    "armor piercing bullet"    0.2
  5099.     $Damage Type Factor:        "fire"                            0.0
  5100.     $Damage Type Factor:        "energy"                            0.1
  5101.     $Min Relative Eye PHB:  <0, 0, 0>
  5102.     $Max Relative Eye PHB:  <0, 0, 0>
  5103.     $Max Vel:                   7.0
  5104.     $Acceleration:          4.5
  5105.     $Max Rot Vel:           3
  5106.     $Rot Acceleration:      4
  5107.     $Allowed Weapons:       ("Jeep Gun")
  5108.     $Default Primary:       "Jeep Gun"
  5109.     $Default Secondary:     ""
  5110.     $Thruster VFX 1:        "Lil_RedEyeFlare.vfx"
  5111.    $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  5112.    $Corona (Glare) 1:      "TestGlare03_novolume"         "headlamp"
  5113.    $Corona (Glare) 2:      "TestGlare03_novolume"         "headlamp"
  5114.     $Attack Style:          "None"
  5115.     $Blind Pursuit Time:    5.0
  5116.     $FlySnd:                "Jeep_idle.wav"                6 0.8
  5117.     $Min FlySnd Volume:     0.6
  5118.     $Move Sound:            "Jeep Move"
  5119.     $Engine Rev Fwd Sound:  "Jeep Rev Forward"
  5120.     $Engine Rev Back Sound: "Jeep Rev Backward"
  5121.     $AttachSnd:             "Sub Attach"
  5122.     $DetachSnd:             "Sub Detach"
  5123.     $Low_Pain Sounds:       "Hull Impact"
  5124.     $DeathSnd:              "Veh Death"
  5125.     $Explode Anim:          "explosion 1"
  5126.     $Explode Anim Radius:   4.0
  5127.     $Use:                   "vehicle"
  5128.         +radius:             5
  5129.     $Collision Sphere:      "csphere01" 1 1    // front left
  5130.       +spring constant:    1.65
  5131.       +spring length:      0.25
  5132.     $Collision Sphere:      "csphere02" 1 1    // back right
  5133.       +spring constant:    3.3
  5134.       +spring length:      0.25
  5135.     $Collision Sphere:      "csphere05" 1 1    // back left
  5136.       +spring constant:    3.3
  5137.       +spring length:      0.25
  5138.     $Collision Sphere:      "csphere06" 1 1    // front right
  5139.       +spring constant:    1.65
  5140.       +spring length:      0.25
  5141.     $Num Skins: 0
  5142.     $Cockpit VFX:               "jeep.vfx"
  5143.     $RFE Level1:                "Vehicles"
  5144.  
  5145.  
  5146.     // ----------------------------------------------------------------------------------
  5147.  
  5148.  
  5149.     $Name:                  "Fighter01"
  5150.     $V3D Filename:          "Fighter01.v3d"
  5151.     $Movemode:              "fighter"
  5152.     $Mass:                  1500
  5153.     $Material:              "metal"
  5154.     $Flags:                 ("fly" "fighter" "crusher")
  5155.     $Flags2:                ("collide_player" "collide_entity")
  5156.     $Collision Radius:      2.0
  5157.     $Collision Damage Given:    0.0
  5158.     $Movement Radius:            2.0
  5159.     $FOV:                   180
  5160.     $Envirosuit:             0
  5161.     $Life:                  900
  5162.     $Damage Type Factor:        "bash"                            0.0
  5163.     $Damage Type Factor:        "bullet"                            0.0
  5164.     $Damage Type Factor:        "armor piercing bullet"        0.3
  5165.     $Damage Type Factor:        "explosive"                    0.5
  5166.     $Min Relative Eye PHB:  <-70, 0, 0>
  5167.     $Max Relative Eye PHB:  <70, 0, 0>
  5168.     $Max Vel:                   20.0
  5169.        +slow factor:        0.25
  5170.     $Acceleration:          10.0
  5171.     $Max Rot Vel:           4.0
  5172.     $Rot Acceleration:      4.0
  5173.     $Allowed Weapons:       ("Fighter Minigun" "Fighter Rocket")
  5174.     $Default Primary:       "Fighter Minigun"
  5175.     $Default Secondary:     "Fighter Rocket"
  5176.    $Thruster VFX 1:        "Lil_RedEyeFlare.vfx"
  5177.    $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  5178.    $Thruster VFX 3:        "Lil_RedEyeFlare.vfx"
  5179.     $Thruster VFX 4:        "Lil_RedEyeFlare.vfx"
  5180.     $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  5181.     $Thruster VFX 6:        "Lil_RedEyeFlare.vfx"
  5182.     $Corona (Glare) 1:        "TestGlare03"                "headlamp"
  5183.       $Corona (Glare) 2:        "TestGlare03"                "headlamp"
  5184.     $Corona (Glare) 3:      "FighterEngine01_NoVolume"   ""
  5185.     $Corona (Glare) 4:      "FighterEngine01"            ""
  5186.     $Corona (Glare) 5:      "FighterEngine01_NoVolume"   ""
  5187.     $Corona (Glare) 6:      "FighterEngine01"            ""
  5188.     $Attack Style:          "Direct"
  5189.     $Blind Pursuit Time:    50.0
  5190.     $FlySnd:                "Fighter_idle.wav"                8 0.7
  5191.     $Min FlySnd Volume:     0.6
  5192.     $Move Sound:            "Fighter Move"
  5193.     $Engine Rev Fwd Sound:  "Fighter Rev Forward"
  5194.     $Engine Rev Back Sound: "Fighter Rev Backward"
  5195.     $AttachSnd:             "Sub Attach"
  5196.     $DetachSnd:             "Sub Detach"
  5197.     $Low_Pain Sounds:       "Hull Impact"
  5198.     $DeathSnd:              "Veh Death"
  5199.     $Explode Anim:          "explosion 1"
  5200.     $Explode Anim Radius:   5.0
  5201.         //MDR
  5202.     $emitter:                   "fighter engine steam left"
  5203.     $emitter:                   "fighter engine steam right"
  5204.     $Use:                   "vehicle"
  5205.         +radius:             5
  5206.     $Num Skins: 0
  5207.     $Cockpit VFX:               "fighter01.vfx"
  5208.     $RFE Level1:                "Vehicles"
  5209.  
  5210.  
  5211.     // ----------------------------------------------------------------------------------
  5212.  
  5213.  
  5214.     $Name:                  "masako_fighter"
  5215.     $V3D Filename:          "Fighter02.v3d"
  5216.     $Movemode:              "fighter"
  5217.     $Mass:                  1500
  5218.     $Material:              "metal"
  5219.     $Flags:                 ("fly" "fighter" "crusher")
  5220.     $Flags2:                ("collide_player" "collide_entity")
  5221.     $Collision Radius:      2.0
  5222.     $Collision Damage Given:    0.0
  5223.     $Movement Radius:            2.0
  5224.     $FOV:                   360
  5225.     $Envirosuit:             0
  5226.     $Life:                  3000
  5227.     $Damage Type Factor:        "bash"                            0.0
  5228.     $Damage Type Factor:        "bullet"                            0.0
  5229.     $Damage Type Factor:        "armor piercing bullet"        0.5
  5230.     $Damage Type Factor:        "energy"                       0.1
  5231.     $Min Relative Eye PHB:  <-70, 0, 0>
  5232.     $Max Relative Eye PHB:  <70, 0, 0>
  5233.     $Max Vel:                   20.0
  5234.        +slow factor:        0.25
  5235.     $Acceleration:          10.0
  5236.     $Max Rot Vel:           4.0
  5237.     $Rot Acceleration:      4.0
  5238.     $Allowed Weapons:       ("Fighter Minigun" "Fighter Rocket")
  5239.     $Default Primary:       "Fighter Minigun"
  5240.     $Default Secondary:     "Fighter Rocket"
  5241.    $Thruster VFX 1:        "Lil_RedEyeFlare.vfx"
  5242.    $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  5243.    $Thruster VFX 3:        "Lil_RedEyeFlare.vfx"
  5244.     $Thruster VFX 4:        "Lil_RedEyeFlare.vfx"
  5245.     $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  5246.     $Thruster VFX 6:        "Lil_RedEyeFlare.vfx"
  5247.     $Corona (Glare) 1:        "TestGlare03"                "headlamp"
  5248.       $Corona (Glare) 2:        "TestGlare03"                "headlamp"
  5249.     $Corona (Glare) 3:      "FighterEngine01_NoVolume"   ""
  5250.     $Corona (Glare) 4:      "FighterEngine01"            ""
  5251.     $Corona (Glare) 5:      "FighterEngine01_NoVolume"   ""
  5252.     $Corona (Glare) 6:      "FighterEngine01"            ""
  5253.     $Attack Style:          "Direct"
  5254.     $Blind Pursuit Time:    50.0
  5255.     $FlySnd:                "Fighter_idle.wav"                8 0.8
  5256.     $Min FlySnd Volume:     0.6
  5257.     $Move Sound:            "Fighter Move"
  5258.     $Engine Rev Fwd Sound:  "Fighter Rev Forward"
  5259.     $Engine Rev Back Sound: "Fighter Rev Backward"
  5260.     $AttachSnd:             "Sub Attach"
  5261.     $DetachSnd:             "Sub Detach"
  5262.     $Low_Pain Sounds:       "Hull Impact"
  5263.     $DeathSnd:              "Veh Death"
  5264.     $Explode Anim:          "drone explode"
  5265.     $Explode Anim Radius:   12.0
  5266.         //MDR
  5267.     $emitter:                   "fighter engine steam left"
  5268.     $emitter:                   "fighter engine steam right"
  5269.     $Use:                   "vehicle"
  5270.         +radius:             5
  5271.     $Num Skins: 0
  5272.     $Cockpit VFX:               "fighter01.vfx"
  5273.     $RFE Level1:                "Vehicles"
  5274.  
