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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.     $Name:                  "miner1"
  588.     $V3D Filename:          "miner.vcm"
  589.     $LOD Distances:            { 6 9 }
  590.     $Movemode:              "run"
  591.     $Mass:                  100
  592.     $Material:              "flesh"
  593.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  594.     $Flags2:                ("collide_player")
  595.     $Collision Radius:      0.90
  596.     $Collision Damage Given:    10.0
  597.     $Movement Radius:            0.5
  598.     $FOV:                   180
  599.     $Envirosuit:            100
  600.     $Life:                  100
  601.     $Damage Type Factor:        "armor piercing bullet"        1.5
  602.     $Max Vel:                   6.0
  603.        +slow factor:        0.5
  604.        +fast factor:        1.5
  605.     $Acceleration:          20.0
  606.     $Max Rot Vel:           3.0
  607.     $Rot Acceleration:      2.0
  608.     $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")
  609.     $Default Primary:       "12mm handgun"
  610.     $Default Secondary:     ""
  611.     $Attack Style:          "Direct"
  612.     $Blind Pursuit Time:    20.0
  613.     $Persona:                    "miner_male"
  614.     $FlySnd:                ""
  615.     $Min FlySnd Volume:     0.6
  616.     $Footstep Sound:        "Default Footstep"
  617.     $Footstep Sound:        "Rock Footstep"
  618.     $Footstep Sound:        "Metal Footstep"
  619.     $Footstep Sound:        "Solid Footstep"
  620.     $Footstep Sound:        "Water Footstep"
  621.     $Footstep Sound:        "Ice Footstep"
  622.     $Footstep Sound:        "Glass Footstep"
  623.     $Climb Footstep Sounds: "Default Climb"
  624.     $Climb Footstep Sounds:    "Ladder Climb"
  625.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  626.     $Crawl Footstep Sound:  "Crawl Footstep"
  627.     $LandSnd:               "Default Land"
  628.     $LandSnd:               "Metal Land"
  629.     $LandSnd:               "Solid Land"
  630.     $LandSnd:               "Water Land"
  631.     $LandSnd:               "Glass Land"
  632.     $Impact Death Sound:    "Impact Death"
  633.     $JumpSnd:               "Jump"
  634.     $Headlamp On Sound:        "Headlamp On"
  635.     $Headlamp Off Sound:    "Headlamp Off"
  636.     $Low_Pain Sounds:       "Player Small Pain"
  637.     $Med_Pain Sounds:       "Player Large Pain"
  638.     $DeathSnd:              "Player Die"
  639.     +State:                 "stand"                 "ult2_stand.mvf"
  640.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  641.     +State:                 "walk"                  "ult2_walk.mvf"
  642.         +Footstep Trigger:    3    17
  643.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  644.         +Footstep Trigger:   3    17
  645.     +State:                 "run"                   "park_run.mvf"
  646.         +Footstep Trigger:   5    13
  647.     +State:                 "attack_run"            "ult2_attack_run.mvf"
  648.         +Footstep Trigger:   5    13
  649.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  650.     +Footstep Trigger:      6    15
  651.     +State:                 "flail_run"             "park_run_flail.mvf"
  652.         +Footstep Trigger:      6    15
  653.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  654.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  655.     +State:                 "crouch"                "ult2_crouch.mvf"
  656.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  657.     +State:                 "attack_crouch_walk"    "park_HG_crouch_walk.mvf"
  658.     +State:                 "freefall"              "ult2_jump.mvf"
  659.     +State:                 "cower"                 "ult2_cower.mvf"
  660.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  661.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  662.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  663.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  664.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"         ""
  665.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"       ""
  666.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"        "Ultor Idle"
  667.     +Action:                "speak"                 "miner_talk.mvf"               ""
  668.     +Action:                "speak_short"           "miner_talk_short.mvf"         ""
  669.     +Action:                "reload"                "ult2_reload.mvf"              "Ultor Reload"
  670.     +Action:                "unholster"             "ult2_draw.mvf"                "Ultor Draw"
  671.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"        ""
  672.     +Action:                "alt_fire_stand"        "ult2_silencer.mvf"            ""
  673.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"       ""
  674.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  675.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  676.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"             "Human Death Blast Backward 1"
  677.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  678.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  679.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  680.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  681.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  682.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  683. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  684.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  685.     +Action:                "death_crouch"          "park_Death_crouch.mvf"               "Human Death Crouch 1"
  686.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  687.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  688.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  689.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  690.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  691.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  692.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  693.     +Weapon Specific: "Machine Pistol"
  694.     +Spine Adjustment: -15.0
  695.     +State:                 "stand"                    "esgd_stand.mvf"
  696.     +State:                 "attack_stand"          "esgd_attack_stand.mvf"
  697.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  698.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  699.     +State:                 "walk"                  "esgd_attack_walk.mvf"
  700.     +State:                 "run"                   "esgd_attack_run.mvf"
  701.     +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  702.     +State:                 "attack_crouch_walk"    "park_MP_crouch_walk.mvf"
  703.     +Action:                "reload"                "esgd_mp_reload.mvf"           "Ultor Reload"
  704.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"        ""
  705.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"        ""
  706.     +Weapon Specific: "Riot Stick"
  707.     +Spine Adjustment: -10.0
  708.     +State:                 "stand"                     "ult2_stand.mvf"
  709.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  710.     +State:                 "attack_walk"           "ult2_walk.mvf"
  711.     +State:                 "attack_run"            "ult2_run.mvf"
  712.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  713.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  714.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  715.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"        ""
  716.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"        ""
  717.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"        ""
  718.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"        ""
  719.     +Weapon Specific: "Shotgun"
  720.     +Spine Adjustment: -17.0
  721.     +State:                 "stand"                     "park_shotgun_stand.mvf"
  722.     +State:                 "attack_stand"              "park_shotgun_attack_stand.mvf"
  723.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  724.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  725.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  726.     +State:                 "run"                   "park_shotgun_run.mvf"
  727.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  728.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  729.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  730.            +Footstep Trigger:      5    13
  731.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  732.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  733.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  734.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  735.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  736.     +Weapon Specific: "Remote Charge"
  737.     +Spine Adjustment: -10.0
  738.     +State:                 "stand"                 "ult2_stand.mvf"
  739.     +State:                 "attack_stand"          "park_riotstick_stand.mvf"
  740.     +State:                 "attack_walk"           "ult2_walk.mvf"
  741.     +State:                 "attack_run"            "ult2_run.mvf"
  742.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  743.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  744.     +Action:                "fire_stand"            "park_remotecharge_throw.mvf"        ""
  745.     +Weapon Specific: "Grenade"
  746.     +Spine Adjustment: -15.0
  747.     +State:                 "stand"                     "ult2_stand.mvf"
  748.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  749.     +State:                 "attack_walk"           "ult2_walk.mvf"
  750.     +State:                 "attack_run"            "ult2_run.mvf"
  751.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  752.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  753.     +Action:                "fire_stand"            "park_grenade_throw.mvf"        ""
  754.     +Action:                "alt_fire_stand"            "park_grenade_throw_alt.mvf"        ""
  755.     +Weapon Specific: "Assault Rifle"
  756.     +Spine Adjustment: -15.0
  757.     +State:                 "stand"                    "engd_arifle_stand.mvf"
  758.     +State:                 "attack_stand"              "engd_arifle_attack_stand.mvf"
  759.     +State:                 "attack_walk"           "engd_arifle_attack_walk.mvf"
  760.     +State:                 "attack_run"            "engd_arifle_attack_run.mvf"
  761.     +State:                 "walk"                  "engd_arifle_attack_walk.mvf"
  762.     +State:                 "run"                   "engd_arifle_attack_run.mvf"
  763.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  764.            +Footstep Trigger:      5    13
  765.     +State:                 "attack_crouch"         "engd_arifle_attack_crouch.mvf"
  766.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  767.     +Action:                "reload"                "engd_arifle_reload.mvf"               "Ultor Reload"
  768.     +Action:                "fire_stand"            "engd_arifle_stand_firing_2.mvf"        ""
  769.     +Action:                "alt_fire_stand"        "engd_arifle_stand_firing_2.mvf"        ""
  770.     +Action:                "fire_stand2"           "engd_arifle_stand_firing.mvf"          ""
  771.     +Action:                "fire_crouch"           "engd_arifle_stand_firing_2.mvf"        ""
  772.     +Action:                "fire_crouch2"          "engd_arifle_stand_firing.mvf"          ""
  773.     +Weapon Specific: "scope_assault_rifle"
  774.     +Spine Adjustment: -17.0
  775.     +State:                 "stand"                 "engd_arifle_stand.mvf"
  776.     +State:                 "attack_stand"          "engd_arifle_attack_stand.mvf"
  777.     +State:                 "attack_walk"           "engd_arifle_attack_walk.mvf"
  778.     +State:                 "attack_run"            "engd_arifle_attack_run.mvf"
  779.     +State:                 "walk"                  "engd_arifle_attack_walk.mvf"
  780.     +State:                 "run"                   "engd_arifle_attack_run.mvf"
  781.     +State:                 "attack_crouch"         "engd_SAR_attack_crouch.mvf"
  782.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  783.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  784.            +Footstep Trigger:      5    13
  785.     +Action:                "reload"                "engd_arifle_reload.mvf"           "Ultor Reload"
  786.     +Action:                "fire_stand"            "engd_SAR_stand_firing.mvf"        ""
  787.     +Action:                "fire_crouch"           "engd_SAR_crouch_fire.mvf"         ""
  788.     +Weapon Specific: "Rocket Launcher"
  789.     +Spine Adjustment: -5.0
  790.     +State:                 "stand"            "engd_rl_stand.mvf"
  791.     +State:                 "attack_stand"         "engd_rl_attack_stand.mvf"
  792.     +State:                 "attack_walk"           "engd_rl_walk.mvf"
  793.     +State:                 "attack_run"            "engd_rl_run.mvf"
  794.     +State:                 "walk"                  "engd_rl_walk.mvf"
  795.     +State:                 "run"                   "engd_rl_run.mvf"
  796.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  797.            +Footstep Trigger:      5    13
  798.     +State:                 "crouch"                    "engd_rl_attack_crouch.mvf"
  799.     +State:                 "attack_crouch"         "engd_rl_attack_crouch.mvf"
  800.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  801.     +Action:                "fire_stand"            "engd_rl_stand_firing.mvf"        ""
  802.     +Action:                "fire_crouch"           "engd_rl_crouch_firing.mvf"        ""
  803.     +Weapon Specific: "Sniper Rifle"
  804.     +Spine Adjustment: 0.0
  805.     +State:                 "stand"                     "park_sniper_stand.mvf"
  806.     +State:                 "attack_stand"              "park_sniper_attack_stand.mvf"
  807.     +State:                 "attack_walk"           "park_sniper_walk.mvf"
  808.     +State:                 "attack_run"            "park_sniper_run.mvf"
  809.     +State:                 "walk"                  "park_sniper_walk.mvf"
  810.     +State:                 "run"                   "park_sniper_run.mvf"
  811.     +State:                 "attack_crouch"         "park_sniper_attack_crouch.mvf"
  812.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  813.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  814.            +Footstep Trigger:      5    13
  815.     +Action:                "reload"                "park_sniper_reload.mvf"           "Ultor Reload"
  816.     +Action:                "fire_stand"            "park_sniper_stand_fire.mvf"        ""
  817.     +Action:                "fire_crouch"           "park_sniper_crouch_fire.mvf"        ""
  818.     +Weapon Specific: "Riot Shield"
  819.     +Spine Adjustment: 0.0
  820.     +State:                 "stand"            "rtgd_riotshield_stand.mvf"
  821.     +State:                 "attack_stand"        "rtgd_riotshield_attackstand.mvf"
  822.     +State:                   "attack_walk"             "rtgd_riotshield_walk.mvf"
  823.     +State:                   "attack_run"              "rtgd_riotshield_run.mvf"
  824.     +State:                  "crouch"                "rtgd_riotshield_crouch.mvf"
  825.     +State:                   "attack_crouch"           "rtgd_riotshield_crouch.mvf"
  826.     +State:                 "attack_crouch_walk"    "park_Rshield_crouch_walk.mvf"
  827.     +Action:                "fire_stand"            "rtgd_riotshield_attack.mvf"                ""
  828.     +Action:                "fire_crouch"            "rtgd_riotshieldattackcrouch.mvf"        ""
  829.     +Action:                "flinch_stand"          "rtgd_riotshield_flinchfront.mvf"          ""
  830.     +Action:                "flinch_attack_stand"   "rtgd_riotshield_flinchfront.mvf"          ""
  831.     +Action:                "flinch_chest"          "rtgd_riotshield_flinchfront.mvf"          ""
  832.     +Action:                "flinch_back"           "rtgd_riotshield_flinch_back.mvf"           ""
  833.     +Action:                "flinch_leg_left"       "rtgd_riotshield_flinchfront.mvf"          ""
  834.     +Action:                "flinch_leg_right"      "rtgd_riotshield_flinchfront.mvf"          ""
  835.     +Weapon Specific: "Flamethrower"
  836.     +Spine Adjustment: -5.0
  837.     +State:                 "stand"                "engd_arifle_stand.mvf"
  838.     +State:                 "attack_stand"        "park_ft_attack_stand.mvf"
  839.     +State:                 "attack_walk"           "park_ft_walk.mvf"
  840.     +State:                 "attack_run"            "park_ft_run.mvf"
  841.     +State:                 "walk"                  "park_ft_walk.mvf"
  842.     +State:                 "run"                   "park_ft_run.mvf"
  843.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  844.            +Footstep Trigger:      5    13
  845.     +State:                 "attack_crouch"         "park_ft_attack_crouch.mvf"
  846.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  847.     +Action:                "reload"                "park_ft_reload.mvf"           "Ultor Reload"
  848.     +Action:                "fire_stand"            "park_ft_stand_fire.mvf"        ""
  849.     +Action:                "alt_fire_stand"        "park_ft_alt_fire_stand.mvf"        ""
  850.     +Action:                "fire_crouch"           "park_ft_crouch_fire.mvf"        ""
  851.     +Weapon Specific: "heavy_machine_gun"
  852.     +Spine Adjustment: -17.0
  853.     +State:                 "stand"                "park_hmac_stand.mvf"
  854.     +State:                 "attack_stand"          "park_hmac_attack_stand.mvf"
  855.     +State:                 "attack_walk"           "park_hmac_walk.mvf"
  856.     +State:                 "attack_run"            "park_hmac_run.mvf"
  857.     +State:                 "walk"                  "park_hmac_walk.mvf"
  858.     +State:                 "run"                   "park_hmac_run.mvf"
  859.     +State:                 "flee_run"              "park_run_flee_HMAC.mvf"
  860.            +Footstep Trigger:      6    16
  861.     +State:                 "attack_crouch"         "park_hmac_attack_crouch.mvf"
  862.     +State:                 "attack_crouch_walk"    "park_hmac_crouch_walk.mvf"
  863.     +Action:                "idle_1"                "park_hmac_idle.mvf"        ""
  864.     +Action:                "reload"                "park_hmac_reload.mvf"           "Ultor Reload"
  865.     +Action:                "fire_stand"            "park_hmac_stand_fire.mvf"        ""
  866.     +Action:                "alt_fire_stand"        "park_hmac_stand_fire.mvf"            ""
  867.     +Action:                "fire_crouch"           "park_hmac_crouch_fire.mvf"        ""
  868.     +Weapon Specific: "rail_gun"
  869.     +Spine Adjustment: -18.0
  870.     +State:                 "stand"                "park_rrif_stand.mvf"
  871.     +State:                 "attack_stand"        "park_rrif_attack_stand.mvf"
  872.     +State:                 "attack_walk"           "park_rrif_walk.mvf"
  873.     +State:                 "attack_run"            "park_rrif_run.mvf"
  874.     +State:                 "walk"                  "park_rrif_walk.mvf"
  875.     +State:                 "run"                   "park_rrif_run.mvf"
  876.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  877.            +Footstep Trigger:      5    13
  878.     +State:                 "attack_crouch"         "park_rrif_attack_crouch.mvf"
  879.     +State:                 "attack_crouch_walk"    "park_SG_crouch_walk.mvf"
  880.     +Action:                "idle_1"                "park_rrif_idle.mvf"        ""
  881.     +Action:                "fire_stand"            "park_rrif_stand_fire.mvf"        ""
  882.     +Action:                "fire_crouch"           "park_rrif_crouch_fire.mvf"        ""
  883.     +Weapon Specific: "shoulder_cannon"
  884.     +Spine Adjustment: -12.0
  885.     +State:                 "stand"                "park_smw_stand.mvf"
  886.     +State:                 "attack_stand"          "park_smw_stand.mvf"
  887.     +State:                 "attack_walk"           "park_smw_walk.mvf"
  888.     +State:                 "attack_run"            "park_smw_run.mvf"
  889.     +State:                 "walk"                  "park_smw_walk.mvf"
  890.     +State:                 "run"                   "park_smw_run.mvf"
  891.     +State:                 "crouch"                "park_smw_crouch.mvf"
  892.     +State:                 "attack_crouch"         "park_smw_crouch.mvf"
  893.     +State:                        "attack_crouch_walk"        "park_SC_crouch_walk.mvf"
  894.     +Action:                "idle_1"                "park_smw_idle.mvf"        ""
  895.     +Action:                "fire_stand"            "park_smw_stand_fire.mvf"        ""
  896.     +Action:                "fire_crouch"           "park_smw_crouch_fire.mvf"        ""
  897.     +Action:                "flinch_chest"          "park_smw_flinch_front.mvf"        ""
  898.     +Action:                "flinch_back"           "park_smw_flinch_back.mvf"        ""
  899.     +Action:                "flinch_leg_left"       "park_smw_flinch_front.mvf"         ""
  900.     +Action:                "flinch_leg_right"      "park_smw_flinch_front.mvf"         ""
  901.     +Action:                "flinch_stand"          "park_smw_flinch_front.mvf"        ""
  902.     +Action:                "flinch_attack_stand"   "park_smw_flinch_front.mvf"       ""
  903.     $Use:                   "ai response"
  904.     +radius:                       2.0
  905.     $Collision Sphere:      "csphere_0" 0.5 0.5
  906.     $Collision Sphere:      "csphere_1" 1.0 1.0
  907.     $Collision Sphere:      "csphere_2" 5.0 2.0
  908.     $Num Skins: 5
  909.     $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")
  910.     $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")
  911.     $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")
  912.     $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")
  913.     $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")    
  914.     $Body Temperature(F):    90.0
  915.     $RFE Level1:                "Miners"
  916.  