  5275.  
  5276.     // ----------------------------------------------------------------------------------
  5277.  
  5278.  
  5279.     $Name:                  "Shuttle"
  5280.     $V3D Filename:          "shuttle_3rd.V3D"
  5281.     $Movemode:              "fighter"
  5282.     $Mass:                  1500
  5283.     $Material:              "metal"
  5284.     $Flags:                 ("fly" "fighter" "crusher")
  5285.     $Collision Radius:      2.0
  5286.     $Collision Damage Given:    0.0
  5287.     $FOV:                   180
  5288.     $Envirosuit:             0
  5289.     $Life:                  900
  5290.     $Damage Type Factor:        "bash"                            0.0
  5291.     $Damage Type Factor:        "bullet"                            0.0
  5292.     $Damage Type Factor:        "armor piercing bullet"        0.1
  5293.     $Min Relative Eye PHB:  <-70, 0, 0>
  5294.     $Max Relative Eye PHB:  <70, 0, 0>
  5295.     $Max Vel:                   20.0
  5296.        +slow factor:        0.25
  5297.     $Acceleration:          10.0
  5298.     $Max Rot Vel:           4.0
  5299.     $Rot Acceleration:      6.0
  5300.     $Allowed Weapons:       ("Fighter Minigun" "Fighter Rocket")
  5301.     $Default Primary:       "Fighter Minigun"
  5302.     $Default Secondary:     "Fighter Rocket"
  5303.    $Thruster VFX 1:        "Lil_RedEyeFlare.vfx"
  5304.    $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  5305.    $Thruster VFX 3:        "Lil_RedEyeFlare.vfx"
  5306.     $Thruster VFX 4:        "Lil_RedEyeFlare.vfx"
  5307.     $Thruster VFX 5:        "Lil_RedEyeFlare.vfx"
  5308.     $Thruster VFX 6:        "Lil_RedEyeFlare.vfx"
  5309.     $Attack Style:          "None"
  5310.     $Blind Pursuit Time:    50.0
  5311.     $FlySnd:                ""
  5312.     $Min FlySnd Volume:     0.6
  5313.     $Move Sound:            "Fighter Move"
  5314.     $Engine Rev Fwd Sound:  "Fighter Rev Forward"
  5315.     $Engine Rev Back Sound: "Fighter Rev Backward"
  5316.     $AttachSnd:             "Sub Attach"
  5317.     $DetachSnd:             "Sub Detach"
  5318.     $Low_Pain Sounds:       "Hull Impact"
  5319.     $DeathSnd:              "Veh Death"
  5320.     $Explode Anim:          "explosion 1"
  5321.     $Explode Anim Radius:   4.0
  5322.     $Use:                   "vehicle"
  5323.         +radius:             5
  5324.     $Num Skins: 0
  5325.     $Cockpit VFX:               "fighter01.vfx"
  5326.     $RFE Level1:                "Vehicles"
  5327.  
  5328.  
  5329.     // ----------------------------------------------------------------------------------
  5330.  
  5331.  
  5332.     $Name:                  "Driller01"
  5333.     $V3D Filename:          "Driller01.v3d"
  5334. //    $Corpse V3D Filename:   "DRILL_CORPSE.v3d"
  5335. //    $Corpse Emitter:        "turret smoke"
  5336. //    $Corpse Emitter Lifetime: 15.0
  5337.     $Movemode:              "apc"
  5338.     $Mass:                  15000
  5339.     $Material:              "metal"
  5340.     $Flags:                 ("walk" "holds_weapons" "driller" "crusher" "collide_corpse")
  5341.     $Flags2:                ("collide_player" "collide_entity")
  5342.     $Collision Radius:      1.0
  5343.     $Collision Damage Given:    0.0
  5344.     $FOV:                   180
  5345.     $Envirosuit:             0
  5346.     $Life:                  900
  5347.     $Damage Type Factor:        "bash"                            0.0
  5348.     $Damage Type Factor:        "bullet"                            0.0
  5349.     $Damage Type Factor:        "armor piercing bullet"        0.1
  5350.     $Min Relative Eye PHB:  <0, 0, 0>
  5351.     $Max Relative Eye PHB:  <0, 0, 0>
  5352.     $Max Vel:                   6.0
  5353.     $Acceleration:          3.0
  5354.     $Max Rot Vel:           1.2
  5355.     $Rot Acceleration:      2
  5356.     $Allowed Weapons:       ("Drill")
  5357.     $Default Primary:       "Drill"
  5358.     $Default Secondary:     ""
  5359.    $Thruster VFX 1:        "Driller_SoftGlow03.VFX"
  5360.    $Thruster VFX 2:        "Driller_SoftGlow01.VFX"
  5361.    $Thruster VFX 3:        "Driller_SoftGlow01.VFX"
  5362.     $Thruster VFX 4:        "Driller_SoftGlow01.VFX"
  5363.     $Thruster VFX 5:        "Driller_SoftGlow02.VFX"
  5364.     $Thruster VFX 6:        "Driller_SoftGlow03.VFX"
  5365.     $Thruster VFX 7:        "Driller_SoftGlow02.VFX"
  5366.     $Thruster VFX 8:        "Driller_SoftGlow02.VFX"
  5367.     $Thruster VFX 9:        "Driller_SoftGlow02.VFX"
  5368.     $Thruster VFX 10:       "Driller_SoftGlow02.VFX"
  5369.    $Thruster VFX 11:       "Driller_SoftGlow02.VFX"
  5370.     $Thruster VFX 12:       "Driller_SoftGlow01.VFX"
  5371.     $Thruster VFX 13:       "Driller_SoftGlow01.VFX"
  5372.     $Thruster VFX 14:       "Driller_SoftGlow01.VFX"
  5373.     $Thruster VFX 15:       "Driller_SoftGlow03.VFX"
  5374.     $Thruster VFX 16:       "Driller_SoftGlow03.VFX"
  5375.     $Thruster VFX 17:       "Driller_SoftGlow03.VFX"
  5376.     $Thruster VFX 18:       "Driller_SoftGlow01.VFX"
  5377.     $Thruster VFX 19:       "Driller_SoftGlow01.VFX"
  5378.     $Corona (Glare) 1:        "TestGlare01"             ""
  5379.       $Corona (Glare) 2:       "TestGlare01"             ""
  5380.     $Attack Style:          "None"
  5381.     $Blind Pursuit Time:    5.0
  5382.     $FlySnd:                "Driller_idle.wav"            8 0.7
  5383.     $Min FlySnd Volume:     0.6
  5384.     $Move Sound:            "Driller Move"
  5385.     $Engine Rev Fwd Sound:  "Driller Rev Forward"
  5386.     $Engine Rev Back Sound: "Driller Rev Backward"
  5387.     $AttachSnd:             "Sub Attach"
  5388.     $DetachSnd:             "Sub Detach"
  5389.     $Low_Pain Sounds:        "Hull Impact"
  5390.     $DeathSnd:              "Veh Death"
  5391.     $Explode Anim:          "explosion 1"
  5392.     $Explode Anim Radius:   8.0
  5393.     $Use:                   "vehicle"
  5394.         +radius:             10
  5395.     $Collision Sphere:      "csphere_01" 1.0 1.0    // front left
  5396.       +spring constant:    3
  5397.       +spring length:      0.25
  5398.     $Collision Sphere:      "csphere_02" 1.0 1.0    // mid left
  5399.       +spring constant:    1
  5400.       +spring length:      0.25
  5401.     $Collision Sphere:      "csphere_03" 1.0 1.0    // back left
  5402.       +spring constant:    1.8
  5403.       +spring length:      0.25
  5404.     $Collision Sphere:      "csphere_04" 1.0 1.0    // front right
  5405.       +spring constant:    3
  5406.       +spring length:      0.25
  5407.     $Collision Sphere:      "csphere_05" 1.0 1.0    // mid right
  5408.       +spring constant:    1
  5409.       +spring length:      0.25
  5410.     $Collision Sphere:      "csphere_06" 1.0 1.0    // back right
  5411.       +spring constant:    1.8
  5412.       +spring length:      0.25
  5413.     $Num Skins: 0
  5414.     $Cockpit VFX:            "driller01.vfx"
  5415.     $RFE Level1:                "Vehicles"
  5416.  
  5417.     // ----------------------------------------------------------------------------------
  5418.  
  5419.    $Name:                  "camera2"
  5420.     $V3D Filename:          "camera1.V3D"
  5421. //    $Debris Filename:       "camera_debris.v3d"
  5422.     $Movemode:              "fighter"
  5423.     $Mass:                  50
  5424.     $Material:              "metal"
  5425.     $Flags:                 ("fly" "is_camera")
  5426.     $Collision Radius:      0.5
  5427.     $Collision Damage Given:    0.0
  5428.     $FOV:                   120
  5429.     $Envirosuit:             0
  5430.     $Life:                  10
  5431.     $Max Vel:                   0.0
  5432.     $Acceleration:          0.0
  5433.     $Max Rot Vel:           0.3
  5434.     $Rot Acceleration:      0.3
  5435.     $Allowed Weapons:       ()
  5436.     $Default Primary:       ""
  5437.     $Default Secondary:     ""
  5438.     $Attack Style:          "Evasive"
  5439.     $Blind Pursuit Time:    5.0
  5440.     $Persona:               "security camera a"
  5441.     $FlySnd:                ""
  5442.     $Min FlySnd Volume:     0.3
  5443.     $Low_Pain Sounds:           ""
  5444.     $DeathSnd:              "Monitor Break"
  5445.     $Explode Anim:          "yellboom_metal"
  5446.     $Explode Anim Radius:   .4
  5447.     $Use:                   "none"
  5448.     $Num Skins: 0
  5449.     $RFE Level1:            "Robots"
  5450.  
  5451.     // ----------------------------------------------------------------------------------
  5452.  
  5453. // ------------------------------------------------
  5454. // Miscellaneous
  5455. // ------------------------------------------------
  5456.  
  5457.     $Name:                  "Freelook camera"
  5458.     $V3D Filename:          ""
  5459.     $Movemode:              "freelookcam"
  5460.     $Mass:                  30
  5461.     $Material:              "default"
  5462.     $Flags:                 ()
  5463.     $Collision Radius:      0.5
  5464.     $Collision Damage Given: 0.0
  5465.     $FOV:                   90
  5466.     $Envirosuit:            0
  5467.     $Life:                  1
  5468.     $Min Relative Eye PHB:  <-90,0,0>
  5469.     $Max Relative Eye PHB:  <90,0,0>
  5470.     $Max Vel:                   10.0
  5471.     $Acceleration:          10.0
  5472.     $Max Rot Vel:           6.0
  5473.     $Rot Acceleration:      6.0
  5474.     $Allowed Weapons:       ()
  5475.     $Default Primary:       ""
  5476.     $Default Secondary:     ""
  5477.     $Attack Style:          "none"
  5478.     $Blind Pursuit Time:    5.0
  5479.     $FlySnd:                ""
  5480.     $Min FlySnd Volume:     0.6
  5481.     $Explode Anim:          ""
  5482.     $Explode Anim Radius:   0
  5483.     $Use:                   "none"
  5484.     $Num Skins:             0
  5485.     $RFE Level1:                "Ignore"
  5486.  
  5487.  
  5488.  
  5489. // ------------------------------------------------
  5490. // Multiplayer models - the only really important thing here is the animations (for now) and the mesh name
  5491. // ------------------------------------------------
  5492.  
  5493.     $Name:                  "multi_female"
  5494.     $V3D Filename:          "nurse1.vcm"
  5495.     $LOD Distances:            { 6 9 }
  5496.     $Movemode:              "run"
  5497.     $Mass:                  100
  5498.     $Material:              "flesh"
  5499.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery")
  5500.     $Flags2:                ("collide_player")
  5501.     $Collision Radius:      0.90
  5502.     $Collision Damage Given:    10.0
  5503.     $Movement Radius:        0.5
  5504.     $FOV:                   180
  5505.     $Envirosuit:            200
  5506.     $Life:                  100
  5507.     $Damage Type Factor:    "armor piercing bullet"        1.5
  5508.     $Max Vel:                6.0
  5509.        +slow factor:        0.5
  5510.        +fast factor:        1.5
  5511.     $Acceleration:          20.0
  5512.     $Max Rot Vel:           3.0
  5513.     $Rot Acceleration:      2.0
  5514.     $Allowed Weapons:       ("12mm handgun" "Sniper Rifle" "Rocket Launcher" "Riot Stick" "Shotgun" "Grenade" "Riot Shield" "Flamethrower" "heavy_machine_gun" "rail_gun" "scope_assault_rifle" "shoulder_cannon")
  5515.     $Default Primary:       "12mm handgun"
  5516.     $Default Secondary:     ""
  5517.     $Attack Style:          "Direct"
  5518.     $Blind Pursuit Time:    5.0
  5519.     $Persona:                "empty"
  5520.     $FlySnd:                ""
  5521.     $Min FlySnd Volume:     0.6
  5522.     $Footstep Sound:        "Default Footstep"
  5523.     $Footstep Sound:        "Rock Footstep"
  5524.     $Footstep Sound:        "Metal Footstep"
  5525.     $Footstep Sound:        "Solid Footstep"
  5526.     $Footstep Sound:        "Water Footstep"
  5527.     $Footstep Sound:        "Ice Footstep"
  5528.     $Climb Footstep Sounds: "Default Climb"
  5529.     $Climb Footstep Sounds:    "Ladder Climb"
  5530.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  5531.     $LandSnd:               "Default Land"
  5532.     $LandSnd:               "Metal Land"
  5533.     $LandSnd:               "Solid Land"
  5534.     $LandSnd:               "Water Land"
  5535.     $Impact Death Sound:    "Impact Death"
  5536.     $JumpSnd:               "Jump"
  5537.     $Headlamp On Sound:        "Headlamp On"
  5538.     $Headlamp Off Sound:    "Headlamp Off"
  5539.     $Low_Pain Sounds:       "Eos Small Pain"
  5540.     $Med_Pain Sounds:       "Eos Large Pain"
  5541.  
  5542.     +State:                 "stand"                     "mnr3f_12mm_stand.mvf"
  5543.     +State:                 "walk"                   "admin_fem_walk.mvf"
  5544.         +Footstep Trigger:    5    19
  5545.     +State:                 "run"                    "admin_fem_run.mvf"
  5546.         +Footstep Trigger:      6    15
  5547.  
  5548.     +State:                 "attack_stand"           "mnr3f_12mm_stand.mvf"
  5549.     +State:                 "attack_walk"            "mnr3f_12mm_walk.mvf"
  5550.         +Footstep Trigger:    5    19
  5551.     +State:                 "attack_run"             "mnr3f_12mm_run.mvf"
  5552.         +Footstep Trigger:      6    15
  5553.  
  5554.     +State:                 "freefall"               "ADFM_freefall.mvf"
  5555.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  5556.     +State:                 "swim_stand"             "mnr3f_swim_stand.mvf"
  5557.     +State:                 "swim_walk"              "mnr3f_swim_walk.mvf"
  5558.     +State:                 "attack_crouch"          "mnr3f_12mm_crouch.mvf"
  5559.     +State:                 "attack_crouch_walk"     "mnr3f_12mm_crouch_walk.mvf"
  5560.  
  5561.     +Action:                "reload"                 "mnr3f_12mm_reload.mvf"                     "Ultor Reload"
  5562.     +Action:                "fire_stand"             "mnr3f_12mm_fire.mvf"                       ""
  5563.     +Action:                "fire_crouch"            "mnr3f_12mm_fire.mvf"                       ""
  5564.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                     ""
  5565.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                      ""
  5566.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"                  ""
  5567.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"                 ""
  5568.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                    "Human Death Generic 1"
  5569.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"             "Human Death Blast Forward 1"
  5570.     +Action:                "death_blast_backward"   "ADFM_death_blast_backwards.mvf"            "Human Death Blast Backward 1"
  5571.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"              "Human Death Head Forward 1"
  5572.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"             "Human Death Head Backward 1"
  5573.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                    "Human Death Generic 1"
  5574.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"             "Human Death Chest Forward 1"
  5575.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"            "Human Death Chest Backward 1"
  5576.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                    "Human Death Generic 1"
  5577.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                   "Human Death Left 1"
  5578.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                     "Human Death Crouch 1"
  5579.  
  5580.         +Weapon Specific: "12mm Handgun"
  5581.     +Spine Adjustment: -20.0
  5582.  
  5583.         +Weapon Specific: "Machine Pistol"
  5584.     +Spine Adjustment: -15.0
  5585.     +State:                 "attack_stand"           "mnrf_mp_attack_stand.mvf"
  5586.     +State:                 "attack_walk"            "mnrf_mp_walk.mvf"
  5587.     +State:                 "attack_run"             "mnrf_mp_run.mvf"
  5588.     +State:                 "attack_crouch"          "mnrf_mp_attack_crouch.mvf"
  5589.     +Action:                "reload"                 "mnrf_mp_reload.mvf"                        "Ultor Reload"
  5590.     +Action:                "fire_stand"             "mnrf_mp_stand_fire.mvf"                    ""
  5591.     +Action:                "fire_crouch"            "mnrf_mp_crouch_fire.mvf"                   ""
  5592.  
  5593.         +Weapon Specific: "Riot Stick"
  5594.     +Spine Adjustment: -25.0
  5595.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  5596.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  5597.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  5598.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  5599.     +Action:                "reload"                 "mnrf_rs_reload.mvf"                        "Ultor Reload"
  5600.     +Action:                "fire_stand"             "mnrf_rs_attack.mvf"                        ""
  5601.     +Action:                "alt_fire_stand"         "mnrf_rs_taser.mvf"                         ""
  5602.     +Action:                "fire_crouch"            "mnrf_rs_crouch_attack.mvf"                 ""
  5603.     +Action:                "fire_crouch2"           "mnrf_rs_taser_crouch.mvf"                  ""
  5604.  
  5605.         +Weapon Specific: "Rocket Launcher"
  5606.     +Spine Adjustment: -10.0
  5607.     +State:                 "attack_stand"           "mnr3f_RL_stand.mvf"
  5608.     +State:                 "attack_walk"            "mnr3f_RL_walk.mvf"
  5609.     +State:                 "attack_run"             "mnr3f_RL_run.mvf"
  5610.     +State:                 "attack_crouch"          "mnr3f_RL_crouch.mvf"
  5611.     +State:                 "attack_crouch_walk"     "mnr3f_RL_crouch_walk.mvf"
  5612.     +Action:                "reload"                 "mnr3f_RL_reload.mvf"                        "Ultor Reload"
  5613.     +Action:                "fire_stand"             "mnr3f_RL_fire.mvf"                          ""
  5614.     +Action:                "fire_crouch"            "mnr3f_RL_fire.mvf"                          ""
  5615.  