  917.     // ----------------------------------------------------------------------------------
  918.  
  919.     $Name:                  "medic1"
  920.     $V3D Filename:          "medic01.vcm"
  921.         $LOD Distances:            { 6 9 }
  922.     $Movemode:              "run"
  923.     $Mass:                  100
  924.     $Material:              "flesh"
  925.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "medic")
  926.     $Flags2:                ("collide_player")
  927.     $Collision Radius:      0.90
  928.     $Collision Damage Given:    10.0
  929.     $Movement Radius:            0.5
  930.     $FOV:                   180
  931.     $Envirosuit:            0
  932.     $Life:                  100
  933.     $Damage Type Factor:        "armor piercing bullet"        1.5
  934.     $Max Vel:                   6.0
  935.        +slow factor:        0.5
  936.        +fast factor:        1.5
  937.     $Acceleration:          20.0
  938.     $Max Rot Vel:           3.0
  939.     $Rot Acceleration:      2.0
  940.     $Allowed Weapons:       ("")
  941.     $Default Primary:       ""
  942.     $Default Secondary:     ""
  943.     $Attack Style:          "Direct"
  944.     $Blind Pursuit Time:    5.0
  945.     $Persona:                    "medic"
  946.     $FlySnd:                ""
  947.     $Min FlySnd Volume:     0.6
  948.     $Footstep Sound:        "Default Footstep"
  949.     $Footstep Sound:        "Rock Footstep"
  950.     $Footstep Sound:        "Metal Footstep"
  951.     $Footstep Sound:        "Solid Footstep"
  952.     $Footstep Sound:        "Water Footstep"
  953.     $Footstep Sound:        "Ice Footstep"
  954.     $Climb Footstep Sounds: "Default Climb"
  955.     $Climb Footstep Sounds:    "Ladder Climb"
  956.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  957.     $LandSnd:               "Default Land"
  958.     $LandSnd:               "Metal Land"
  959.     $LandSnd:               "Solid Land"
  960.     $LandSnd:               "Water Land"
  961.     $Impact Death Sound:    "Impact Death"
  962.     $JumpSnd:               "Jump"
  963.     $Headlamp On Sound:        "Headlamp On"
  964.     $Headlamp Off Sound:    "Headlamp Off"
  965.     $Low_Pain Sounds:       "Medic Small Pain"
  966.     $Med_Pain Sounds:       "Medic Large Pain"
  967.     +State:                 "stand"                  "tech01_stand.mvf"
  968.     +State:                 "attack_stand"           "tech01_stand.mvf"
  969.     +State:                 "walk"                   "tech01_walk.mvf"
  970.         +Footstep Trigger:    5    19
  971.     +State:                 "run"                    "tech01_run.mvf"
  972.         +Footstep Trigger:      6    15
  973.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  974.         +Footstep Trigger:      6    15
  975.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  976.         +Footstep Trigger:      6    15
  977.     +State:                 "freefall"               "tech01_freefall.mvf"
  978.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  979. //    +State:                 "swim_stand"            ""
  980. //    +State:                 "swim_walk"             ""
  981.     +State:                 "crouch"                 "tech01_crouch.mvf"
  982.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  983.     +Action:                "speak"                  "medc_talk.mvf"                        ""
  984.     +Action:                "speak_short"            "medc_talk_short.mvf"                  ""
  985.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  986.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  987.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  988.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  989.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  990.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  991.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  992.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  993.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                  "Human Death Blast Backward 1"
  994.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  995.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  996.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  997.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  998.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  999.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  1000. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  1001.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  1002.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  1003.     +Action:                "heal_light_1"           "medic01_heal_01.mvf"                    "Med Heal Foley"
  1004.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  1005.     $Use:                   "medic"
  1006.     +radius:                       2.0
  1007.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1008.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1009.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1010.     $Num Skins: 5
  1011.     $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")
  1012.     $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")
  1013.     $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")
  1014.     $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")
  1015.     $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")
  1016.     $Body Temperature(F):    90.0
  1017.     $RFE Level1:                "Ultor"
  1018.  
  1019.     // ----------------------------------------------------------------------------------
  1020.  
  1021.     $Name:                  "tech1"
  1022.     $V3D Filename:          "tech01.vcm"
  1023.     $LOD Distances:            {6 9 35}
  1024.     $Movemode:              "run"
  1025.     $Mass:                  100
  1026.     $Material:              "flesh"
  1027.     $Flags:                 ("walk" "sentient" "humanoid") 
  1028.     $Flags2:                ("collide_player")
  1029.     $Collision Radius:      0.85
  1030.     $Collision Damage Given:    10.0
  1031.     $Movement Radius:            0.5
  1032.     $FOV:                   180
  1033.     $Envirosuit:             0
  1034.     $Life:                  25
  1035.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1036.     $Max Vel:                   6.0
  1037.        +slow factor:        0.3
  1038.        +fast factor:        1.5
  1039.     $Acceleration:          20.0
  1040.     $Max Rot Vel:           10.0
  1041.     $Rot Acceleration:      10.0
  1042.     $Allowed Weapons:       ("")
  1043.     $Default Primary:       ""
  1044.     $Default Secondary:     ""
  1045.    $Helmet V3D Filename:   "Tech01_helmet.V3D"
  1046.     $Unholster Delay:       0.33
  1047.     $Attack Style:          "Direct"
  1048.     $Blind Pursuit Time:    30.0
  1049.     $Persona:                    "tech"
  1050.     $FlySnd:                ""
  1051.     $Min FlySnd Volume:     0.6
  1052.     $Footstep Sound:        "Default Footstep"
  1053.     $Footstep Sound:        "Rock Footstep"
  1054.     $Footstep Sound:        "Metal Footstep"
  1055.     $Footstep Sound:        "Solid Footstep"
  1056.     $LandSnd:               "Default Land2"
  1057.     $Low_Pain Sounds:       "Tech Small Pain"
  1058.     $Med_Pain Sounds:       "Tech Large Pain"
  1059.     $Squash Sounds:            "Character Squash"
  1060.     +State:                 "stand"                  "tech01_stand.mvf"
  1061.     +State:                 "attack_stand"           "tech01_stand.mvf"
  1062.     +State:                 "walk"                   "tech01_walk.mvf"
  1063.         +Footstep Trigger:    5    19
  1064.     +State:                 "run"                    "tech01_run.mvf"
  1065.         +Footstep Trigger:      6    15
  1066.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  1067.         +Footstep Trigger:      6    15
  1068.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1069.         +Footstep Trigger:      6    15
  1070.     +State:                 "freefall"               "tech01_freefall.mvf"
  1071.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  1072.     +State:                 "crouch"                 "tech01_crouch.mvf"
  1073.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  1074.     +Action:                "speak"                  "tech01_talk.mvf"                        ""
  1075.     +Action:                "speak_short"            "tech01_talk_short.mvf"                  ""
  1076.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  1077.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  1078.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  1079.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  1080.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  1081.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  1082.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  1083.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  1084.     +Action:                "death_blast_backward"   "tech01_blast_back.mvf"                  "Human Death Blast Backward 1"
  1085.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  1086.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  1087.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  1088.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  1089.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  1090.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  1091. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  1092.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  1093.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  1094.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  1095.     $Use:                   "ai response"
  1096.     +radius:                       2.0
  1097.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1098.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1099.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1100.     $Num Skins: 5
  1101.     $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")
  1102.     $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")
  1103.     $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")
  1104.     $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")
  1105.     $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")
  1106.     $Body Temperature(F):    90.0
  1107.     $RFE Level1:                "Ultor"
  1108.  
  1109. // ----------------------------------------------------------------------------------
  1110.  
  1111.     $Name:                  "admin_fem"
  1112.     $V3D Filename:          "admin_fem.vcm"
  1113.         $LOD Distances:            { 6 9 }
  1114.     $Movemode:              "run"
  1115.     $Mass:                  100
  1116.     $Material:              "flesh"
  1117.     $Flags:                 ("walk" "sentient" "humanoid") 
  1118.     $Flags2:                ("collide_player")
  1119.     $Collision Radius:      0.85
  1120.     $Collision Damage Given:    10.0
  1121.     $Movement Radius:            0.5
  1122.     $FOV:                   180
  1123.     $Envirosuit:             0
  1124.     $Life:                  20
  1125.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1126.     $Max Vel:                   6.0
  1127.        +slow factor:        0.3
  1128.        +fast factor:        1.5
  1129.     $Acceleration:          20.0
  1130.     $Max Rot Vel:           10.0
  1131.     $Rot Acceleration:      10.0
  1132.     $Allowed Weapons:       ("")
  1133.     $Default Primary:       ""
  1134.     $Default Secondary:     ""
  1135.     $Unholster Delay:       0.33
  1136.     $Attack Style:          "Direct"
  1137.     $Blind Pursuit Time:    30.0
  1138.     $Persona:                "admin_fem"
  1139.     $FlySnd:                ""
  1140.     $Min FlySnd Volume:     0.6
  1141.     $Footstep Sound:        "Default Footstep"
  1142.     $Footstep Sound:        "Rock Footstep"
  1143.     $Footstep Sound:        "Metal Footstep"
  1144.     $Footstep Sound:        "Solid Footstep"
  1145.     $LandSnd:               "Default Land2"
  1146.     $Low_Pain Sounds:       "Admf Small Pain"
  1147.     $Med_Pain Sounds:       "Admf Large Pain"
  1148.     $Squash Sounds:            ""
  1149.     +State:                 "stand"                  "admin_fem_stand.mvf"
  1150.     +State:                 "attack_stand"           "admin_fem_stand.mvf"
  1151.         +State:                 "walk"                   "admin_fem_walk.mvf"
  1152.         +Footstep Trigger:    5    19
  1153.     +State:                 "run"                    "admin_fem_run.mvf"
  1154.         +Footstep Trigger:      6    15
  1155.     +State:                 "flee_run"               "admin_fem_run_flee.mvf"
  1156.         +Footstep Trigger:      6    15
  1157.     +State:                 "flail_run"               "adfm_run_flail.mvf"
  1158.         +Footstep Trigger:      6    15
  1159.     +State:                 "freefall"               "ADFM_freefall.mvf"
  1160.     +State:                 "cower"                  "ADFM_cower.mvf"
  1161. //    +State:                 "swim_stand"            ""
  1162. //    +State:                 "swim_walk"             ""
  1163.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  1164.      +Action:                "idle_1"                 "admin_fem_idle01.mvf"                   "Tech1 Idle"
  1165.     +Action:                "speak"                  "admin_fem_talk.mvf"                     ""
  1166.     +Action:                "speak_short"            "admin_fem_talk_short.mvf"               ""
  1167.         +Action:                "corpse_carry"           "admin_fem_corpsecarry.mvf"              ""
  1168.     +Action:                "corpse_drop"            "admin_fem_corpsedrop.mvf"               ""
  1169.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                  ""
  1170.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                   ""
  1171.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"               ""
  1172.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"              ""
  1173.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1174.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"          "Human Death Blast Forward 1"
  1175.     +Action:                "death_blast_backward"   "ADFM_death_blast_backwards.mvf"         "Human Death Blast Backward 1"
  1176.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"           "Human Death Head Forward 1"
  1177.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"          "Human Death Head Backward 1"
  1178.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1179.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"          "Human Death Chest Forward 2"
  1180.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"         "Human Death Chest Backward 1"
  1181.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1182.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                "Human Death Left 1"
  1183. //    +Action:                "death_leg_right"        "ADFM_death_leg_right.mvf"               "Human Death Right 1"
  1184.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                  "Human Death Crouch 1"
  1185.     +Action:                "hit_alarm"              "ADFM_hit_alarm.mvf"                     ""
  1186.     $Use:                   "ai response"
  1187.     +radius:                       2.0
  1188.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1189.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1190.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1191.     $Num Skins: 5
  1192.     $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")
  1193.     $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")
  1194.     $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")
  1195.     $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")
  1196.     $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")
  1197.     $Body Temperature(F):    90.0
  1198.     $RFE Level1:                "Ultor"
  1199.  
  1200. // ----------------------------------------------------------------------------------
  1201.  
  1202.     $Name:                  "env_scientist"
  1203.     $V3D Filename:          "env_scientist.vcm"
  1204.     $LOD Distances:            {6 9 35}
  1205.     $Movemode:              "run"
  1206.     $Mass:                  100
  1207.     $Material:              "flesh"
  1208.     $Flags:                 ("walk" "sentient" "humanoid" "envirosuit") 
  1209.     $Flags2:                ("collide_player")
  1210.     $Collision Radius:      0.85
  1211.     $Collision Damage Given:    10.0
  1212.     $Movement Radius:            0.5
  1213.     $FOV:                   180
  1214.     $Envirosuit:             0
  1215.     $Life:                  25
  1216.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1217.     $Max Vel:                   6.0
  1218.        +slow factor:        0.3
  1219.        +fast factor:        1.5
  1220.     $Acceleration:          20.0
  1221.     $Max Rot Vel:           10.0
  1222.     $Rot Acceleration:      10.0
  1223.     $Allowed Weapons:       ("")
  1224.     $Default Primary:       ""
  1225.     $Default Secondary:     ""
  1226.     $Unholster Delay:       0.33
  1227.     $Attack Style:          "Direct"
  1228.     $Blind Pursuit Time:    30.0
  1229.     $Persona:                    "tech"
  1230.     $FlySnd:                ""
  1231.     $Min FlySnd Volume:     0.6
  1232.     $Footstep Sound:        "Default Footstep"
  1233.     $Footstep Sound:        "Rock Footstep"
  1234.     $Footstep Sound:        "Metal Footstep"
  1235.     $Footstep Sound:        "Solid Footstep"
  1236.     $LandSnd:               "Default Land2"
  1237.     $Low_Pain Sounds:       "Tech Small Pain"
  1238.     $Med_Pain Sounds:       "Tech Large Pain"
  1239.     $Squash Sounds:            "Character Squash"
  1240.     +State:                 "stand"                  "esci_stand.mvf"
  1241.     +State:                 "attack_stand"           "esci_stand.mvf"
  1242.     +State:                 "walk"                   "esci_walk.mvf"
  1243.     //    +Footstep Trigger:    5    17
  1244.     +State:                 "run"                    "esci_run.mvf"
  1245.     //    +Footstep Trigger:      6    15
  1246.     +State:                 "flee_run"               "esci_run_flee.mvf"
  1247.     //    +Footstep Trigger:      6    15
  1248.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1249.     //    +Footstep Trigger:      6    15
  1250.     +State:                 "freefall"               "tech01_freefall.mvf"
  1251.     +State:                 "cower"                  "esci_cower.mvf"
  1252.     +State:                 "crouch"                 "esci_crouch.mvf"
  1253. //    +State:                 "swim_stand"            ""
  1254. //    +State:                 "swim_walk"             ""
  1255.      +Action:                "idle_1"                 "esci_idle.mvf"                        "Tech1 Idle"
  1256.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"         ""
  1257.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"              ""
  1258.     +Action:                "flinch_chest"           "esci_flinch_chest.mvf"                ""
  1259.     +Action:                "flinch_back"            "esci_flinch_back.mvf"                 ""
  1260.     +Action:                "flinch_leg_left"        "esci_flinch_leg_left.mvf"             ""
  1261.     +Action:                "flinch_leg_right"       "esci_flinch_leg_right.mvf"            ""
  1262.     +Action:                "death_generic"          "esci_death_generic.mvf"               "Human Death Generic 1"
  1263.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"            "Human Death Blast Forward"
  1264.     +Action:                "death_blast_backward"   "tech01_blast_back.mvf"                "Human Death Blast Backward"
  1265.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"           "Human Death Head Forward"
  1266.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"           "Human Death Head Backward"
  1267.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"             "Human Death Generic 1"
  1268.     +Action:                "death_chest_forward"    "esci_death_chest_forwards.mvf"        "Human Death Chest Forward"
  1269.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"         "Tech1 Death Spin L"
  1270.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"             "Human Death Generic 1"
  1271. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"               "Human Death Left 1"
  1272.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"               "Human Death Right 1"
  1273.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"              "Human Death Crouch"
  1274.     +Action:                "hit_alarm"              "esci_push_button.mvf"                 ""
  1275.     $Use:                   "ai response"
  1276.     +radius:                       2.0
  1277.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1278.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1279.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1280.     $Num Skins: 2
  1281.     $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")
  1282.     $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")
  1283.     $Body Temperature(F):    90.0
  1284.     $RFE Level1:                "Ultor"
  1285.  
  1286. // ----------------------------------------------------------------------------------
  1287.  
  1288.     $Name:                  "ult_scientist"
  1289.     $V3D Filename:          "ult_scientist.vcm"
  1290.     $LOD Distances:            {6 9 35}
  1291.     $Movemode:              "run"
  1292.     $Mass:                  100
  1293.     $Material:              "flesh"
  1294.     $Flags:                 ("walk" "sentient" "humanoid") 
  1295.     $Flags2:                ("collide_player")
  1296.     $Collision Radius:      0.85
  1297.     $Collision Damage Given:    10.0
  1298.     $Movement Radius:            0.5
  1299.     $FOV:                   180
  1300.     $Envirosuit:             0
  1301.     $Life:                  25
  1302.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1303.     $Max Vel:                   6.0
  1304.        +slow factor:        0.3
  1305.        +fast factor:        1.5
  1306.     $Acceleration:          20.0
  1307.     $Max Rot Vel:           10.0
  1308.     $Rot Acceleration:      10.0
  1309.     $Allowed Weapons:       ("")
  1310.     $Default Primary:       ""
  1311.     $Default Secondary:     ""
  1312.     $Unholster Delay:       0.33
  1313.     $Attack Style:          "Direct"
  1314.     $Blind Pursuit Time:    30.0
  1315.     $Persona:                    "tech"
  1316.     $FlySnd:                ""
  1317.     $Min FlySnd Volume:     0.6
  1318.     $Footstep Sound:        "Default Footstep"
  1319.     $Footstep Sound:        "Rock Footstep"
  1320.     $Footstep Sound:        "Metal Footstep"
  1321.     $Footstep Sound:        "Solid Footstep"
  1322.     $LandSnd:               "Default Land2"
  1323.     $Low_Pain Sounds:       "Tech Small Pain"
  1324.     $Med_Pain Sounds:       "Tech Large Pain"
  1325.     $Squash Sounds:            "Character Squash"
  1326.     +State:                 "stand"                  "tech01_stand.mvf"
  1327.     +State:                 "attack_stand"           "tech01_stand.mvf"
  1328.     +State:                 "walk"                   "tech01_walk.mvf"
  1329.         +Footstep Trigger:    5    19
  1330.     +State:                 "run"                    "tech01_run.mvf"
  1331.         +Footstep Trigger:      6    15
  1332.     +State:                 "flee_run"               "tech01_run_flee.mvf"
  1333.         +Footstep Trigger:      6    15
  1334.     +State:                 "flail_run"              "tech01_run_flail.mvf"
  1335.     //    +Footstep Trigger:      6    15
  1336.     +State:                 "freefall"               "tech01_freefall.mvf"
  1337.     +State:                 "cower"                  "tech01_cower_loop.mvf"
  1338. //    +State:                 "swim_stand"            ""
  1339. //    +State:                 "swim_walk"             ""
  1340.     +State:                 "crouch"                 "tech01_crouch.mvf"
  1341.      +Action:                "idle_1"                 "tech01_idle_01.mvf"                     "Tech1 Idle"
  1342.     +Action:                "speak"                  "usci_talk.mvf"                        ""
  1343.     +Action:                "speak_short"            "usci_talk_short.mvf"                  ""
  1344.     +Action:                "corpse_drop"            "tech01_death_corpse_drop.mvf"           ""
  1345.     +Action:                "corpse_carry"           "tech01_corpse_carry.mvf"                ""
  1346.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                      ""
  1347.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                 ""
  1348.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                ""
  1349.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                ""
  1350.     +Action:                "death_generic"          "tech01_death_generic.mvf"               "Human Death Generic 1"
  1351.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"              "Human Death Blast Forward 1"
  1352.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                  "Human Death Blast Backward 1"
  1353.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"             "Human Death Head Forward 1"
  1354.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"             "Human Death Head Backward 1"
  1355.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"               "Human Death Generic 1"
  1356.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"         "Human Death Chest Forward 1"
  1357.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"           "Tech1 Death Spin L"
  1358.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"               "Human Death Generic 1"
  1359. //    +Action:                "death_leg_left"         "tech01_death_leg_L.mvf"                 "Human Death Left 1"
  1360.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                 "Human Death Right 1"
  1361.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                "Human Death Crouch 1"
  1362.     +Action:                "hit_alarm"              "tech01_hit_alarm.mvf"                   ""
  1363.     $Use:                   "ai response"
  1364.     +radius:                       2.0
  1365.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1366.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1367.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1368.     $Num Skins: 5
  1369.     $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")
  1370.     $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")
  1371.         $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")
  1372.     $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")
  1373.     $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")
  1374.         $Body Temperature(F):    90.0
  1375.     $RFE Level1:                "Ultor"
  1376.  
  1377. // ----------------------------------------------------------------------------------
  1378.  