  5616.         +Weapon Specific: "Shotgun"
  5617.     +Spine Adjustment: -15.0
  5618.     +State:                 "attack_stand"           "mnrf_sg_attack_stand.mvf"
  5619.     +State:                 "attack_walk"            "mnrf_sg_walk.mvf"
  5620.     +State:                 "attack_run"             "mnrf_sg_run.mvf"
  5621.     +State:                 "attack_crouch"          "mnrf_sg_attack_crouch.mvf"
  5622.     +State:                 "attack_crouch_walk"     "mnr3f_SG_crouch_walk.mvf"
  5623.     +Action:                "reload"                 "mnrf_sg_reload.mvf"                         "Ultor Reload"
  5624.     +Action:                "fire_stand"             "mnrf_sg_fire_pump.mvf"                      ""
  5625.     +Action:                "alt_fire_stand"         "mnrf_sg_fire_auto.mvf"                      ""
  5626.     +Action:                "fire_crouch"            "mnrf_sg_crouch_fire_pump.mvf"               ""
  5627.     +Action:                "fire_crouch2"           "mnrf_sg_crouch_fire_auto.mvf"               ""
  5628.  
  5629.         +Weapon Specific: "Assault Rifle"
  5630.     +Spine Adjustment: -35.0
  5631.     +State:                 "attack_stand"           "mnr3f_AR_stand.mvf"
  5632.     +State:                 "attack_walk"            "mnr3f_AR_walk.mvf"
  5633.     +State:                 "attack_run"             "mnr3f_AR_run.mvf"
  5634.         +State:                 "attack_crouch"          "mnr3f_AR_crouch.mvf"
  5635.         +State:                 "attack_crouch_walk"     "mnr3f_AR_crouch_walk.mvf"
  5636.     +Action:                "reload"                 "mnr3f_AR_reload.mvf"                        "Ultor Reload"
  5637.     +Action:                "fire_stand"             "mnr3f_AR_fire.mvf"                          ""
  5638.     +Action:                "fire_crouch"            "mnr3f_AR_fire.mvf"                          ""
  5639.  
  5640.  
  5641.         +Weapon Specific: "Scope_Assault_Rifle"
  5642.     +Spine Adjustment: -10.0
  5643.     +State:                 "attack_stand"           "masa_sar_attack_stand.mvf"
  5644.     +State:                 "attack_walk"            "masa_sar_walk.mvf"
  5645.     +State:                 "attack_run"             "masa_sar_run.mvf"
  5646.     +State:                 "attack_crouch"          "masa_sar_attack_crouch.mvf"
  5647.     +State:                 "attack_crouch_walk"     "mnr3f_SR_crouch_walk.mvf"
  5648.     +Action:                "reload"                 "masa_sar_reload.mvf"                        "Ultor Reload"
  5649.     +Action:                "fire_stand"             "masa_sar_stand_fire.mvf"                    ""
  5650.     +Action:                "fire_crouch"            "masa_sar_crouch_fire.mvf"                   ""
  5651.  
  5652.         +Weapon Specific: "Sniper Rifle"
  5653.     +Spine Adjustment: -32.0
  5654.     +State:                 "attack_stand"           "mnr3f_SR_stand.mvf"
  5655.     +State:                 "attack_walk"            "mnr3f_SR_walk.mvf"
  5656.     +State:                 "attack_run"             "mnr3f_SR_run.mvf"
  5657.     +State:                 "attack_crouch"          "mnr3f_SR_crouch.mvf"
  5658.     +State:                 "attack_crouch_walk"     "mnr3f_SR_crouch_walk.mvf"
  5659.     +Action:                "reload"                 "mnr3f_SR_reload.mvf"                        "Ultor Reload"
  5660.     +Action:                "fire_stand"             "mnr3f_SR_fire.mvf"                          ""
  5661.     +Action:                "fire_crouch"            "mnr3f_SR_fire.mvf"                          ""
  5662.  
  5663.         +Weapon Specific: "Remote Charge"
  5664.     +Spine Adjustment: -25.0
  5665.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  5666.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  5667.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  5668.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  5669.     +State:                 "attack_crouch_walk"     "mnr3f_rs_crouch_walk.mvf"
  5670.     +Action:                "fire_stand"             "mnr3f_Rcharge_toss.mvf"                     ""
  5671.     +Action:                "fire_crouch"            "mnr3f_Rcharge_toss.mvf"                     ""
  5672.  
  5673.         +Weapon Specific: "Riot Shield"
  5674.     +Spine Adjustment: 0.0
  5675.     +State:                 "attack_stand"           "mnr3f_Rshield_stand.mvf"
  5676.     +State:                 "attack_walk"            "mnr3f_Rshield_walk.mvf"
  5677.     +State:                 "attack_run"             "mnr3f_Rshield_run.mvf"
  5678.     +State:                 "attack_crouch"          "mnr3f_Rshield_crouch.mvf"
  5679.     +State:                 "attack_crouch_walk"     "mnr3f_Rshield_crouch_walk.mvf"
  5680.     +Action:                "fire_stand"             "mnr3f_Rshield_fire.mvf"                     ""
  5681.     +Action:                "fire_crouch"            "mnr3f_Rshield_fire.mvf"                     ""
  5682.  
  5683.         +Weapon Specific: "heavy_machine_gun"
  5684.     +Spine Adjustment: -40.0
  5685.     +State:                 "attack_stand"           "mnr3f_Hmac_stand.mvf"
  5686.     +State:                 "attack_walk"            "mnr3f_Hmac_walk.mvf"
  5687.     +State:                 "attack_run"             "mnr3f_Hmac_run.mvf"
  5688.     +State:                 "attack_crouch"          "mnr3f_Hmac_crouch.mvf"
  5689.     +State:                 "attack_crouch_walk"     "mnr3f_Hmac_crouch_walk.mvf"
  5690.     +Action:                "reload"                 "mnr3f_Hmac_reload.mvf"                      "Ultor Reload"
  5691.     +Action:                "fire_stand"             "mnr3f_Hmac_fire.mvf"                        ""
  5692.     +Action:                "fire_crouch"            "mnr3f_Hmac_fire.mvf"                        ""
  5693.  
  5694.         +Weapon Specific: "shoulder_cannon"
  5695.     +Spine Adjustment: -20.0
  5696.     +State:                 "attack_stand"           "mnr3f_SMC_stand.mvf"
  5697.     +State:                 "attack_walk"            "mnr3f_SMC_walk.mvf"
  5698.     +State:                 "attack_run"             "mnr3f_SMC_run.mvf"
  5699.     +State:                 "attack_crouch"          "mnr3f_SMC_crouch.mvf"
  5700.     +State:                 "attack_crouch_walk"     "mnr3f_SMC_crouch_walk.mvf"
  5701.     +Action:                "fire_stand"             "mnr3f_SMC_fire.mvf"                         ""
  5702.     +Action:                "fire_crouch"            "mnr3f_SMC_fire.mvf"                         ""
  5703.  
  5704.         +Weapon Specific: "Rail_Gun"
  5705.     +Spine Adjustment: -15.0
  5706.     +State:                 "attack_stand"           "mnr3f_RR_stand.mvf"
  5707.     +State:                 "attack_walk"            "mnr3f_RR_walk.mvf"
  5708.     +State:                 "attack_run"             "mnr3f_RR_run.mvf"
  5709.     +State:                 "attack_crouch"          "mnr3f_RR_crouch.mvf"
  5710.     +State:                 "attack_crouch_walk"     "mnr3f_RR_crouch_walk.mvf"
  5711.     +Action:                "fire_stand"             "mnr3f_RR_fire.mvf"                          ""
  5712.     +Action:                "fire_crouch"            "mnr3f_RR_fire.mvf"                          ""
  5713.  
  5714.         +Weapon Specific: "Grenade"
  5715.     +Spine Adjustment: -25.0
  5716.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  5717.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  5718.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  5719.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  5720.     +State:                 "attack_crouch_walk"     "mnr3f_rs_crouch_walk.mvf"
  5721.     +Action:                "fire_stand"             "mnr3f_GRN_fire.mvf"                         ""
  5722.     +Action:                "alt_fire_stand"         "mnr3f_GRN_fire_ALT.mvf"                     ""
  5723.     +Action:                "fire_crouch"            "mnr3f_GRN_fire.mvf"                         ""
  5724.  
  5725.         +Weapon Specific: "Flamethrower"
  5726.     +Spine Adjustment: -30.0
  5727.     +State:                 "attack_stand"           "mnr3f_FT_stand.mvf"
  5728.     +State:                 "attack_walk"            "mnr3f_FT_walk.mvf"
  5729.     +State:                 "attack_run"             "mnr3f_FT_run.mvf"
  5730.     +State:                 "attack_crouch"          "mnr3f_FT_crouch.mvf"
  5731.     +State:                 "attack_crouch_walk"     "mnr3f_FT_crouch_walk.mvf"
  5732.     +Action:                "reload"                 "mnr3f_FT_reload.mvf"                        "Ultor Reload"               
  5733.     +Action:                "fire_stand"             "mnr3f_FT_fire.mvf"                          ""
  5734.     +Action:                "alt_fire_stand"         "mnr3f_FT_fire_ALT.mvf"                      ""
  5735.  