  1379.     $Name:                  "miner3"
  1380.     $V3D Filename:          "non_env_miner_fem.vcm"
  1381.     $LOD Distances:            { 6 9 }
  1382.     $Movemode:              "run"
  1383.     $Mass:                  100
  1384.     $Material:              "flesh"
  1385.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook")
  1386.     $Flags2:                ("collide_player")
  1387.     $Collision Radius:      0.85
  1388.     $Collision Damage Given:    10.0
  1389.     $Movement Radius:            0.5
  1390.     $FOV:                   180
  1391.     $Envirosuit:             0
  1392.     $Life:                  100
  1393.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1394.     $Max Vel:                   6.0
  1395.        +slow factor:        0.3
  1396.        +fast factor:        1.5
  1397.     $Acceleration:          20.0
  1398.     $Max Rot Vel:           10.0
  1399.     $Rot Acceleration:      10.0
  1400.     $Allowed Weapons:       ("Machine Pistol" "Shotgun" "Riot Stick")
  1401.     $Default Primary:       ""
  1402.     $Default Secondary:     ""
  1403.     $Unholster Delay:       0.33
  1404.     $Attack Style:          "Direct"
  1405.     $Blind Pursuit Time:    30.0
  1406.     $Persona:                    "miner_fem"
  1407.     $FlySnd:                ""
  1408.     $Min FlySnd Volume:     0.6
  1409.     $Footstep Sound:        "Default Footstep"
  1410.     $Footstep Sound:        "Rock Footstep"
  1411.     $Footstep Sound:        "Metal Footstep"
  1412.     $Footstep Sound:        "Solid Footstep"
  1413.     $LandSnd:               "Default Land2"
  1414.     $Low_Pain Sounds:       "Minerf Small Pain"
  1415.     $Med_Pain Sounds:       "Minerf Large Pain"
  1416.     $Squash Sounds:            ""
  1417.     +State:                 "stand"                  "admin_fem_stand.mvf"
  1418.     +State:                 "attack_stand"           "admin_fem_stand.mvf"
  1419.     +State:                 "walk"                   "admin_fem_walk.mvf"
  1420.         +Footstep Trigger:    5    19
  1421.     +State:                 "run"                    "admin_fem_run.mvf"
  1422.         +Footstep Trigger:      6    15
  1423.     +State:                 "flee_run"               "admin_fem_run_flee.mvf"
  1424.         +Footstep Trigger:      6    15
  1425.     +State:                 "flail_run"              "adfm_run_flail.mvf"
  1426.         +Footstep Trigger:      6    15
  1427.     +State:                 "freefall"               "ADFM_freefall.mvf"
  1428.     +State:                 "cower"                  "ADFM_cower.mvf"
  1429. //    +State:                 "swim_stand"            ""
  1430. //    +State:                 "swim_walk"             ""
  1431.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  1432.     +Action:                "sidestep_left"          "eos_sidestep_left.mvf"                  ""
  1433.     +Action:                "sidestep_right"         "eos_sidestep_right.mvf"                 ""
  1434.      +Action:                "idle_1"                 "admin_fem_idle01.mvf"                   "Tech1 Idle"
  1435.     +Action:                "speak"                  "mnrf_talk_long.mvf"                     ""
  1436.     +Action:                "speak_short"            "mnrf_talk_short.mvf"                    ""
  1437.         +Action:                "corpse_carry"           "admin_fem_corpsecarry.mvf"              ""
  1438.     +Action:                "corpse_drop"            "admin_fem_corpsedrop.mvf"               ""
  1439.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                  ""
  1440.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                   ""
  1441.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"               ""
  1442.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"              ""
  1443.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1444.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"          "Human Death Blast Forward 1"
  1445.     +Action:                "death_blast_backward"   "ADFM_death_leg_right.mvf"               "Human Death Blast Backward 1"
  1446.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"           "Human Death Head Forward 1"
  1447.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"          "Human Death Head Backward 1"
  1448.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1449.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"          "Human Death Chest Forward 1"
  1450.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"         "Human Death Chest Backward 1"
  1451.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                 "Human Death Generic 1"
  1452.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                "Human Death Left 1"
  1453.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                  "Human Death Crouch 1"
  1454.     +Weapon Specific: "Machine Pistol"
  1455.     +State:                 "stand"                  "mnrf_mp_stand.mvf"
  1456.     +State:                 "attack_stand"           "mnrf_mp_attack_stand.mvf"
  1457.     +State:                 "walk"                   "mnrf_mp_walk.mvf"
  1458.         +Footstep Trigger:    5    19
  1459.     +State:                 "run"                    "mnrf_mp_run.mvf"
  1460.         +Footstep Trigger:    5    13
  1461.     +State:                 "attack_walk"            "mnrf_mp_walk.mvf"
  1462.         +Footstep Trigger:    5    19
  1463.     +State:                 "attack_run"             "mnrf_mp_run.mvf"
  1464.         +Footstep Trigger:    5    13
  1465.     +State:                 "crouch"                  "mnrf_mp_crouch.mvf"
  1466.     +State:                 "attack_crouch"          "mnrf_mp_attack_crouch.mvf"
  1467.     +Action:                "reload"                 "mnrf_mp_reload.mvf"                      "Ultor Reload"
  1468.     +Action:                "fire_stand"             "mnrf_mp_stand_fire.mvf"                  ""
  1469.     +Action:                "fire_crouch"            "mnrf_mp_crouch_fire.mvf"                 ""
  1470.     +Weapon Specific: "Riot Stick"
  1471.     +State:                 "stand"                     "mnrf_rs_attack_stand.mvf"
  1472.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  1473.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  1474.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  1475.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  1476.     +Action:                "reload"                 "mnrf_rs_reload.mvf"                       "Ultor Reload"
  1477.     +Action:                "fire_stand"             "mnrf_rs_attack.mvf"                       ""
  1478.     +Action:                "alt_fire_stand"         "mnrf_rs_taser.mvf"                        ""
  1479.     +Action:                "fire_crouch"            "mnrf_rs_crouch_attack.mvf"                ""
  1480.     +Action:                "fire_crouch2"           "mnrf_rs_taser_crouch.mvf"                 ""
  1481.     +Weapon Specific: "Shotgun"
  1482.     +State:                 "stand"                     "mnrf_sg_stand.mvf"
  1483.     +State:                 "attack_stand"           "mnrf_sg_attack_stand.mvf"
  1484.     +State:                 "attack_walk"            "mnrf_sg_walk.mvf"
  1485.     +State:                 "attack_run"             "mnrf_sg_run.mvf"
  1486.     +State:                 "walk"                   "mnrf_sg_walk.mvf"
  1487.     +State:                 "run"                    "mnrf_sg_run.mvf"
  1488.     +State:                 "attack_crouch"          "mnrf_sg_attack_crouch.mvf"
  1489.     +State:                 "flee_run"               "Ult2_run_flee_AR.mvf"
  1490.            +Footstep Trigger:      5    13
  1491.     +Action:                "reload"                 "mnrf_sg_reload.mvf"                       "Ultor Reload"
  1492.     +Action:                "fire_stand"             "mnrf_sg_fire_pump.mvf"                    ""
  1493.     +Action:                "alt_fire_stand"         "mnrf_sg_fire_auto.mvf"                    ""
  1494.     +Action:                "fire_crouch"            "mnrf_sg_crouch_fire_pump.mvf"             ""
  1495.     +Action:                "fire_crouch2"           "mnrf_sg_crouch_fire_auto.mvf"             ""
  1496.     $Use:                   "ai response"
  1497.     +radius:                       2.0
  1498.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1499.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1500.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1501.     $Num Skins: 5
  1502.     $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")
  1503.     $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")
  1504.     $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")
  1505.     $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")
  1506.     $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")
  1507.     $Body Temperature(F):    90.0
  1508.     $RFE Level1:                "Miners"
  1509.  
  1510.     // ----------------------------------------------------------------------------------
  1511.  
  1512.     $Name:                  "parker_suit"
  1513.     $V3D Filename:          "parker_suit.vcm"
  1514.     $LOD Distances:            { 6 9 }
  1515.     $Movemode:              "run"
  1516.     $Mass:                  100
  1517.     $Material:              "flesh"
  1518.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  1519.     $Flags2:                ("collide_player")
  1520.     $Collision Radius:      0.90
  1521.     $Collision Damage Given:    10.0
  1522.     $Movement Radius:            0.5
  1523.     $FOV:                   180
  1524.     $Envirosuit:            100
  1525.     $Life:                  100
  1526.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1527.     $Max Vel:                   6.0
  1528.        +slow factor:        0.5
  1529.        +fast factor:        1.5
  1530.     $Acceleration:          20.0
  1531.     $Max Rot Vel:           3.0
  1532.     $Rot Acceleration:      2.0
  1533.     $Allowed Weapons:       ("12mm handgun" "Undercover 12mm handgun")
  1534.     $Default Primary:       "12mm handgun"
  1535.     $Default Secondary:     ""
  1536.     $Attack Style:          "Direct"
  1537.     $Blind Pursuit Time:    20.0
  1538.     $Persona:                    "empty"
  1539.     $FlySnd:                ""
  1540.     $Min FlySnd Volume:     0.6
  1541.     $Footstep Sound:        "Default Footstep"
  1542.     $Footstep Sound:        "Rock Footstep"
  1543.     $Footstep Sound:        "Metal Footstep"
  1544.     $Footstep Sound:        "Solid Footstep"
  1545.     $Footstep Sound:        "Water Footstep"
  1546.     $Footstep Sound:        "Ice Footstep"
  1547.     $Footstep Sound:        "Glass Footstep"
  1548.     $Climb Footstep Sounds: "Default Climb"
  1549.     $Climb Footstep Sounds:    "Ladder Climb"
  1550.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  1551.     $Crawl Footstep Sound:  "Crawl Footstep"
  1552.     $LandSnd:               "Default Land"
  1553.     $LandSnd:               "Metal Land"
  1554.     $LandSnd:               "Solid Land"
  1555.     $LandSnd:               "Water Land"
  1556.     $LandSnd:               "Glass Land"
  1557.     $Impact Death Sound:    "Impact Death"
  1558.     $JumpSnd:               "Jump"
  1559.     $Headlamp On Sound:        "Headlamp On"
  1560.     $Headlamp Off Sound:    "Headlamp Off"
  1561.     $Low_Pain Sounds:       "Player Small Pain"
  1562.     $Med_Pain Sounds:       "Player Large Pain"
  1563.     $DeathSnd:              "Player Die"
  1564.     +State:                 "stand"                 "ult2_stand.mvf"
  1565.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  1566.     +State:                 "walk"                  "ult2_walk.mvf"
  1567.         +Footstep Trigger:    3    17
  1568.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  1569.         +Footstep Trigger:   3    17
  1570.     +State:                 "run"                   "park_run.mvf"
  1571.         +Footstep Trigger:   5    13
  1572.     +State:                 "attack_run"            "park_hg_run.mvf"
  1573.         +Footstep Trigger:   5    13
  1574.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  1575.     +Footstep Trigger:      6    15
  1576.     +State:                 "flail_run"             "park_run_flail.mvf"
  1577.         +Footstep Trigger:      6    15
  1578.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  1579.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  1580.     +State:                 "crouch"                "ult2_crouch.mvf"
  1581.     +State:                 "attack_crouch_walk"    "park_HG_crouch_walk.mvf"
  1582.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  1583.     +State:                 "freefall"              "ult2_jump.mvf"
  1584.     +State:                 "cower"                 "ult2_cower.mvf"
  1585.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  1586.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  1587.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  1588.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  1589.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"         ""
  1590.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"       ""
  1591.     +Action:                "idle_to_ready"         "ult2_silencer.mvf"            ""
  1592.     +Action:                "ready_to_idle"         "ult2_silencer_off.mvf"        ""
  1593.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"        "Ultor Idle"
  1594.     +Action:                "speak"                 "prk2_talk.mvf"                ""
  1595.     +Action:                "speak_short"           "prk2_talk_short.mvf"          ""
  1596.     +Action:                "reload"                "ult2_reload.mvf"              "Ultor Reload"
  1597.     +Action:                "unholster"             "ult2_draw.mvf"                "Ultor Draw"
  1598.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"        ""
  1599.     +Action:                "alt_fire_stand"        "ult2_silencer.mvf"            ""
  1600.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"       ""
  1601.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1602.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  1603.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  1604.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  1605.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  1606.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1607.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  1608.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  1609.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1610. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  1611.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  1612.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  1613.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  1614.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  1615.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  1616.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  1617.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  1618.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  1619.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  1620.     $Use:                   "none"
  1621.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1622.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1623.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1624.     $Num Skins: 0
  1625.     $Body Temperature(F):    90.0
  1626.     $RFE Level1:                "Miners"
  1627.  
  1628.     // ----------------------------------------------------------------------------------
  1629.  
  1630.     $Name:                  "parker_sci"
  1631.     $V3D Filename:          "parker_sci.vcm"
  1632.     $LOD Distances:            { 6 9 }
  1633.     $Movemode:              "run"
  1634.     $Mass:                  100
  1635.     $Material:              "flesh"
  1636.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  1637.     $Flags2:                ("collide_player")
  1638.     $Collision Radius:      0.90
  1639.     $Collision Damage Given:    10.0
  1640.     $Movement Radius:            0.5
  1641.     $FOV:                   180
  1642.     $Envirosuit:            100
  1643.     $Life:                  100
  1644.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1645.     $Max Vel:                   6.0
  1646.        +slow factor:        0.5
  1647.        +fast factor:        1.5
  1648.     $Acceleration:          20.0
  1649.     $Max Rot Vel:           3.0
  1650.     $Rot Acceleration:      2.0
  1651.     $Allowed Weapons:       ("12mm handgun" "Undercover 12mm handgun")
  1652.     $Default Primary:       "12mm handgun"
  1653.     $Default Secondary:     ""
  1654.     $Attack Style:          "Direct"
  1655.     $Blind Pursuit Time:    20.0
  1656.     $Persona:                    "empty"
  1657.     $FlySnd:                ""
  1658.     $Min FlySnd Volume:     0.6
  1659.     $Footstep Sound:        "Default Footstep"
  1660.     $Footstep Sound:        "Rock Footstep"
  1661.     $Footstep Sound:        "Metal Footstep"
  1662.     $Footstep Sound:        "Solid Footstep"
  1663.     $Footstep Sound:        "Water Footstep"
  1664.     $Footstep Sound:        "Ice Footstep"
  1665.     $Footstep Sound:        "Glass Footstep"
  1666.     $Climb Footstep Sounds: "Default Climb"
  1667.     $Climb Footstep Sounds:    "Ladder Climb"
  1668.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  1669.     $Crawl Footstep Sound:  "Crawl Footstep"
  1670.     $LandSnd:               "Default Land"
  1671.     $LandSnd:               "Metal Land"
  1672.     $LandSnd:               "Solid Land"
  1673.     $LandSnd:               "Water Land"
  1674.     $LandSnd:               "Glass Land"
  1675.     $Impact Death Sound:    "Impact Death"
  1676.     $JumpSnd:               "Jump"
  1677.     $Headlamp On Sound:        "Headlamp On"
  1678.     $Headlamp Off Sound:    "Headlamp Off"
  1679.     $Low_Pain Sounds:       "Player Small Pain"
  1680.     $Med_Pain Sounds:       "Player Large Pain"
  1681.     $DeathSnd:              "Player Die"
  1682.     +State:                 "stand"                 "ult2_stand.mvf"
  1683.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  1684.     +State:                 "walk"                  "ult2_walk.mvf"
  1685.         +Footstep Trigger:    3    17
  1686.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  1687.         +Footstep Trigger:   3    17
  1688.     +State:                 "run"                   "park_run.mvf"
  1689.         +Footstep Trigger:   5    13
  1690.     +State:                 "attack_run"            "park_hg_run.mvf"
  1691.         +Footstep Trigger:   5    13
  1692.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  1693.     +Footstep Trigger:      6    15
  1694.     +State:                 "flail_run"             "park_run_flail.mvf"
  1695.         +Footstep Trigger:      6    15
  1696.         +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  1697.         +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  1698.     +State:                 "crouch"                "ult2_crouch.mvf"
  1699.     +State:                 "attack_crouch_walk"    "park_HG_crouch_walk.mvf"
  1700.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  1701.     +State:                 "freefall"              "ult2_jump.mvf"
  1702.     +State:                 "cower"                 "ult2_cower.mvf"
  1703.     +State:                 "swim_stand"            "park_swim_stand.mvf"
  1704.     +State:                 "swim_walk"             "park_swim_walk.mvf"
  1705.     +State:                 "jeep_drive"            "park_jeep_driver.mvf"
  1706.     +State:                 "jeep_gun"              "park_jeep_gunner.mvf"
  1707.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"         ""
  1708.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"       ""
  1709.     +Action:                "idle_to_ready"         "ult2_silencer.mvf"            ""
  1710.     +Action:                "ready_to_idle"         "ult2_silencer_off.mvf"        ""
  1711.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"        "Ultor Idle"
  1712.     +Action:                "speak"                 "prk3_talk.mvf"               ""
  1713.     +Action:                "speak_short"           "prk3_talk_short.mvf"         ""
  1714.     +Action:                "reload"                "ult2_reload.mvf"              "Ultor Reload"
  1715.     +Action:                "unholster"             "ult2_draw.mvf"                "Ultor Draw"
  1716.  
  1717.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"        ""
  1718.     +Action:                "alt_fire_stand"        "ult2_silencer.mvf"            ""
  1719.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"       ""
  1720.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1721.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  1722.     +Action:                "death_blast_backward"  "ult2_Death_blast_backwards.mvf"      "Human Death Blast Backward 1"
  1723.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  1724.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  1725.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1726.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  1727.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  1728.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1729.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  1730.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  1731.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"        ""
  1732.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"       ""
  1733.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"       ""
  1734.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"       ""
  1735.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"         ""
  1736.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"         ""
  1737.     +Action:                "death_still_3"         "miner_dead.mvf"               ""
  1738.     $Use:                   "none"
  1739.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1740.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1741.     $Collision Sphere:      "csphere_2" 5.0 2.0
  1742.     $Num Skins: 0
  1743.     $Body Temperature(F):    90.0
  1744.     $RFE Level1:                "Miners"
  1745.  
  1746.  
  1747.     // ------------------------------------------------
  1748.     // Humans - Security
  1749.     // ------------------------------------------------
  1750.  
  1751.     $Name:                  "multi_guard2"
  1752.     $V3D Filename:          "multi_guard2.vcm"
  1753.     $LOD Distances:            {6 9}
  1754.     $Movemode:              "run"
  1755.     $Mass:                  100
  1756.     $Material:              "flesh"
  1757.     $Flags:                 ("walk" "holds_weapons" "sentient" "alt_fire" "humanoid") 
  1758.     $Flags2:                ("collide_player")
  1759.     $Collision Radius:      0.85
  1760.     $Collision Damage Given:    10.0
  1761.     $Movement Radius:            0.5
  1762.     $FOV:                   180
  1763.     $Envirosuit:            75
  1764.     $Life:                  100
  1765.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1766.     $Max Vel:                   6.0
  1767.        +slow factor:        0.3
  1768.        +fast factor:        1.5
  1769.     $Acceleration:          20.0
  1770.     $Max Rot Vel:           10.0
  1771.     $Rot Acceleration:      10.0
  1772.     $Allowed Weapons:       ("Assault Rifle" "Sniper Rifle")
  1773.     $Default Primary:       "Assault Rifle"
  1774.     $Default Secondary:     ""
  1775.     $Unholster Delay:       0.33
  1776.     $Attack Style:          "Direct"
  1777.     $Blind Pursuit Time:    30.0
  1778.     $Persona:               "elite"
  1779.     $FlySnd:                ""
  1780.     $Min FlySnd Volume:     0.6
  1781.     $StartleSnd:            "Ultor Commander Startle"
  1782.     $Footstep Sound:        "Default Footstep"
  1783.     $LandSnd:               "Default Land2"
  1784.     $Low_Pain Sounds:       "Grdc Small Pain"
  1785.     $Med_Pain Sounds:        "Grdc Large Pain"
  1786.     $Squash Sounds:         "Character Squash"
  1787.     +State:                 "stand"                  "ult3_stand.mvf"
  1788.     +State:                 "attack_stand"           "ult3_attack_stand.mvf"
  1789.     +State:                 "walk"                   "ult3_walk.mvf"
  1790.         +Footstep Trigger:      3  17
  1791.     +State:                 "attack_walk"            "ult3_attack_walk.mvf"
  1792.     +State:                 "run"                    "ult3_run.mvf"
  1793.         +Footstep Trigger:   5    13
  1794.     +State:                 "attack_run"             "ult3_attack_run.mvf"
  1795.         +State:                 "flee_run"               "Ult3_run_flee_AR.mvf"
  1796.                 +Footstep Trigger:   6  15
  1797.     +State:                 "flail_run"                     "ult3_run_flail.mvf"
  1798.         +Footstep Trigger:   6  15
  1799.     +State:                 "crouch"                 "ult3_crouch.mvf"
  1800.     +State:                 "freefall"               "ult3_jump.mvf"
  1801.     +State:                 "cower"                  "ult3_cower.mvf"
  1802. //    +State:                 "swim_stand"            ""
  1803. //    +State:                 "swim_walk"             ""
  1804.     +Action:                "sidestep_left"          "Ult3_sidestep_left.mvf"           ""
  1805.     +Action:                "sidestep_right"         "Ult3_sidestep_right.mvf"          ""
  1806.     +Action:                "fire_stand"             "ult3_firing_stand.mvf"            ""
  1807.     +Action:                "speak"                  "ult3_talk.mvf"                    ""
  1808.     +Action:                "speak_short"            "ult3_talk_short.mvf"              ""
  1809.     +Action:                "corpse_drop"            "ult3_corpse_drop.mvf"             ""
  1810.     +Action:                "corpse_carry"           "Ult3_Death_Carry.mvf"             ""
  1811.     +Action:                "idle_1"                 "ult3_idle_handstretch.mvf"        "Ultor Idle3"
  1812.     +Action:                "idle_2"                 "ult3_idle_radarlook.mvf"          "Ultor Idle4"
  1813.     +Action:                "idle_3"                 "ult3_idle_legscratch.mvf"         "Ultor Idle5"
  1814.     +Action:                "reload"                 "ult3_reload.mvf"                  "Ultor Reload2"
  1815.     +Action:                "flinch_stand"           "ult3_flinch_chest.mvf"            "" 
  1816.     +Action:                "flinch_attack_stand"    "ult3_flinch_chest.mvf"            ""
  1817.     +Action:                "flinch_chest"           "ult3_flinch_chest.mvf"            ""
  1818.     +Action:                "flinch_back"            "ult3_flinch_back.mvf"             ""
  1819.     +Action:                "flinch_leg_left"        "ult3_flinch_leg_left.mvf"         ""
  1820.     +Action:                "flinch_leg_right"       "ult3_flinch_leg_right.mvf"        ""
  1821.     +Action:                "death_generic"          "ult3_death_generic.mvf"           "Human Death Generic 2"
  1822.     +Action:                "death_blast_forward"    "ult3_death_blast_forwards.mvf"    "Human Death Blast Forward 1"
  1823.     +Action:                "death_blast_backward"   "ult3_death_blast_backwards.mvf"   "Human Death Blast Backward 1"
  1824.     +Action:                "death_head_forward"     "ult3_death_head_forward.mvf"      "Human Death Head Forward 1"
  1825.     +Action:                "death_head_backward"    "ult3_death_head_backward.mvf"     "Human Death Head Backward 1"
  1826.     +Action:                "death_head_neutral"     "ult3_death_generic.mvf"           "Human Death Generic 2"
  1827.     +Action:                "death_chest_forward"    "ult3_death_chest_forwards.mvf"    "Human Death Chest Forward 1"
  1828.     +Action:                "death_chest_backward"   "ult3_death_chest_backwards.mvf"   "Human Death Chest Backward 1"
  1829.     +Action:                "death_chest_neutral"    "ult3_death_generic.mvf"           "Human Death Generic 1"
  1830.     +Action:                "death_leg_left"         "ult3_death_leg_left.mvf"          "Human Death Left 1"
  1831.     +Action:                "death_crouch"           "ult3_death_crouch.mvf"            "Human Death Crouch 1"
  1832.     +Action:                "death_still_1"          "ult3_corpse.mvf"                  ""
  1833.     +Action:                "death_still_2"          "ult3_corpse2.mvf"                 ""
  1834.     +Action:                "death_still_3"         "ult3_corpse3.mvf"                 ""
  1835.     +Action:                "hit_alarm"              "ult3_hit_alarm.mvf"               ""
  1836.     $Use:                   "none"
  1837.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1838.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1839.     $Collision Sphere:      "csphere_2" 3.0 2.0
  1840.     $Num Skins: 1
  1841.     $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")
  1842.     $Body Temperature(F):    90.0
  1843.     $RFE Level1:                "Ultor"
  1844.     
  1845.     // ----------------------------------------------------------------------------------
  1846.  
  1847.    $Name:                  "elite"
  1848.     $V3D Filename:          "elite_security_guard.vcm"
  1849.     $LOD Distances:            { 6 9 }
  1850.     $Movemode:              "run"
  1851.     $Mass:                  100
  1852.     $Material:              "flesh"
  1853.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid") 
  1854.     $Flags2:                ("collide_player")
  1855.     $Collision Radius:      0.85
  1856.     $Collision Damage Given:    10.0
  1857.     $Movement Radius:            0.5
  1858.     $FOV:                   180
  1859.     $Envirosuit:            250
  1860.     $Life:                  500
  1861.     $Max Vel:                   6.0
  1862.        +slow factor:        0.3
  1863.        +fast factor:        1.5
  1864.     $Acceleration:          20.0
  1865.     $Max Rot Vel:           10.0
  1866.     $Rot Acceleration:      10.0
  1867.     $Allowed Weapons:       ("Machine Pistol" "Riot Stick" "Grenade")
  1868.     $Default Primary:       "Machine Pistol"
  1869.     $Default Secondary:     ""
  1870.     $Unholster Delay:       0.33
  1871.     $Attack Style:          "Direct"
  1872.     $Blind Pursuit Time:    30.0
  1873.     $Persona:               "elite"
  1874.     $FlySnd:                ""
  1875.     $Min FlySnd Volume:     0.6
  1876.     $StartleSnd:            "Ultor Guard Startle"
  1877.     $Footstep Sound:        "Default Footstep"
  1878.     $Footstep Sound:        "Rock Footstep"
  1879.     $Footstep Sound:        "Metal Footstep"
  1880.     $Footstep Sound:        "Solid Footstep"
  1881.     $LandSnd:               "Default Land2"
  1882.     $Low_Pain Sounds:       "Grdc Small Pain"
  1883.     $Med_Pain Sounds:        "Grdc Large Pain"
  1884.     $Squash Sounds:            "Character Squash"
  1885.     +State:                 "stand"                     "esgd_stand.mvf"
  1886.     +State:                 "attack_stand"              "esgd_attack_stand.mvf"
  1887.     +State:                 "walk"                     "ult2_walk.mvf"
  1888.     +Footstep Trigger:   3    17
  1889.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  1890.     +Footstep Trigger:   3    17
  1891.     +State:                 "run"                   "ult2_run.mvf"
  1892.     +Footstep Trigger:   5    13
  1893.         +State:                 "flee_run"              "Ult2_flee_run.mvf"
  1894.         +Footstep Trigger:   6    15
  1895.     +State:                 "flail_run"             "park_run_flail.mvf"
  1896.     +Footstep Trigger:      6    15
  1897.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  1898.     +Footstep Trigger:   5    13
  1899.     +State:                 "crouch"                "ult2_crouch.mvf"
  1900.     +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  1901.     +State:                 "cower"                 "ult2_cower.mvf"
  1902. //    +State:                 "swim_stand"            ""
  1903. //    +State:                 "swim_walk"             ""
  1904.     +State:                 "freefall"              "ult2_jump.mvf"
  1905.     +State:                 "on_turret"             "ult2_on_turret.mvf"
  1906.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"           ""
  1907.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"          ""
  1908.     +Action:                "roll_left"             "esgd_attack_roll_left.mvf"           ""
  1909.     +Action:                "roll_right"            "esgd_attack_roll_right.mvf"          ""
  1910.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  1911.     +Action:                "corpse_carry"          "Ult2_Death_Carry.mvf"                ""
  1912.     +Action:                "speak"                 "esgd_talk.mvf"                       ""
  1913.     +Action:                "speak_short"           "esgd_talk_short.mvf"                 ""
  1914.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"               "Ultor Idle"
  1915.     +Action:                "idle_2"                "ult2_idle_look.mvf"                  "Ultor Idle2"
  1916.     +Action:                "idle_3"                "ult2_idle_stretch.mvf"               ""
  1917.     +Action:                "reload"                "esgd_mp_reload.mvf"                  "Ultor Reload"
  1918.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"               ""
  1919.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"              ""
  1920.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1921.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  1922.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  1923.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  1924.     +Action:                "death_head_backward"   "ult2_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  1925.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1926.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  1927.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  1928.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  1929. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  1930.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  1931.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  1932.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               "" 
  1933.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  1934.     +Action:                "flinch_chest"          "ult2_Flinch_ChestF.mvf"              ""
  1935.     +Action:                "flinch_back"           "ult2_Flinch_ChestB.mvf"              ""
  1936.     +Action:                "flinch_leg_left"       "ult2_Flinch_LegL.mvf"                ""
  1937.     +Action:                "flinch_leg_right"      "ult2_Flinch_LegR.mvf"                ""
  1938.     +Action:                "death_still_1"         "ult2_corpse.mvf"                     ""
  1939.     +Action:                "death_still_2"         "ult2_corpse2.mvf"                    ""
  1940.     +Action:                "death_still_3"         "ult2_corpse3.mvf"                    ""
  1941.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  1942.     +Weapon Specific: "Riot Stick"
  1943.     +State:                 "stand"                     "ult2_stand.mvf"
  1944.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  1945.     +State:                 "attack_walk"           "ult2_walk.mvf"
  1946.     +State:                 "attack_run"            "ult2_run.mvf"
  1947.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  1948.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  1949.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"           ""
  1950.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"           ""
  1951.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"    ""
  1952.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"   ""
  1953.     +Weapon Specific: "Grenade"
  1954.     +State:                 "stand"                     "ult2_stand.mvf"
  1955.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  1956.     +State:                 "attack_walk"           "ult2_walk.mvf"
  1957.     +State:                 "attack_run"            "ult2_run.mvf"
  1958.     +Action:                "fire_stand"            "park_grenade_throw.mvf"        ""
  1959.     +Action:                "alt_fire_stand"            "park_grenade_throw_alt.mvf"        ""
  1960.     $Use:                        "none"
  1961.     $Collision Sphere:      "csphere_0" 0.5 0.5
  1962.     $Collision Sphere:      "csphere_1" 1.0 1.0
  1963.     $Collision Sphere:      "csphere_2" 12.0 2.0
  1964.     $Num Skins: 5
  1965.     $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")
  1966.     $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")
  1967.     $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")
  1968.     $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")
  1969.     $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")
  1970.     $Body Temperature(F):    90.0
  1971.     $RFE Level1:                "Ultor"
  1972.  
  1973.     // ----------------------------------------------------------------------------------
  1974.  