  5736.     $Use:                   "none"
  5737.     $Collision Sphere:      "csphere_0" 0.5 0.5
  5738.     $Collision Sphere:      "csphere_1" 1.0 1.0
  5739.     $Collision Sphere:      "csphere_2" 5.0 2.0
  5740.     $Num Skins: 2
  5741.     $Skin: "b"  ("nurse02_01.tga" "nurse02_02.tga" "nurse02_03b.tga" "nurse02_04.tga" "nurse02_01-mip2.tga" "nurse02_02-mip2.tga" "nurse01_03-mip2.tga" "nurse02_04-mip2.tga" "nurse02_01-mip3.tga" "nurse02_02-mip3.tga" "nurse01_03-mip3.tga" "nurse02_04-mip3.tga")
  5742.     $Skin: "c"  ("nurse02_01.tga" "nurse02_02.tga" "nurse02_03.tga" "nurse02_04b.tga" "nurse02_01-mip2.tga" "nurse02_02-mip2.tga" "nurse01_03-mip2.tga" "nurse02_04b-mip2.tga" "nurse02_01-mip3.tga" "nurse02_02-mip3.tga" "nurse01_03-mip3.tga" "nurse02_04b-mip3.tga")
  5743.     $Skin: "d"  ("nurse02_01.tga" "nurse02_02.tga" "nurse02_03.tga" "nurse02_04c.tga" "nurse02_01-mip2.tga" "nurse02_02-mip2.tga" "nurse01_03-mip2.tga" "nurse02_04c-mip2.tga" "nurse02_01-mip3.tga" "nurse02_02-mip3.tga" "nurse01_03-mip3.tga" "nurse02_04c-mip3.tga")
  5744.     $Skin: "e"  ("nurse01_01.tga" "nurse01_02.tga" "nurse01_03b.tga" "nurse01_04c.tga" "nurse01_01-mip2.tga" "nurse01_02-mip2.tga" "nurse01_03-mip2.tga" "nurse01_04c-mip2.tga" "nurse01_01-mip3.tga" "nurse01_02-mip3.tga" "nurse01_03-mip3.tga" "nurse01_04c-mip3.tga")
  5745.     $Skin: "f"  ("nurse01_01.tga" "nurse01_02.tga" "nurse01_03b.tga" "nurse01_04e.tga" "nurse01_01-mip2.tga" "nurse01_02-mip2.tga" "nurse01_03-mip2.tga" "nurse01_04e-mip2.tga" "nurse01_01-mip3.tga" "nurse01_02-mip3.tga" "nurse01_03-mip3.tga" "nurse01_04e-mip3.tga")
  5746.     $Body Temperature(F):    90.0
  5747.     $RFE Level1:                "Ultor"
  5748.  
  5749.  
  5750.  
  5751.     $Name:                  "multi_civilian"
  5752.     $V3D Filename:          "tech01.vcm"
  5753.     $LOD Distances:            { 6 9 }
  5754.     $Movemode:              "run"
  5755.     $Mass:                  100
  5756.     $Material:              "flesh"
  5757.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery")
  5758.     $Flags2:                ("collide_player")
  5759.     $Collision Radius:      0.90
  5760.     $Collision Damage Given:    10.0
  5761.     $Movement Radius:        0.5
  5762.     $FOV:                   180
  5763.     $Envirosuit:            200
  5764.     $Life:                  100
  5765.     $Damage Type Factor:    "armor piercing bullet"        1.5
  5766.     $Max Vel:                6.0
  5767.        +slow factor:        0.5
  5768.        +fast factor:        1.5
  5769.     $Acceleration:          20.0
  5770.     $Max Rot Vel:           3.0
  5771.     $Rot Acceleration:      2.0
  5772.     $Allowed Weapons:       ("12mm handgun" "Sniper Rifle" "Rocket Launcher" "Riot Stick" "Shotgun" "Grenade" "Riot Shield" "Flamethrower" "heavy_machine_gun" "rail_gun" "scope_assault_rifle" "shoulder_cannon")
  5773.     $Default Primary:       "12mm handgun"
  5774.     $Default Secondary:     ""
  5775.     $Attack Style:          "Direct"
  5776.     $Blind Pursuit Time:    5.0
  5777.     $Persona:                "empty"
  5778.     $FlySnd:                ""
  5779.     $Min FlySnd Volume:     0.6
  5780.     $Footstep Sound:        "Default Footstep"
  5781.     $Footstep Sound:        "Rock Footstep"
  5782.     $Footstep Sound:        "Metal Footstep"
  5783.     $Footstep Sound:        "Solid Footstep"
  5784.     $Footstep Sound:        "Water Footstep"
  5785.     $Footstep Sound:        "Ice Footstep"
  5786.     $Climb Footstep Sounds: "Default Climb"
  5787.     $Climb Footstep Sounds:    "Ladder Climb"
  5788.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  5789.     $LandSnd:               "Default Land"
  5790.     $LandSnd:               "Metal Land"
  5791.     $LandSnd:               "Solid Land"
  5792.     $LandSnd:               "Water Land"
  5793.     $Impact Death Sound:    "Impact Death"
  5794.     $JumpSnd:               "Jump"
  5795.     $Headlamp On Sound:        "Headlamp On"
  5796.     $Headlamp Off Sound:    "Headlamp Off"
  5797.     $Low_Pain Sounds:       "Eos Small Pain"
  5798.     $Med_Pain Sounds:       "Eos Large Pain"
  5799.  
  5800.     +State:                 "stand"                  "tech_12mm_stand.mvf"
  5801.     +State:                 "walk"                   "tech_12mm_walk.mvf"
  5802.         +Footstep Trigger:    5    19
  5803.     +State:                 "run"                    "tech_12mm_run.mvf"
  5804.         +Footstep Trigger:      6    15
  5805.  
  5806.     +State:                 "attack_stand"           "tech_12mm_stand.mvf"
  5807.     +State:                 "attack_walk"            "tech_12mm_walk.mvf"
  5808.         +Footstep Trigger:    5    19
  5809.     +State:                 "attack_run"             "tech_12mm_run.mvf"
  5810.         +Footstep Trigger:      6    15
  5811.  
  5812.     +State:                 "freefall"               "tech01_freefall.mvf"
  5813.     +State:                 "crouch"                 "tech_12mm_crouch.mvf"
  5814.     +State:                 "swim_stand"             "Tech_swim_stand.mvf"
  5815.     +State:                 "swim_walk"              "Tech_swim_walk.mvf"
  5816.     +State:                 "attack_crouch"          "tech_12mm_crouch.mvf"
  5817.     +State:                 "attack_crouch_walk"     "tech_12mm_crouch_walk.mvf"
  5818.     +Action:                "reload"                 "tech_12mm_reload.mvf"                      "Ultor Reload"
  5819.     +Action:                "fire_stand"             "tech_12mm_fire.mvf"                        ""
  5820.     +Action:                "fire_crouch"            "tech_12mm_fire.mvf"                        ""        
  5821.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                         ""
  5822.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                    ""
  5823.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                   ""
  5824.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                   ""
  5825.     +Action:                "death_generic"          "tech01_death_generic.mvf"                  "Human Death Generic 1"
  5826.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"                 "Human Death Blast Forward 1"
  5827.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                    "Human Death Blast Backward 1"
  5828.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"                "Human Death Head Forward 1"
  5829.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"                "Human Death Head Backward 1"
  5830.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"                  "Human Death Generic 1"
  5831.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"            "Human Death Chest Forward 1"
  5832.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"              "Tech1 Death Spin L"
  5833.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"                  "Human Death Generic 1"
  5834.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                    "Human Death Right 1"
  5835.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                   "Human Death Crouch 1"
  5836.  
  5837.         +Weapon Specific: "12mm Handgun"
  5838.     +Spine Adjustment: -29.0
  5839.  
  5840.         +Weapon Specific: "Machine Pistol"
  5841.     +Spine Adjustment: -20.0
  5842.     +State:                 "attack_stand"           "tech_mp_stand.mvf"
  5843.     +State:                 "attack_walk"            "tech_mp_walk.mvf"
  5844.     +State:                 "attack_run"             "tech_mp_run.mvf"
  5845.     +State:                 "attack_crouch"             "tech_mp_crouch.mvf"
  5846.     +State:                 "attack_crouch_walk"     "tech_mp_crouch_walk.mvf"
  5847.     +Action:                "reload"                 "tech_mp_reload.mvf"                        "Ultor Reload"
  5848.     +Action:                "fire_stand"             "tech_mp_fire.mvf"                          ""
  5849.     +Action:                "fire_crouch"            "tech_mp_fire.mvf"                          ""
  5850.  
  5851.         +Weapon Specific: "Riot Stick"
  5852.     +Spine Adjustment: -25.0
  5853.     +State:                 "attack_stand"           "tech_rs_stand.mvf"
  5854.     +State:                 "attack_walk"            "tech_rs_walk.mvf"
  5855.     +State:                 "attack_run"             "tech_rs_run.mvf"
  5856.     +State:                 "attack_crouch"             "tech_rs_crouch.mvf"
  5857.     +State:                 "attack_crouch_walk"     "tech_rs_crouch_walk.mvf"
  5858.     +Action:                "reload"                 "tech_rs_reload.mvf"                        "Ultor Reload"
  5859.     +Action:                "fire_stand"             "tech_rs_attack.mvf"                        ""
  5860.     +Action:                "alt_fire_stand"         "tech_rs_attack_alt.mvf"                    ""
  5861.     +Action:                "fire_crouch"            "tech_rs_attack.mvf"                        ""
  5862.     +Action:                "fire_crouch2"           "tech_rs_attack_alt.mvf"                    ""
  5863.  
  5864.         +Weapon Specific: "Shotgun"
  5865.     +Spine Adjustment: -40.0
  5866.     +State:                 "attack_stand"           "tech_sg_stand.mvf"
  5867.     +State:                 "attack_walk"            "tech_sg_walk.mvf"
  5868.     +State:                 "attack_run"             "tech_sg_run.mvf"
  5869.         +State:                 "attack_crouch"          "tech_sg_crouch.mvf"
  5870.         +State:                 "attack_crouch_walk"     "tech_sg_crouch_walk.mvf"
  5871.     +Action:                "reload"                 "tech_sg_reload.mvf"                        "Ultor Reload"
  5872.     +Action:                "fire_stand"             "tech_sg_fire.mvf"                          ""
  5873.     +Action:                "alt_fire_stand"         "tech_sg_fire_auto.mvf"                     ""
  5874.     +Action:                "fire_crouch"            "tech_sg_fire.mvf"                          ""
  5875.     +Action:                "fire_crouch2"           "tech_sg_fire_auto.mvf"                     ""
  5876.  