  1975.     $Name:                  "env_guard"
  1976.     $V3D Filename:          "Envirosuit_Guard.vcm"
  1977.     $LOD Distances:            {6 9 35}
  1978.     $Movemode:              "run"
  1979.     $Mass:                  100
  1980.     $Material:              "flesh"
  1981.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit") 
  1982.     $Flags2:                ("collide_player")
  1983.     $Collision Radius:      0.85
  1984.     $Collision Damage Given:    10.0
  1985.     $Movement Radius:            0.5
  1986.     $FOV:                   180
  1987.     $Envirosuit:            100
  1988.     $Life:                  100
  1989.     $Damage Type Factor:        "armor piercing bullet"        1.5
  1990.     $Max Vel:                   7.0
  1991.        +slow factor:        0.25
  1992.        +fast factor:        1.5
  1993.     $Acceleration:          20.0
  1994.     $Max Rot Vel:           10.0
  1995.     $Rot Acceleration:      10.0
  1996.     $Allowed Weapons:       ("12mm handgun" "Shotgun" "Machine Pistol" "Assault Rifle" "Rocket Launcher" "Grenade" "Sniper Rifle" "Riot Stick")
  1997.     $Default Primary:       "12mm handgun"
  1998.     $Default Secondary:     ""
  1999.     $Unholster Delay:       0.33
  2000.     $Attack Style:          "Direct"
  2001.     $Blind Pursuit Time:    30.0
  2002.     $Persona:               "guard"
  2003.     $FlySnd:                ""
  2004.     $Min FlySnd Volume:     0.6
  2005.     $StartleSnd:               "Ultor Guard Startle"
  2006.     $Footstep Sound:        "Default Footstep"
  2007.     $Footstep Sound:        "Rock Footstep"
  2008.     $Footstep Sound:        "Metal Footstep"
  2009.     $Footstep Sound:        "Solid Footstep"
  2010.     $LandSnd:               "Default Land2"
  2011.     $Low_Pain Sounds:       "Grd Small Pain"
  2012.     $Med_Pain Sounds:        "Grd Large Pain"
  2013.     $Squash Sounds:            "Character Squash"
  2014.     +State:                 "stand"                 "ult2_stand.mvf"
  2015.     +State:                 "attack_stand"          "ult2_attack_stand.mvf"
  2016.     +State:                 "walk"                  "ult2_walk.mvf"
  2017.         +Footstep Trigger:   3    17
  2018.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  2019.         +Footstep Trigger:   3    17
  2020.     +State:                 "run"                   "ult2_run.mvf"
  2021.         +Footstep Trigger:   5    13
  2022.     +State:                 "attack_run"            "ult2_attack_run.mvf"
  2023.         +Footstep Trigger:   5    13
  2024.         +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2025.                 +Footstep Trigger:      6    15
  2026.     +State:                 "flail_run"             "park_run_flail.mvf"
  2027.         +Footstep Trigger:      6    15
  2028.     +State:                 "crouch"                "ult2_attack_crouch01.mvf"
  2029.     +State:                 "attack_crouch"         "ult2_attack_crouch01.mvf"
  2030.     +State:                 "cower"                 "ult2_cower.mvf"
  2031. //    +State:                 "swim_stand"            ""
  2032. //    +State:                 "swim_walk"             ""
  2033.     +State:                 "freefall"              "ult2_jump.mvf"
  2034.     +State:                 "on_turret"             "ult2_on_turret.mvf"
  2035.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"              ""
  2036.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"             ""
  2037.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  2038.     +Action:                "corpse_carry"          "Ult2_Death_Carry.mvf"                ""
  2039.     +Action:                "speak"                 "engd_talk.mvf"                       ""
  2040.     +Action:                "speak_short"           "engd_talk_short.mvf"                 ""
  2041.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"               "Ultor Idle"
  2042.     +Action:                "idle_2"                "ult2_idle_look.mvf"                  "Ultor Idle2"
  2043.     +Action:                "idle_3"                "ult2_idle_stretch.mvf"               ""
  2044.     +Action:                "reload"                "ult2_reload.mvf"                     "Ultor Reload"
  2045.     +Action:                "unholster"             "ult2_draw.mvf"                       "Ultor Draw"
  2046.     +Action:                "fire_stand"            "ult2_firing_stand.mvf"               ""
  2047.     +Action:                "fire_crouch"           "ult2_firing_crouch.mvf"              ""
  2048.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2049.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2050.     +Action:                "death_blast_backward"  "ult2_Death_leg_Left.mvf"      "Human Death Blast Backward 1"
  2051.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2052.     +Action:                "death_head_backward"   "ult2_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2053.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2054.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1"
  2055.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2056.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2057. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  2058.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2059.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2060.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               "" 
  2061.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  2062.     +Action:                "flinch_chest"          "ult2_Flinch_ChestF.mvf"              ""
  2063.     +Action:                "flinch_back"           "ult2_Flinch_ChestB.mvf"              ""
  2064.     +Action:                "flinch_leg_left"       "ult2_Flinch_LegL.mvf"                ""
  2065.     +Action:                "flinch_leg_right"      "ult2_Flinch_LegR.mvf"                ""
  2066.     +Action:                "death_still_1"         "ult2_corpse.mvf"                     ""
  2067.     +Action:                "death_still_2"         "ult2_corpse2.mvf"                    ""
  2068.     +Action:                "death_still_3"         "ult2_corpse3.mvf"                    ""
  2069.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  2070.     +Weapon Specific: "Machine Pistol"
  2071.     +State:                 "stand"                     "esgd_stand.mvf"
  2072.     +State:                 "attack_stand"              "esgd_attack_stand.mvf"
  2073.     +State:                 "attack_walk"           "esgd_attack_walk.mvf"
  2074.     +State:                 "attack_run"            "esgd_attack_run.mvf"
  2075.     +State:                 "walk"                  "esgd_attack_walk.mvf"
  2076.     +State:                 "run"                   "esgd_attack_run.mvf"
  2077. //    +State:                 "attack_crouch"         "esgd_attack_crouch.mvf"
  2078.     +Action:                "reload"                "esgd_mp_reload.mvf"           "Ultor Reload"
  2079.     +Action:                "fire_stand"            "esgd_firing_stand.mvf"        ""
  2080.     +Action:                "fire_crouch"           "esgd_firing_stand.mvf"              ""
  2081.     +Weapon Specific: "Riot Stick"
  2082.     +State:                 "stand"                     "ult2_stand.mvf"
  2083.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2084.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2085.     +State:                 "attack_run"            "ult2_run.mvf"
  2086.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2087.     +State:                 "attack_crouch_walk"    "park_Rstick_crouch_walk.mvf"
  2088.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  2089.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"        ""
  2090.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"        ""
  2091.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"        ""
  2092.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"        ""
  2093.     +Weapon Specific: "Shotgun"
  2094.     +State:                 "stand"                     "park_shotgun_stand.mvf"
  2095.     +State:                 "attack_stand"              "park_shotgun_attack_stand.mvf"
  2096.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  2097.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  2098.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  2099.     +State:                 "run"                   "park_shotgun_run.mvf"
  2100.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2101.            +Footstep Trigger:      5    13
  2102.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  2103.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  2104.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  2105.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  2106.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  2107.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  2108.     +Weapon Specific: "Assault Rifle"
  2109.     +State:                 "stand"                    "engd_arifle_stand.mvf"
  2110.     +State:                 "attack_stand"            "engd_arifle_attack_stand.mvf"
  2111.     +State:                 "attack_walk"           "engd_arifle_attack_walk.mvf"
  2112.     +State:                 "attack_run"            "engd_arifle_attack_run.mvf"
  2113.     +State:                 "walk"                  "engd_arifle_attack_walk.mvf"
  2114.     +State:                 "run"                   "engd_arifle_attack_run.mvf"
  2115.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2116.            +Footstep Trigger:      5    13
  2117.     +State:                 "attack_crouch"         "engd_arifle_attack_crouch.mvf"
  2118.     +Action:                "reload"                "engd_arifle_reload.mvf"           "Ultor Reload"
  2119.     +Action:                "fire_stand"            "engd_arifle_stand_firing_2.mvf"        ""
  2120.     +Action:                "fire_stand2"            "engd_arifle_stand_firing.mvf"        ""
  2121.     +Action:                "fire_crouch"            "engd_arifle_stand_firing_2.mvf"        ""
  2122.     +Weapon Specific: "Rocket Launcher"
  2123.     +State:                 "stand"            "engd_rl_stand.mvf"
  2124.     +State:                 "attack_stand"        "engd_rl_attack_stand.mvf"
  2125.     +State:                 "attack_walk"           "engd_rl_walk.mvf"
  2126.     +State:                 "attack_run"            "engd_rl_run.mvf"
  2127.     +State:                 "walk"                  "engd_rl_walk.mvf"
  2128.     +State:                 "run"                   "engd_rl_run.mvf"
  2129.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2130.            +Footstep Trigger:      5    13
  2131. //    +State:                 "crouch"                 "engd_rl_attack_crouch.mvf"
  2132.     +State:                 "attack_crouch"         "engd_rl_attack_crouch.mvf"
  2133.     +Action:                "fire_stand"            "engd_rl_stand_firing.mvf"        ""
  2134.     +Action:                "fire_crouch"           "engd_rl_crouch_firing.mvf"        ""
  2135.     +Weapon Specific: "Grenade"
  2136.     +State:                 "stand"                     "ult2_stand.mvf"
  2137.     +State:                 "attack_stand"              "park_riotstick_stand.mvf"
  2138.     +State:                 "attack_walk"           "ult2_walk.mvf"
  2139.     +State:                 "attack_run"            "ult2_run.mvf"
  2140. //    +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2141.     +Action:                "fire_stand"            "park_grenade_throw.mvf"        ""
  2142.     +Action:                "alt_fire_stand"        "park_grenade_throw_alt.mvf"        ""
  2143.     +Weapon Specific: "Sniper Rifle"
  2144.     +State:                 "stand"                     "park_sniper_stand.mvf"
  2145.     +State:                 "attack_stand"              "park_sniper_attack_stand.mvf"
  2146.     +State:                 "attack_walk"           "park_sniper_walk.mvf"
  2147.     +State:                 "attack_run"            "park_sniper_run.mvf"
  2148.     +State:                 "walk"                  "park_sniper_walk.mvf"
  2149.     +State:                 "run"                   "park_sniper_run.mvf"
  2150.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2151.            +Footstep Trigger:      5    13
  2152. //    +State:                 "attack_crouch"         "park_sniper_attack_crouch.mvf"
  2153.     +Action:                "reload"                "park_sniper_reload.mvf"           "Ultor Reload"
  2154.     +Action:                "fire_stand"            "park_sniper_stand_fire.mvf"        ""
  2155.     +Action:                "fire_crouch"            "park_sniper_crouch_fire.mvf"        ""
  2156.     $Use:                   "ai response"
  2157.     +radius:                       2.0
  2158.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2159.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2160.     $Collision Sphere:      "csphere_2" 6.0 2.0
  2161.     $Num Skins: 5
  2162.     $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")
  2163.     $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")
  2164.     $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")
  2165.     $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")
  2166.     $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")
  2167.     $Body Temperature(F):    90.0
  2168.     $RFE Level1:                "Ultor"
  2169.  
  2170. // ----------------------------------------------------------------------------------
  2171.  