  5877.         +Weapon Specific: "Assault Rifle"
  5878.     +Spine Adjustment: -35.0
  5879.     +State:                 "attack_stand"           "tech_ar_stand.mvf"
  5880.     +State:                 "attack_walk"            "tech_ar_walk.mvf"
  5881.     +State:                 "attack_run"             "tech_ar_run.mvf"
  5882.         +State:                 "attack_crouch"          "tech_ar_crouch.mvf"
  5883.         +State:                 "attack_crouch_walk"     "tech_ar_crouch_walk.mvf"
  5884.     +Action:                "reload"                 "tech_ar_reload.mvf"                        "Ultor Reload"
  5885.     +Action:                "fire_stand"             "tech_ar_fire.mvf"                          ""
  5886.     +Action:                "fire_crouch"            "tech_ar_fire.mvf"                          ""
  5887.  
  5888.         +Weapon Specific: "Rocket Launcher"
  5889.     +Spine Adjustment: -35.0
  5890.     +State:                 "attack_stand"           "tech_RL_stand.mvf"
  5891.     +State:                 "attack_walk"            "tech_RL_walk.mvf"
  5892.     +State:                 "attack_run"             "tech_RL_run.mvf"
  5893.     +State:                 "attack_crouch"          "tech_RL_crouch.mvf"
  5894.     +State:                 "attack_crouch_walk"     "tech_RL_crouch_walk.mvf"
  5895.     +Action:                "reload"                 "tech_RL_reload.mvf"                        "Ultor Reload"
  5896.     +Action:                "fire_stand"             "tech_RL_fire.mvf"                          ""
  5897.     +Action:                "fire_crouch"            "tech_RL_fire.mvf"                          ""
  5898.  
  5899.         +Weapon Specific: "Scope_Assault_Rifle"
  5900.     +Spine Adjustment: -40.0
  5901.     +State:                 "attack_stand"           "tech_sar_stand.mvf"
  5902.     +State:                 "attack_walk"            "tech_sar_walk.mvf"
  5903.     +State:                 "attack_run"             "tech_sar_run.mvf"
  5904.     +State:                 "attack_crouch"          "tech_sar_crouch.mvf"
  5905.     +State:                 "attack_crouch_walk"     "tech_sar_crouch_walk.mvf"
  5906.     +Action:                "reload"                 "tech_sar_reload.mvf"                       "Ultor Reload"
  5907.     +Action:                "fire_stand"             "tech_sar_fire.mvf"                         ""
  5908.     +Action:                "fire_crouch"            "tech_sar_fire.mvf"                         ""
  5909.  
  5910.         +Weapon Specific: "Sniper Rifle"
  5911.     +Spine Adjustment: -40.0
  5912.     +State:                 "attack_stand"           "tech_SR_stand.mvf"
  5913.     +State:                 "attack_walk"            "tech_SR_walk.mvf"
  5914.     +State:                 "attack_run"             "tech_SR_run.mvf"
  5915.     +State:                 "attack_crouch"          "tech_SR_crouch.mvf"
  5916.     +State:                 "attack_crouch_walk"     "tech_SR_crouch_walk.mvf"
  5917.     +Action:                "reload"                 "tech_SR_reload.mvf"                        "Ultor Reload"
  5918.     +Action:                "fire_stand"             "tech_SR_fire.mvf"                          ""
  5919.     +Action:                "fire_crouch"            "tech_SR_fire.mvf"                          ""
  5920.  
  5921.         +Weapon Specific: "Remote Charge"
  5922.     +Spine Adjustment: -25.0
  5923.     +State:                 "attack_stand"           "tech_rs_stand.mvf"
  5924.     +State:                 "attack_walk"            "tech_rs_walk.mvf"
  5925.     +State:                 "attack_run"             "tech_rs_run.mvf"
  5926.     +State:                 "attack_crouch"          "tech_rs_crouch.mvf"
  5927.     +State:                 "attack_crouch_walk"     "tech_rs_crouch_walk.mvf"
  5928.     +Action:                "fire_stand"             "tech_rc_toss.mvf"                          ""
  5929.     +Action:                "fire_crouch"            "tech_rc_toss.mvf"                          ""
  5930.  
  5931.         +Weapon Specific: "Riot Shield"
  5932.     +Spine Adjustment: 0.0
  5933.     +State:                 "attack_stand"           "tech_rshield_stand.mvf"
  5934.     +State:                 "attack_walk"            "tech_rshield_walk.mvf"
  5935.     +State:                 "attack_run"             "tech_rshield_run.mvf"
  5936.     +State:                 "attack_crouch"          "tech_rshield_crouch.mvf"
  5937.     +State:                 "attack_crouch_walk"     "tech_rshield_crouch_walk.mvf"
  5938.     +Action:                "fire_stand"             "tech_rshield_fire.mvf"                     ""
  5939.     +Action:                "fire_crouch"            "tech_rshield_fire.mvf"                     ""
  5940.  
  5941.         +Weapon Specific: "heavy_machine_gun"
  5942.     +Spine Adjustment: -23.0
  5943.     +State:                 "attack_stand"           "tech_hmac_stand.mvf"
  5944.     +State:                 "attack_walk"            "tech_hmac_walk.mvf"
  5945.     +State:                 "attack_run"             "tech_hmac_run.mvf"
  5946.     +State:                 "attack_crouch"          "tech_hmac_crouch.mvf"
  5947.     +State:                 "attack_crouch_walk"     "tech_hmac_crouch_walk.mvf"
  5948.     +Action:                "reload"                 "tech_hmac_reload.mvf"                      "Ultor Reload"
  5949.     +Action:                "fire_stand"             "tech_hmac_fire.mvf"                        ""
  5950.     +Action:                "fire_crouch"            "tech_hmac_fire.mvf"                        ""
  5951.  
  5952.         +Weapon Specific: "shoulder_cannon"
  5953.     +Spine Adjustment: -10.0
  5954.     +State:                 "attack_stand"           "tech_smc_stand.mvf"
  5955.     +State:                 "attack_walk"            "tech_smc_walk.mvf"
  5956.     +State:                 "attack_run"             "tech_smc_walk.mvf"
  5957.     +State:                 "attack_crouch"          "tech_smc_crouch.mvf"
  5958.     +State:                 "attack_crouch_walk"     "tech_smc_crouch_walk.mvf"
  5959.     +Action:                "fire_stand"             "tech_smc_fire_reload.mvf"                  ""
  5960.     +Action:                "fire_crouch"            "tech_smc_fire_reload.mvf"                  ""
  5961.  
  5962.         +Weapon Specific: "Rail_Gun"
  5963.     +Spine Adjustment: -30.0
  5964.     +State:                 "attack_stand"           "tech_rr_stand.mvf"
  5965.     +State:                 "attack_walk"            "tech_rr_walk.mvf"
  5966.     +State:                 "attack_run"             "tech_rr_run.mvf"
  5967.     +State:                 "attack_crouch"          "tech_rr_crouch.mvf"
  5968.     +State:                 "attack_crouch_walk"     "tech_rr_crouch_walk.mvf"
  5969.     +Action:                "fire_stand"             "tech_rr_reload.mvf"                        ""
  5970.     +Action:                "fire_crouch"            "tech_rr_reload.mvf"                        ""
  5971.  
  5972.         +Weapon Specific: "Grenade"
  5973.     +Spine Adjustment: -20.0
  5974.     +State:                 "attack_stand"           "tech_gren_stand.mvf"
  5975.     +State:                 "attack_walk"            "tech_gren_walk.mvf"
  5976.     +State:                 "attack_run"             "tech_gren_run.mvf"
  5977.     +State:                 "attack_crouch"          "tech_gren_crouch.mvf"
  5978.     +State:                 "attack_crouch_walk"     "tech_gren_crouch_walk.mvf"
  5979.     +Action:                "fire_stand"             "tech_gren_throw.mvf"                       ""
  5980.     +Action:                "alt_fire_stand"         "tech_gren_throw_alt.mvf"                   ""
  5981.     +Action:                "fire_crouch"            "tech_gren_attack.mvf"                      ""
  5982.     +Action:                "fire_crouch2"           "tech_gren_throw_alt.mvf"                   ""
  5983.  
  5984.         +Weapon Specific: "Flamethrower"
  5985.     +Spine Adjustment: -18.0
  5986.     +State:                 "attack_stand"           "tech_ft_stand.mvf"
  5987.     +State:                 "attack_walk"            "tech_ft_walk.mvf"
  5988.     +State:                 "attack_run"             "tech_ft_run.mvf"
  5989.     +State:                 "attack_crouch"          "tech_ft_crouch.mvf"
  5990.     +State:                 "attack_crouch_walk"     "tech_ft_crouch_walk.mvf"
  5991.     +Action:                "reload"                 "tech_ft_reload.mvf"                        "Ultor Reload"               
  5992.     +Action:                "fire_stand"             "tech_ft_fire.mvf"                          ""
  5993.     +Action:                "alt_fire_stand"         "Tech_FT_fire_ALT.mvf"                      ""
  5994.  
  5995.     $Use:                   "none"
  5996.     $Collision Sphere:      "csphere_0" 0.5 0.5
  5997.     $Collision Sphere:      "csphere_1" 1.0 1.0
  5998.     $Collision Sphere:      "csphere_2" 5.0 2.0
  5999.     $Num Skins: 0
  6000.     $Body Temperature(F):    90.0
  6001.     $RFE Level1:                "Ultor"
  6002.  
  6003.  