  2172.     $Name:                  "riot_guard"
  2173.     $V3D Filename:          "riot_guard.vcm"
  2174.     $LOD Distances:            { 6 9 }
  2175.     $Movemode:              "run"
  2176.     $Mass:                  100
  2177.     $Material:              "flesh"
  2178.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit")
  2179.     $Flags2:                ("collide_player")
  2180.     $Collision Radius:      0.90
  2181.     $Collision Damage Given:    10.0
  2182.     $Movement Radius:            0.5
  2183.     $FOV:                   180
  2184.     $Envirosuit:            100
  2185.     $Life:                  100
  2186.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2187.     $Max Vel:                   7.0
  2188.        +slow factor:        0.25
  2189.        +fast factor:        1.5
  2190.     $Acceleration:          20.0
  2191.     $Max Rot Vel:           10.0
  2192.     $Rot Acceleration:      10.0
  2193.     $Allowed Weapons:       ("Rocket Launcher" "Riot Stick" "Shotgun" "Riot Shield")
  2194.     $Default Primary:       "Riot Stick"
  2195.     $Default Secondary:     ""
  2196.     $Attack Style:          "Direct"
  2197.     $Blind Pursuit Time:    20.0
  2198.     $Persona:               "guard"
  2199.     $FlySnd:                ""
  2200.     $Min FlySnd Volume:     0.6
  2201.     $Footstep Sound:        "Default Footstep"
  2202.     $Footstep Sound:        "Rock Footstep"
  2203.     $Footstep Sound:        "Metal Footstep"
  2204.     $Footstep Sound:        "Solid Footstep"
  2205.     $Footstep Sound:        "Water Footstep"
  2206.     $Footstep Sound:        "Ice Footstep"
  2207.     $Footstep Sound:        "Glass Footstep"
  2208.     $Climb Footstep Sounds: "Default Climb"
  2209.     $Climb Footstep Sounds:    "Ladder Climb"
  2210.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  2211.     $LandSnd:               "Default Land"
  2212.     $LandSnd:               "Metal Land"
  2213.     $LandSnd:               "Solid Land"
  2214.     $LandSnd:               "Water Land"
  2215.     $Impact Death Sound:    "Impact Death"
  2216.     $JumpSnd:               "Jump"
  2217.     $Headlamp On Sound:        "Headlamp On"
  2218.     $Headlamp Off Sound:    "Headlamp Off"
  2219.     $Low_Pain Sounds:       "Grd Small Pain"
  2220.     $Med_Pain Sounds:        "Grd Large Pain"
  2221.     $Squash Sounds:            "Character Squash"
  2222.     +State:                 "stand"                 "ult2_stand.mvf"
  2223.     +State:                 "attack_stand"        "park_riotstick_stand.mvf"
  2224.     +State:                 "walk"                  "ult2_walk.mvf"
  2225.         +Footstep Trigger:    3    17
  2226.     +State:                 "attack_walk"           "ult2_attack_walk.mvf"
  2227.         +Footstep Trigger:   3    17
  2228.     +State:                 "run"                   "ult2_run.mvf"
  2229.         +Footstep Trigger:   5    13
  2230.     +State:                 "attack_run"            "ult2_run.mvf"
  2231.         +Footstep Trigger:   5    13
  2232.     +State:                 "flee_run"              "Ult2_flee_run.mvf"
  2233.     +Footstep Trigger:      6    15
  2234.     +State:                 "flail_run"             "park_run_flail.mvf"
  2235.         +Footstep Trigger:      6    15
  2236.     +State:                 "corpse_carry_stand"    "ult2_corpsecarry_stand.mvf"
  2237.     +State:                 "corpse_carry_walk"     "ult2_corpsecarry_walk.mvf"
  2238.     +State:                 "crouch"                "ult2_crouch.mvf"
  2239.     +State:                 "attack_crouch"         "park_riotstick_crouch.mvf"
  2240.     +State:                 "freefall"              "ult2_jump.mvf"
  2241.     +State:                 "cower"                 "ult2_cower.mvf"
  2242. //    +State:                 "swim_stand"            ""
  2243. //    +State:                 "swim_walk"             ""
  2244.     +Action:                "sidestep_left"         "ult2_sidestep_left.mvf"              ""
  2245.     +Action:                "sidestep_right"        "ult2_sidestep_right.mvf"             ""
  2246.     +Action:                "corpse_drop"           "ult2_corpse_drop.mvf"                ""
  2247.     +Action:                "corpse_carry"          "miner_corpse_carry.mvf"              ""
  2248.     +Action:                "idle_1"                "ult2_idle_HitHead.mvf"               "Ultor Idle"
  2249.     +Action:                "reload"                "park_riotstick_reload.mvf"           "Ultor Reload"
  2250.     +Action:                "fire_stand"            "park_riotstick_swing1.mvf"           ""
  2251.     +Action:                "alt_fire_stand"        "park_riotstick_taser.mvf"            ""
  2252.     +Action:                "fire_crouch"           "park_riotstick_crouch_swing.mvf"     ""
  2253.     +Action:                "fire_crouch2"          "park_riotstick_crouch_taser.mvf"     ""
  2254.     +Action:                "death_generic"         "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2255.     +Action:                "death_blast_forward"   "ult2_Death_blast_forwards.mvf"       "Human Death Blast Forward 1"
  2256.     +Action:                "death_blast_backward"  "ult2_Death_blast_backwards.mvf"      "Human Death Blast Backward 1"
  2257.     +Action:                "death_head_forward"    "ult2_Death_head_forwards.mvf"        "Human Death Head Forward 1"
  2258.     +Action:                "death_head_backward"   "park_Death_head_backwards.mvf"       "Human Death Head Backward 1"
  2259.     +Action:                "death_head_neutral"    "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2260.     +Action:                "death_chest_forward"   "ult2_Death_chest_forward.mvf"        "Human Death Chest 1" 
  2261.     +Action:                "death_chest_backward"    "ult2_Death_chest_backward.mvf"       "Human Death Chest Backward 1"
  2262.     +Action:                "death_chest_neutral"   "ult2_Death_Generic.mvf"              "Human Death Generic 1"
  2263. //    +Action:                "death_leg_left"        "ult2_Death_leg_Left.mvf"             "Human Death Left 1"
  2264.     +Action:                "death_leg_right"       "ult2_Death_leg_Right.mvf"            "Human Death Right 1"
  2265.     +Action:                "death_crouch"          "ult2_Crouch_Death.mvf"               "Human Death Crouch 1"
  2266.     +Action:                "flinch_stand"          "ult2_flinch_stand.mvf"               ""
  2267.     +Action:                "flinch_attack_stand"   "ult2_flinch_astand.mvf"              ""
  2268.     +Action:                "flinch_chest"          "Ult2_Flinch_ChestF.mvf"              ""
  2269.     +Action:                "flinch_back"           "Ult2_Flinch_ChestB.mvf"              ""
  2270.     +Action:                "flinch_leg_left"       "Ult2_Flinch_LegL.mvf"                ""
  2271.     +Action:                "flinch_leg_right"      "Ult2_Flinch_LegR.mvf"                ""
  2272.     +Action:                "hit_alarm"             "ult2_hit_alarm.mvf"                  ""
  2273.     +Weapon Specific: "Shotgun"
  2274.     +State:                 "stand"                 "park_shotgun_stand.mvf"
  2275.     +State:                 "attack_stand"          "park_shotgun_attack_stand.mvf"
  2276.     +State:                 "attack_walk"           "park_shotgun_walk.mvf"
  2277.     +State:                 "attack_run"            "park_shotgun_run.mvf"
  2278.     +State:                 "walk"                  "park_shotgun_walk.mvf"
  2279.     +State:                 "run"                   "park_shotgun_run.mvf"
  2280.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2281.            +Footstep Trigger:      5    13
  2282.     +State:                 "attack_crouch"         "park_shotgun_crouch.mvf"
  2283.     +Action:                "reload"                "park_shotgun_reload.mvf"           "Ultor Reload"
  2284.     +Action:                "fire_stand"            "park_shotgun_stand_firepump.mvf"        ""
  2285.     +Action:                "alt_fire_stand"        "park_shotgun_stand_fireauto.mvf"        ""
  2286.     +Action:                "fire_crouch"           "park_shotgun_crouchfirepump.mvf"        ""
  2287.     +Action:                "fire_crouch2"          "park_shotgun_crouchfireauto.mvf"        ""
  2288.     +Weapon Specific: "Rocket Launcher"
  2289.     +State:                 "stand"            "engd_rl_stand.mvf"
  2290.     +State:                 "attack_stand"        "engd_rl_attack_stand.mvf"
  2291.     +State:                 "attack_walk"           "engd_rl_walk.mvf"
  2292.     +State:                 "attack_run"            "engd_rl_run.mvf"
  2293.     +State:                 "walk"                  "engd_rl_walk.mvf"
  2294.     +State:                 "run"                   "engd_rl_run.mvf"
  2295.     +State:                 "flee_run"              "Ult2_run_flee_AR.mvf"
  2296.            +Footstep Trigger:      5    13
  2297.     +State:                 "crouch"                 "engd_rl_attack_crouch.mvf"
  2298.     +State:                 "attack_crouch"         "engd_rl_attack_crouch.mvf"
  2299.     +Action:                "fire_stand"            "engd_rl_stand_firing.mvf"        ""
  2300.     +Action:                "fire_crouch"           "engd_rl_crouch_firing.mvf"        ""
  2301.     +Weapon Specific: "Riot Shield"
  2302.     +State:                 "stand"            "rtgd_riotshield_stand.mvf"
  2303.     +State:                 "attack_stand"        "rtgd_riotshield_attackstand.mvf"
  2304.     +State:                   "attack_walk"             "rtgd_riotshield_walk.mvf"
  2305.     +State:                   "attack_run"              "rtgd_riotshield_run.mvf"
  2306.     +State:                  "crouch"                 "rtgd_riotshield_crouch.mvf"
  2307.     +State:                   "attack_crouch"           "rtgd_riotshield_crouch.mvf"
  2308.     +Action:                "fire_stand"            "rtgd_riotshield_attack.mvf"        ""
  2309.     +Action:                "fire_crouch"            "rtgd_riotshieldattackcrouch.mvf"        ""
  2310.     +Action:                "flinch_stand"          "rtgd_riotshield_flinchfront.mvf"        ""
  2311.     +Action:                "flinch_attack_stand"   "rtgd_riotshield_flinchfront.mvf"       ""
  2312.     +Action:                "flinch_chest"          "rtgd_riotshield_flinchfront.mvf"        ""
  2313.     +Action:                "flinch_back"           "rtgd_riotshield_flinch_back.mvf"        ""
  2314.     +Action:                "flinch_leg_left"       "rtgd_riotshield_flinchfront.mvf"         ""
  2315.     +Action:                "flinch_leg_right"      "rtgd_riotshield_flinchfront.mvf"         ""
  2316.     $Use:                   "none"
  2317.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2318.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2319.     $Collision Sphere:      "csphere_2" 3.0 2.0
  2320.     $Num Skins: 0
  2321.     //$Skin: "b" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_b.tga" "Envro_FacePlate.tga")
  2322.     //$Skin: "c" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_c.tga" "Envro_FacePlate.tga")
  2323.     //$Skin: "d"  ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_d.tga" "Envro_FacePlate.tga")
  2324.     //$Skin: "e"  ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_e.tga" "Envro_FacePlate.tga")
  2325.     //$Skin: "Parker"  ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "Parker_face.tga" "Envro_FacePlate.tga")    
  2326.     $Body Temperature(F):    90.0
  2327.     $RFE Level1:                "Ultor"
  2328.  
  2329.     // ------------------------------------------------
  2330.     // Humans - Mercs
  2331.     // ------------------------------------------------
  2332.  
  2333.    $Name:                  "merc_grunt"
  2334.     $V3D Filename:          "merc_grunt.vcm"
  2335.     $LOD Distances:            {6 9 }
  2336.     $Movemode:              "run"
  2337.     $Mass:                  100
  2338.     $Material:              "flesh"
  2339.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") 
  2340.     $Flags2:                ("collide_player" "merc" "ignore_fire")
  2341.     $Collision Radius:      0.85
  2342.     $Collision Damage Given:    10.0
  2343.     $Movement Radius:            0.5
  2344.     $FOV:                   180
  2345.     $Envirosuit:            250
  2346.     $Life:                  200
  2347.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2348.     $Max Vel:                   6.0
  2349.        +slow factor:        0.3
  2350.        +fast factor:        1.5
  2351.     $Acceleration:          20.0
  2352.     $Max Rot Vel:           10.0
  2353.     $Rot Acceleration:      10.0
  2354.     $Allowed Weapons:       ("scope_assault_rifle" "Flamethrower" "Grenade")
  2355.     $Default Primary:       "scope_assault_rifle"
  2356.     $Default Secondary:     ""
  2357.     $Unholster Delay:       0.33
  2358.     $Attack Style:          "Direct"
  2359.     $Blind Pursuit Time:    30.0
  2360.     $Persona:               "merc"
  2361.     $FlySnd:                ""
  2362.     $Min FlySnd Volume:     0.6
  2363.     $StartleSnd:               "Ultor Guard Startle"
  2364.     $Footstep Sound:        "Default Footstep"
  2365.     $Footstep Sound:        "Rock Footstep"
  2366.     $Footstep Sound:        "Metal Footstep"
  2367.     $Footstep Sound:        "Solid Footstep"
  2368.     $LandSnd:               "Default Land2"
  2369.     $Low_Pain Sounds:       "Merc Small Pain"
  2370.     $Med_Pain Sounds:        "Merc Large Pain"
  2371.     $Squash Sounds:            "Character Squash"
  2372.     +State:                 "stand"                "mrc1_stand.mvf"
  2373.     +State:                 "attack_stand"        "mrc1_attack_stand.mvf"
  2374.     +State:                 "walk"                "mrc1_walk.mvf"
  2375.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  2376.     +State:                 "run"                   "mrc1_run.mvf"
  2377.      +State:                 "flee_run"              "mrc1_Fleerun.mvf"
  2378.      +State:                 "flail_run"             "mrc1_run_flail.mvf"
  2379.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  2380.     +State:                 "crouch"                "mrc1_crouch.mvf"
  2381.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  2382.     +State:                 "cower"                 "mrc1_cower.mvf"
  2383. //    +State:                 "swim_stand"            ""
  2384. //    +State:                 "swim_walk"             ""
  2385.     +State:                 "freefall"              "mrc1_freefall.mvf"
  2386.     +Action:                "sidestep_left"         "mrc1_sidestep_left.mvf"                    ""
  2387.     +Action:                "sidestep_right"        "mrc1_sidestep_right.mvf"                   ""
  2388.     +Action:                "corpse_drop"           "mrc1_corpse_drop.mvf"                      ""
  2389.     +Action:                "corpse_carry"          "mrc1_corpse_carried.mvf"                   ""
  2390.     +Action:                "idle_1"                "mrc1_idle.mvf"                             "Ultor Idle"
  2391.     +Action:                "idle_2"                "mrc1_idle2.mvf"                            "Ultor Idle2"
  2392.     +Action:                "reload"                "mrc1_reload.mvf"                           "Ultor Reload"
  2393.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                      ""
  2394.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                      ""
  2395.     +Action:                "death_generic"         "mrc1_death_generic.mvf"                    "Human Death Generic 4"
  2396.     +Action:                "death_blast_forward"   "mrc1_death_blast_fore.mvf"                 "Human Death Blast Forward 1"
  2397.     +Action:                "death_blast_backward"  "mrc1_death_blast_back.mvf"                 "Human Death Blast Backward 1"
  2398.     +Action:                "death_head_forward"    "mrc1_death_head_fore.mvf"                  "Human Death Head Forward 1"
  2399.     +Action:                "death_head_backward"   "mrc1_death_head_back.mvf"                  "Human Death Head Backward 2"
  2400.     +Action:                "death_head_neutral"    "mrc1_death_generic_head.mvf"               "Human Death Head Forward 1"
  2401.     +Action:                "death_chest_forward"   "mrc1_death_torso_fore.mvf"                 "Human Death Forward 2"
  2402.         +Action:                "death_chest_backward"  "mrc1_death_torso_back.mvf"                 "Human Death Blast Backward 1"
  2403.     +Action:                "death_chest_neutral"   "mrc1_death_generic_chest.mvf"              "Human Death Generic 5"
  2404.     +Action:                "death_leg_left"        "mrc1_death_leg_L.mvf"                      "Human Death Left 1"
  2405.     +Action:                "death_leg_right"       "mrc1_death_leg_R.mvf"                      "Human Death Leg 3"
  2406.     +Action:                "death_crouch"          "mrc1_death_crouch.mvf"                     "Human Death Crouch 1"
  2407.     +Action:                "flinch_chest"          "mrc1_flinch_chest.mvf"                     ""