  6004.     $Name:                  "multi_merc"
  6005.     $V3D Filename:          "merc_com.vcm"
  6006.     $LOD Distances:            {6 9 35}
  6007.     $Movemode:              "run"
  6008.     $Mass:                  100
  6009.     $Material:              "flesh"
  6010.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") 
  6011.     $Flags2:                ("collide_player" "merc" "ignore_fire")
  6012.     $Collision Radius:      0.85
  6013.     $Collision Damage Given:    10.0
  6014.     $Movement Radius:            0.5
  6015.     $FOV:                   180
  6016.     $Envirosuit:            400
  6017.     $Life:                  250
  6018.     $Damage Type Factor:        "armor piercing bullet"        1.5
  6019.     $Max Vel:                   6.0
  6020.        +slow factor:        0.3
  6021.        +fast factor:        1.5
  6022.     $Acceleration:          20.0
  6023.     $Max Rot Vel:           10.0
  6024.     $Rot Acceleration:      10.0
  6025.     $Allowed Weapons:       ("scope_assault_rifle" "Rail_Gun")
  6026.     $Default Primary:       "scope_assault_rifle"
  6027.     $Default Secondary:     ""
  6028.     $Unholster Delay:       0.33
  6029.     $Attack Style:          "Direct"
  6030.     $Blind Pursuit Time:    30.0
  6031.     $Persona:               "merc"
  6032.     $FlySnd:                ""
  6033.     $Min FlySnd Volume:     0.6
  6034.     $StartleSnd:               "Ultor Guard Startle"
  6035.     $Footstep Sound:        "Default Footstep"
  6036.     $Footstep Sound:        "Rock Footstep"
  6037.     $Footstep Sound:        "Metal Footstep"
  6038.     $Footstep Sound:        "Solid Footstep"
  6039.     $LandSnd:               "Default Land2"
  6040.     $Low_Pain Sounds:       "Merc Small Pain"
  6041.     $Med_Pain Sounds:        "Merc Large Pain"
  6042.     $Squash Sounds:            "Character Squash"
  6043.     +State:                 "stand"                 "mrc2_stand_12mm.mvf"
  6044.     +State:                 "attack_stand"          "mrc2_stand_12mm.mvf"
  6045.     +State:                 "attack_walk"           "mrc2_walk_12mm.mvf"
  6046.     +State:                 "attack_run"            "mrc2_run_12mm.mvf"
  6047.     +State:                 "crouch"                "mrc2_crouch_12mm.mvf"
  6048.     +State:                 "attack_crouch"         "mrc2_crouch_12mm.mvf"
  6049.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_12mm.mvf"
  6050.     +State:                 "swim_stand"            "mcom_swim_stand.mvf"
  6051.     +State:                 "swim_walk"             "mcom_swim_walk.mvf"
  6052.     +State:                 "freefall"              "mrc1_freefall.mvf"
  6053.     +Action:                "reload"                "mrc2_reload_12mm.mvf"                       "Ultor Reload"
  6054.     +Action:                "fire_stand"            "mrc2_fire_12mm.mvf"                         ""
  6055.     +Action:                "fire_crouch"           "mrc2_fire_12mm.mvf"                         ""
  6056.     +Action:                "death_generic"         "mrc1_death_generic.mvf"                     "Human Death Leg 1"
  6057.     +Action:                "death_blast_forward"   "mrc1_death_blast_fore.mvf"                  "Human Death Blast Forward"
  6058.     +Action:                "death_blast_backward"  "mrc1_death_blast_back.mvf"                  "Human Death Blast Backward"
  6059.     +Action:                "death_head_forward"    "mrc1_death_head_fore.mvf"                   "Human Death Head Forward"
  6060.     +Action:                "death_head_backward"   "mrc1_death_head_back.mvf"                   "Human Death Head Backward 2"
  6061.     +Action:                "death_head_neutral"    "mrc1_death_generic_head.mvf"                "Human Death Generic 4"
  6062.     +Action:                "death_chest_forward"   "mrc1_death_torso_fore.mvf"                  "Human Death Forward"
  6063.         +Action:                "death_chest_backward"  "mrc1_death_torso_back.mvf"                  "Human Death Blast 2"
  6064.     +Action:                "death_chest_neutral"   "mrc1_death_generic_chest.mvf"               "Human Death Leg 1"
  6065.     +Action:                "death_leg_left"        "mrc1_death_leg_L.mvf"                       "Human Death Left 1"
  6066.     +Action:                "death_leg_right"       "mrc1_death_leg_R.mvf"                       "Human Death Right 1"
  6067.     +Action:                "death_crouch"          "mrc1_death_crouch.mvf"                      "Human Death Crouch"
  6068.     +Action:                "flinch_chest"          "mrc1_flinch_chest.mvf"                      ""
  6069.     +Action:                "flinch_back"           "mrc1_flinch_back.mvf"                       ""
  6070.     +Action:                "flinch_leg_left"       "mrc1_flinch_leg_L.mvf"                      ""
  6071.     +Action:                "flinch_leg_right"      "mrc1_flinch_leg_R.mvf"                      ""
  6072.  
  6073.         +Weapon Specific: "12mm Handgun"
  6074.     +Spine Adjustment: -20.0
  6075.  
  6076.         +Weapon Specific: "Machine Pistol"
  6077.     +Spine Adjustment: -28.0
  6078.     +State:                 "attack_stand"          "mrc2_stand_MP.mvf"
  6079.     +State:                 "attack_walk"           "mrc2_walk_MP.mvf"
  6080.     +State:                 "attack_run"            "mrc2_run_MP.mvf"
  6081.     +State:                 "attack_crouch"         "mrc2_crouch_MP.mvf"
  6082.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_MP.mvf"
  6083.     +Action:                "reload"                "mrc2_reload_MP.mvf"                         "Ultor Reload"
  6084.     +Action:                "fire_stand"            "mrc2_fire_MP.mvf"                           ""
  6085.     +Action:                "fire_crouch"           "mrc2_fire_MP.mvf"                           ""
  6086.  
  6087.         +Weapon Specific: "Rocket Launcher"
  6088.     +Spine Adjustment: -18.0
  6089.     +State:                 "attack_stand"          "mrc2_stand_RL.mvf"
  6090.     +State:                 "attack_walk"           "mrc2_walk_RL.mvf"
  6091.     +State:                 "attack_run"            "mrc2_run_RL.mvf"
  6092.     +State:                 "attack_crouch"         "mrc2_crouch_RL.mvf"
  6093.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RL.mvf"
  6094.     +Action:                "reload"                "mrc2_reload_RL.mvf"                         "Ultor Reload"
  6095.     +Action:                "fire_stand"            "mrc2_fire_RL.mvf"                           ""
  6096.     +Action:                "fire_crouch"           "mrc2_fire_RL.mvf"                           ""
  6097.  
  6098.         +Weapon Specific: "Shotgun"
  6099.     +Spine Adjustment: -20.0
  6100.     +State:                 "attack_stand"          "mrc2_stand_SG.mvf"
  6101.     +State:                 "attack_walk"           "mrc2_walk_SG.mvf"
  6102.     +State:                 "attack_run"            "mrc2_run_SG.mvf"
  6103.     +State:                 "attack_crouch"         "mrc2_crouch_SG.mvf"
  6104.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SG.mvf"
  6105.     +Action:                "reload"                "mrc2_reload_SG.mvf"                         "Ultor Reload"
  6106.     +Action:                "fire_stand"            "mrc2_fire_SG.mvf"                           ""
  6107.     +Action:                "alt_fire_stand"        "mrc2_fire_ALT_SG.mvf"                       ""
  6108.     +Action:                "fire_crouch"           "mrc2_fire_SG.mvf"                           ""
  6109.  
  6110.         +Weapon Specific: "Sniper Rifle"
  6111.     +Spine Adjustment: -18.0
  6112.     +State:                 "attack_stand"          "mrc2_stand_SR.mvf"
  6113.     +State:                 "attack_walk"           "mrc2_walk_SR.mvf"
  6114.     +State:                 "attack_run"            "mrc2_run_SR.mvf"
  6115.     +State:                 "attack_crouch"         "mrc2_crouch_SR.mvf"
  6116.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SR.mvf"
  6117.     +Action:                "reload"                "mrc2_reload_SR.mvf"                         "Ultor Reload"
  6118.     +Action:                "fire_stand"            "mrc2_fire_SR.mvf"                           ""
  6119.     +Action:                "fire_crouch"           "mrc2_fire_SR.mvf"                           ""
  6120.  
  6121.         +Weapon Specific: "Remote Charge"
  6122.     +Spine Adjustment: -15.0
  6123.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  6124.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  6125.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  6126.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  6127.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  6128.     +Action:                "fire_stand"            "mrc2_fire_Rcharge.mvf"                      ""
  6129.     +Action:                "fire_crouch"           "mrc2_fire_Rcharge.mvf"                      ""
  6130.  
  6131.         +Weapon Specific: "Riot Stick"
  6132.     +Spine Adjustment: -15.0
  6133.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  6134.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  6135.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  6136.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  6137.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  6138.     +Action:                "reload"                "mrc2_reload_RS.mvf"                         "Ultor Reload"
  6139.     +Action:                "fire_stand"            "mrc2_fire_RS.mvf"                           ""
  6140.     +Action:                "fire_crouch"           "mrc2_fire_RS.mvf"                           ""
  6141.  
  6142.         +Weapon Specific: "Riot Shield"
  6143.     +Spine Adjustment: 0.0
  6144.     +State:                 "attack_stand"          "mrc2_stand_Rshield.mvf"
  6145.     +State:                 "attack_walk"           "mrc2_walk_Rshield.mvf"
  6146.     +State:                 "attack_run"            "mrc2_run_Rshield.mvf"
  6147.     +State:                 "attack_crouch"         "mrc2_crouch_Rshield.mvf"
  6148.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Rshield.mvf"
  6149.     +Action:                "fire_stand"            "mrc2_fire_Rshield.mvf"                      ""
  6150.     +Action:                "fire_crouch"           "mrc2_fire_Rshield.mvf"                      ""
  6151.  
  6152.         +Weapon Specific: "heavy_machine_gun"
  6153.     +Spine Adjustment: -20.0
  6154.     +State:                 "attack_stand"            "mrch_attack_stand.mvf"
  6155.     +State:                 "attack_walk"           "mrch_attack_walk.mvf"
  6156.     +State:                 "attack_run"            "mrch_attack_run.mvf"
  6157.     +State:                 "attack_crouch"         "mrch_attack_crouch.mvf"
  6158.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Hmac.mvf"
  6159.     +Action:                "reload"                "mrch_reload.mvf"                            "Ultor Reload"
  6160.     +Action:                "fire_stand"            "mrch_attack_fire.mvf"                       ""
  6161.     +Action:                "fire_crouch"           "mrch_crouch_fire.mvf"                       ""
  6162.  
  6163.         +Weapon Specific: "Assault Rifle"
  6164.     +Spine Adjustment: -28.0
  6165.     +State:                 "attack_stand"            "mrc1_attack_stand.mvf"
  6166.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  6167.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  6168.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  6169.     +Action:                "reload"                "mrc1_reload.mvf"                            "Ultor Reload"
  6170.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                       ""
  6171.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                       ""
  6172.  
  6173.         +Weapon Specific: "scope_assault_rifle"
  6174.     +Spine Adjustment: -25.0
  6175.     +State:                 "attack_stand"            "mrc1_attack_stand.mvf"
  6176.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  6177.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  6178.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  6179.     +Action:                "reload"                "mrc1_reload.mvf"                            "Ultor Reload"
  6180.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                       ""
  6181.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                       ""
  6182.  
  6183.         +Weapon Specific: "shoulder_cannon"
  6184.     +Spine Adjustment: -5.0
  6185.     +State:                 "attack_stand"            "mrch_attack_stand_smw.mvf"
  6186.     +State:                 "attack_walk"           "mrch_attack_walk_smw.mvf"
  6187.     +State:                 "attack_run"            "mrch_run_smw.mvf"
  6188.     +State:                 "attack_crouch"         "mrch_attack_crouch_smw.mvf"
  6189.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SMC.mvf"
  6190.     +Action:                "fire_stand"            "mrch_fire_smw.mvf"                          ""
  6191.     +Action:                "fire_crouch"           "mrch_fire_crouch_smw.mvf"                   ""
  6192.  
  6193.         +Weapon Specific: "Rail_Gun"
  6194.     +Spine Adjustment: -20.0
  6195.     +State:                 "attack_stand"            "mrc1_attack_stand_RR.mvf"
  6196.     +State:                 "attack_walk"           "mrc1_attack_walk_RR.mvf"
  6197.     +State:                 "attack_run"               "mrc1_attack_run_RR.mvf"
  6198.     +State:                 "attack_crouch"         "mrc1_attack_crouch_RR.mvf"
  6199.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RR.mvf"
  6200.     +Action:                "fire_stand"            "mrc1_fire_reload_RR.mvf"                    ""
  6201.     +Action:                "fire_crouch"           "mrc1_fire_reload_RR_C.mvf"                  ""
  6202.  
  6203.         +Weapon Specific: "Grenade"
  6204.     +Spine Adjustment: -20.0
  6205.     +State:                 "attack_stand"          "mrc1_attack_stand_grenade.mvf"
  6206.     +State:                 "attack_walk"           "mrc1_walk.mvf"
  6207.     +State:                 "attack_run"               "mrc1_run.mvf"
  6208.     +State:                 "attack_crouch"         "mrc1_crouch.mvf"
  6209.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_GRN.mvf"
  6210.     +Action:                "fire_stand"            "mrc1_fire_grenade.mvf"                      ""
  6211.     +Action:                "alt_fire_stand"        "mrc1_fire_grenade_ALT.mvf"                  ""
  6212.  
  6213.         +Weapon Specific: "Flamethrower"
  6214.     +Spine Adjustment: -20.0
  6215.     +State:                 "attack_stand"          "mrc1_stand_FT.mvf"
  6216.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_FT.mvf"
  6217.     +Action:                "fire_stand"            "mrc1_stand-fire-FT.mvf"                     ""
  6218.     +Action:                "alt_fire_stand"        "mrc1_fire_ALT_FT.mvf"                       ""
  6219.     +Action:                "reload"                "mrc1_reload-FT.mvf"                         "Ultor Reload"               
  6220.  
  6221.     $Collision Sphere:      "csphere_0" 0.5 0.5
  6222.     $Collision Sphere:      "csphere_1" 1.0 1.0
  6223.     $Collision Sphere:      "csphere_2" 4.0 2.0
  6224.     $Num Skins: 4
  6225.     $Skin: "b" ("MercComndr_Parts01b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts03b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts01b.tga" "MercComndr_Parts01b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts03b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts01b-mip3.tga" "MercComndr_Parts02b-mip3.tga" "MercComndr_Parts03b-mip3.tga") 
  6226.     //$Skin: "c" ("MercComndr_Parts01c.tga" "MercComndr_Parts02c.tga" "MercComndr_Parts03c.tga" "MercComndr_Parts02c.tga" "MercComndr_Parts01c.tga" "MercComndr_Parts01c-mip2.tga" "MercComndr_Parts02c-mip2.tga" "MercComndr_Parts03c-mip2.tga" "MercComndr_Parts02c-mip2.tga" "MercComndr_Parts01c-mip3.tga" "MercComndr_Parts02c-mip3.tga" "MercComndr_Parts03c-mip3.tga") 
  6227.     $Skin: "d" ("MercComndr_Parts01d.tga" "MercComndr_Parts02d.tga" "MercComndr_Parts03d.tga" "MercComndr_Parts02d.tga" "MercComndr_Parts01d.tga" "MercComndr_Parts01d-mip2.tga" "MercComndr_Parts02d-mip2.tga" "MercComndr_Parts03d-mip2.tga" "MercComndr_Parts02d-mip2.tga" "MercComndr_Parts01d-mip3.tga" "MercComndr_Parts02d-mip3.tga" "MercComndr_Parts03d-mip3.tga") 
  6228.     $Skin: "e" ("MercComndr_Parts01e.tga" "MercComndr_Parts02e.tga" "MercComndr_Parts03e.tga" "MercComndr_Parts02e.tga" "MercComndr_Parts01e.tga" "MercComndr_Parts01e-mip2.tga" "MercComndr_Parts02e-mip2.tga" "MercComndr_Parts03e-mip2.tga" "MercComndr_Parts02e-mip2.tga" "MercComndr_Parts01e-mip3.tga" "MercComndr_Parts02e-mip3.tga" "MercComndr_Parts03e-mip3.tga") 
  6229.     $Skin: "f" ("MercComndr_Parts01f.tga" "MercComndr_Parts02f.tga" "MercComndr_Parts03f.tga" "MercComndr_Parts02f.tga" "MercComndr_Parts01f.tga" "MercComndr_Parts01f-mip2.tga" "MercComndr_Parts02f-mip2.tga" "MercComndr_Parts03f-mip2.tga" "MercComndr_Parts02f-mip2.tga" "MercComndr_Parts01f-mip3.tga" "MercComndr_Parts02f-mip3.tga" "MercComndr_Parts03f-mip3.tga") 
  6230.     $Body Temperature(F):    90.0
  6231.     $RFE Level1:                "Ultor"
  6232.  
  6233.     $Name:                  "multi_grabber"
  6234.     $V3D Filename:          "grab.vcm"
  6235.     $Movemode:              "robot fly"
  6236.     $Mass:                  20
  6237.     $Material:              "metal"
  6238.     $Flags:                 ("fly" "sentient" "mouselook")
  6239.     $Collision Radius:      0.6
  6240.     $Collision Damage Given:    0.0
  6241.     $Movement Radius:            0.6
  6242.     $FOV:                   180
  6243.     $Envirosuit:             0
  6244.     $Life:                  30
  6245.     $Damage Type Factor:        "bullet"                    0.5
  6246.     $Damage Type Factor:        "armor piercing bullet"        0.5
  6247.     $Max Vel:                10.0
  6248.     $Acceleration:          20.0
  6249.     $Max Rot Vel:           3.0
  6250.     $Rot Acceleration:      2.0
  6251.     $Allowed Weapons:       ("")
  6252.     $Default Primary:       ""
  6253.     $Default Secondary:     ""
  6254.     $Thruster VFX 1:        "grabber_thrusterfx.vfx"
  6255.     $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  6256.     $Attack Style:          "None"
  6257.     $Blind Pursuit Time:    5.0
  6258.     $FlySnd:                "grabber_fly.wav"        4.0 1.0
  6259.     $Min FlySnd Volume:     0.6
  6260.     $Low_Pain Sounds:       "Grabber Pain"
  6261.     $DeathSnd:              "Grabber Death"
  6262.     $Explode Anim:          "yellboom_metal"
  6263.     $Explode Anim Radius:   0.8
  6264.     +State:                 "stand"               "grab_hover.mvf"
  6265.     +State:                 "walk"                   "grab_fly.mvf"
  6266.     +State:                 "run"                   "grab_fly.mvf"
  6267.     +State:                 "attack_stand"        "grab_hover.mvf"
  6268.     +State:                 "attack_walk"         "grab_fly.mvf"
  6269.     +State:                 "attack_run"          "grab_fly.mvf"
  6270.     +Action:                "flinch_stand"        "grab_flinch_hover.mvf"      ""
  6271.     $Use:                   "command"
  6272.         +radius:             10
  6273.     $Collision Sphere:      "collision_0" 0.5 0.5
  6274.       +radius:              0.52
  6275.     $Num Skins: 0
  6276.     $RFE Level1:                "Robots"
  6277.  
  6278. #End
  6279.  
  6280.