  2408.     +Action:                "flinch_back"           "mrc1_flinch_back.mvf"                      ""
  2409.     +Action:                "flinch_leg_left"       "mrc1_flinch_leg_L.mvf"                     ""
  2410.     +Action:                "flinch_leg_right"      "mrc1_flinch_leg_R.mvf"                     ""
  2411.     +Weapon Specific: "12mm handgun"
  2412.     +State:                 "stand"                    "mrc2_stand_12mm.mvf"
  2413.     +State:                 "attack_stand"          "mrc2_stand_12mm.mvf"
  2414.     +State:                 "attack_walk"           "mrc2_walk_12mm.mvf"
  2415.     +State:                 "attack_run"            "mrc2_run_12mm.mvf"
  2416.     +State:                 "attack_crouch"         "mrc2_crouch_12mm.mvf"
  2417.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_12mm.mvf"
  2418.     +Action:                "reload"                "mrc2_reload_12mm.mvf"                      "Ultor Reload"
  2419.     +Action:                "fire_stand"            "mrc2_fire_12mm.mvf"                        ""
  2420.     +Action:                "fire_crouch"           "mrc2_fire_12mm.mvf"                        ""
  2421.     +Weapon Specific: "Machine Pistol"
  2422.     +State:                 "stand"                    "mrc2_stand_MP.mvf"
  2423.     +State:                 "attack_stand"          "mrc2_stand_MP.mvf"
  2424.     +State:                 "attack_walk"           "mrc2_walk_MP.mvf"
  2425.     +State:                 "attack_run"            "mrc2_run_MP.mvf"
  2426.     +State:                 "attack_crouch"         "mrc2_crouch_MP.mvf"
  2427.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_MP.mvf"
  2428.     +Action:                "reload"                "mrc2_reload_MP.mvf"                      "Ultor Reload"
  2429.     +Action:                "fire_stand"            "mrc2_fire_MP.mvf"                        ""
  2430.     +Action:                "fire_crouch"           "mrc2_fire_MP.mvf"                        ""
  2431.     +Weapon Specific: "Rocket Launcher"
  2432.     +State:                 "stand"                    "mrc2_stand_RL.mvf"
  2433.     +State:                 "attack_stand"          "mrc2_stand_RL.mvf"
  2434.     +State:                 "attack_walk"           "mrc2_walk_RL.mvf"
  2435.     +State:                 "attack_run"            "mrc2_run_RL.mvf"
  2436.     +State:                 "attack_crouch"         "mrc2_crouch_RL.mvf"
  2437.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RL.mvf"
  2438.     +Action:                "reload"                "mrc2_reload_RL.mvf"                      "Ultor Reload"
  2439.     +Action:                "fire_stand"            "mrc2_fire_RL.mvf"                        ""
  2440.     +Action:                "fire_crouch"           "mrc2_fire_RL.mvf"                        ""
  2441.     +Weapon Specific: "Shotgun"
  2442.     +State:                 "stand"                    "mrc2_stand_SG.mvf"
  2443.     +State:                 "attack_stand"          "mrc2_stand_SG.mvf"
  2444.     +State:                 "attack_walk"           "mrc2_walk_SG.mvf"
  2445.     +State:                 "attack_run"            "mrc2_run_SG.mvf"
  2446.     +State:                 "attack_crouch"         "mrc2_crouch_SG.mvf"
  2447.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SG.mvf"
  2448.     +Action:                "reload"                "mrc2_reload_SG.mvf"                      "Ultor Reload"
  2449.     +Action:                "fire_stand"            "mrc2_fire_SG.mvf"                        ""
  2450.     +Action:                "alt_fire_stand"        "mrc2_fire_ALT_SG.mvf"                    ""
  2451.     +Action:                "fire_crouch"           "mrc2_fire_SG.mvf"                        ""
  2452.     +Weapon Specific: "Sniper Rifle"
  2453.     +State:                 "stand"                    "mrc2_stand_SR.mvf"
  2454.     +State:                 "attack_stand"          "mrc2_stand_SR.mvf"
  2455.     +State:                 "attack_walk"           "mrc2_walk_SR.mvf"
  2456.     +State:                 "attack_run"            "mrc2_run_SR.mvf"
  2457.     +State:                 "attack_crouch"         "mrc2_crouch_SR.mvf"
  2458.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SR.mvf"
  2459.     +Action:                "reload"                "mrc2_reload_SR.mvf"                      "Ultor Reload"
  2460.     +Action:                "fire_stand"            "mrc2_fire_SR.mvf"                        ""
  2461.     +Action:                "fire_crouch"           "mrc2_fire_SR.mvf"                        ""
  2462.     +Weapon Specific: "Remote Charge"
  2463.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  2464.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  2465.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  2466.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  2467.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  2468.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  2469.     +Action:                "fire_stand"            "mrc2_fire_Rcharge.mvf"                   ""
  2470.     +Action:                "fire_crouch"           "mrc2_fire_Rcharge.mvf"                   ""
  2471.     +Weapon Specific: "Riot Stick"
  2472.     +State:                 "stand"                    "mrc2_stand_RS.mvf"
  2473.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  2474.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  2475.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  2476.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  2477.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  2478.     +Action:                "reload"                "mrc2_reload_RS.mvf"                      "Ultor Reload"
  2479.     +Action:                "fire_stand"            "mrc2_fire_RS.mvf"                        ""
  2480.     +Action:                "fire_crouch"           "mrc2_fire_RS.mvf"                        ""
  2481.     +Weapon Specific: "Riot Shield"
  2482.     +State:                 "stand"                    "mrc2_stand_Rshield.mvf"
  2483.     +State:                 "attack_stand"          "mrc2_stand_Rshield.mvf"
  2484.     +State:                 "attack_walk"           "mrc2_walk_Rshield.mvf"
  2485.     +State:                 "attack_run"            "mrc2_run_Rshield.mvf"
  2486.     +State:                 "attack_crouch"         "mrc2_crouch_Rshield.mvf"
  2487.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Rshield.mvf"
  2488.     +Action:                "fire_stand"            "mrc2_fire_Rshield.mvf"                        ""
  2489.     +Action:                "fire_crouch"           "mrc2_fire_Rshield.mvf"                        ""
  2490.     +Weapon Specific: "heavy_machine_gun"
  2491.     +State:                 "stand"                "mrc1_stand.mvf"
  2492.     +State:                 "attack_stand"        "mrch_attack_stand.mvf"
  2493.     +State:                 "attack_walk"           "mrch_attack_walk.mvf"
  2494.     +State:                 "attack_run"            "mrch_attack_run.mvf"
  2495.     +State:                 "walk"                  "mrch_attack_walk.mvf"
  2496.     +State:                 "run"                   "mrch_attack_run.mvf"
  2497.     +State:                 "attack_crouch"         "mrch_attack_crouch.mvf"
  2498.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Hmac.mvf"
  2499.     +Action:                "reload"                "mrch_reload.mvf"                          "Ultor Reload"
  2500.     +Action:                "fire_stand"            "mrch_attack_fire.mvf"                     ""
  2501.     +Action:                "fire_crouch"           "mrch_crouch_fire.mvf"                     ""
  2502.     +Weapon Specific: "shoulder_cannon"
  2503.     +State:                 "stand"                "mrch_attack_stand_smw.mvf"
  2504.     +State:                 "attack_stand"        "mrch_attack_stand_smw.mvf"
  2505.     +State:                 "attack_walk"           "mrch_attack_walk_smw.mvf"
  2506.     +State:                 "walk"                  "mrch_attack_walk_smw.mvf"
  2507.     +State:                 "attack_run"            "mrch_run_smw.mvf"
  2508.     +State:                 "run"                   "mrch_run_smw.mvf"
  2509.     +State:                 "attack_crouch"         "mrch_attack_crouch_smw.mvf"
  2510.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SMC.mvf"
  2511.         +Action:                "idle_1"                "mrch_idle_smw.mvf"                       "Ultor Idle"
  2512.     +Action:                "flinch_chest"          "mrch_flinch_front_smw.mvf"               ""
  2513.     +Action:                "flinch_back"           "mrch_flinch_back_smw.mvf"                ""
  2514.     +Action:                "fire_stand"            "mrch_fire_smw.mvf"                       ""
  2515.     +Action:                "fire_crouch"           "mrch_fire_crouch_smw.mvf"                ""
  2516.         +Weapon Specific: "Rail_Gun"
  2517.     +State:                 "attack_walk"           "mrc1_attack_walk_RR.mvf"
  2518.     +State:                 "attack_run"               "mrc1_attack_run_RR.mvf"
  2519.     +State:                 "walk"                  "mrc1_attack_walk_RR.mvf"
  2520.     +State:                 "run"                  "mrc1_attack_run_RR.mvf"
  2521.     +State:                 "attack_stand"        "mrc1_attack_stand_RR.mvf"
  2522.     +State:                 "attack_crouch"         "mrc1_attack_crouch_RR.mvf"
  2523.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RR.mvf"
  2524.     +Action:                "fire_stand"            "mrc1_fire_reload_RR.mvf"                   ""
  2525.     +Action:                "fire_crouch"           "mrc1_fire_reload_RR_C.mvf"                 ""
  2526.     +Action:                "idle_2"                "mrc1_idle2_RR.mvf"                         "Ultor Idle2"
  2527.     +Weapon Specific: "Grenade"
  2528.     +State:                 "attack_walk"           "mrc1_walk.mvf"
  2529.     +State:                 "attack_run"               "mrc1_run.mvf"
  2530.     +State:                 "attack_stand"        "mrc1_attack_stand_grenade.mvf"
  2531.     +State:                 "attack_crouch"         "mrc1_crouch.mvf"
  2532.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_GRN.mvf"
  2533.     +Action:                "fire_stand"            "mrc1_fire_grenade.mvf"                     ""
  2534.     +Action:                "alt_fire_stand"        "mrc1_fire_grenade_ALT.mvf"                 ""
  2535.     +Weapon Specific: "Flamethrower"
  2536.     +State:                 "stand"                "mrc1_stand_FT.mvf"
  2537.     +State:                 "attack_stand"        "mrc1_stand_FT.mvf"
  2538.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_FT.mvf"
  2539.     +Action:                "fire_stand"            "mrc1_stand-fire-FT.mvf"                    ""
  2540.     +Action:                "alt_fire_stand"        "mrc1_ft_alt_fire_stand.mvf"                ""
  2541.     +Action:                "reload"                "mrc1_reload-FT.mvf"                        "Ultor Reload"
  2542.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2543.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2544.     $Collision Sphere:      "csphere_2" 4.0 2.0
  2545.     $Num Skins: 4
  2546.     $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")
  2547.     $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")
  2548.     $Skin: "d" ("MercGrunt_Parts01d.tga" "MercGrunt_Parts02d.tga" "MercGrunt_Parts03d.tga" "MercGrunt_Parts01d.tga" "MercGrunt_Parts01d-mip2.tga" "MercGrunt_Parts02d-mip2.tga" "MercGrunt_Parts03d-mip2.tga" "MercGrunt_Parts01d-mip3.tga" "MercGrunt_Parts02d-mip3.tga" "MercGrunt_Parts03d-mip3.tga")
  2549.     //$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")
  2550.     $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")
  2551.     $Body Temperature(F):    90.0
  2552.     $RFE Level1:                "Ultor"
  2553.  
  2554. // ----------------------------------------------------------------------------------
  2555.  
  2556.     $Name:                  "masako"
  2557.     $V3D Filename:          "masako.vcm"
  2558.     $LOD Distances:            {6 9}
  2559.     $Movemode:              "run"
  2560.     $Mass:                  100
  2561.     $Material:              "flesh"
  2562.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit" "nano_shield" "slippery")
  2563.     $Flags2:                ("collide_player" "merc")
  2564.     $Collision Radius:      0.85
  2565.     $Collision Damage Given:    10.0
  2566.     $Movement Radius:            0.5
  2567.     $FOV:                   180
  2568.     $Envirosuit:            4000
  2569.     $Life:                  2000
  2570.     $Damage Type Factor:        "armor piercing bullet"        1.5
  2571.     $Damage Type Factor:        "energy"                            0.1
  2572.     $Max Vel:                   6.0
  2573.        +slow factor:        0.3
  2574.        +fast factor:        1.5
  2575.     $Acceleration:          20.0
  2576.     $Max Rot Vel:           10.0
  2577.     $Rot Acceleration:      10.0
  2578.     $Allowed Weapons:       ("scope_assault_rifle")
  2579.     $Default Primary:       "scope_assault_rifle"
  2580.     $Default Secondary:     ""
  2581.     $Unholster Delay:       0.33
  2582.     $Attack Style:          "Direct"
  2583.     $Blind Pursuit Time:    30.0
  2584.     $Persona:               "empty"
  2585.     $FlySnd:                ""
  2586.     $Min FlySnd Volume:     0.6
  2587.     $Footstep Sound:        "Default Footstep"
  2588.     $Footstep Sound:        "Rock Footstep"
  2589.     $Footstep Sound:        "Metal Footstep"
  2590.     $Footstep Sound:        "Solid Footstep"
  2591.     $LandSnd:               "Default Land2"
  2592.     $Low_Pain Sounds:       "Masako Small Pain"
  2593.     $Med_Pain Sounds:       "Masako Large Pain"
  2594.         $Squash Sounds:         "Admin Squash"
  2595.     $DeathSnd:              "Masako Die"
  2596.     +State:                 "stand"                   "masa_sar_stand.mvf"
  2597.     +State:                 "attack_stand"            "masa_sar_attack_stand.mvf"
  2598.     +State:                 "walk"                    "admin_fem_walk.mvf"
  2599.         +Footstep Trigger:    5    19
  2600.     +State:                 "attack_walk"             "masa_sar_walk.mvf"
  2601.         +Footstep Trigger:    3    17
  2602.     +State:                 "run"                     "masa_sar_run.mvf"
  2603.         +Footstep Trigger:    5    13
  2604.     +State:                 "attack_run"              "masa_sar_run.mvf"
  2605.         +Footstep Trigger:    5    13
  2606.     +State:                 "flee_run"                "admin_fem_run_flee.mvf"
  2607.         +Footstep Trigger:      6    15
  2608.     +State:                 "flail_run"               "adfm_run_flail.mvf"
  2609.         +Footstep Trigger:      6    15
  2610.     +State:                 "crouch"                  "masa_sar_crouch.mvf"
  2611.     +State:                 "attack_crouch"           "masa_sar_attack_crouch.mvf"
  2612.     +State:                 "attack_crouch_walk"      "mnr3f_SR_crouch_walk.mvf"
  2613.     +State:                 "freefall"                "ADFM_freefall.mvf"
  2614.     +State:                 "cower"                   "ADFM_cower.mvf"
  2615. //    +State:                 "swim_stand"            ""
  2616. //    +State:                 "swim_walk"             ""
  2617.     +Action:                "sidestep_left"           "eos_sidestep_left.mvf"                ""
  2618.     +Action:                "sidestep_right"          "eos_sidestep_right.mvf"               ""
  2619.     +Action:                "roll_left"               "masa_attack_roll_left.mvf"            ""
  2620.     +Action:                "roll_right"              "masa_attack_roll_right.mvf"           ""
  2621.      +Action:                "idle_1"                  "admin_fem_idle01.mvf"                 "Tech1 Idle"
  2622.     +Action:                "speak"                   "masa_talk.mvf"                        ""
  2623.     +Action:                "speak_short"             "masa_talk_short.mvf" ""
  2624.     +Action:                "corpse_carry"            "admin_fem_corpsecarry.mvf"            ""
  2625.     +Action:                "corpse_drop"             "admin_fem_corpsedrop.mvf"             ""
  2626.     +Action:                "death_generic"           "ADFM_death_generic.mvf"               "Human Death Generic 1"
  2627.     +Action:                "death_blast_forward"     "ADFM_death_blast_forwards.mvf"        "Human Death Blast Forward 1"
  2628.     +Action:                "death_blast_backward"    "ADFM_death_leg_right.mvf"             "Human Death Blast Backward 1"
  2629.     +Action:                "death_head_forward"      "ADFM_death_head_forwards.mvf"         "Human Death Head Forward 1"
  2630.     +Action:                "death_head_backward"     "ADFM_death_head_backwards.mvf"        "Human Death Head Backward 1"
  2631.     +Action:                "death_head_neutral"      "ADFM_death_generic.mvf"               "Human Death Generic 1"
  2632.     +Action:                "death_chest_forward"     "ADFM_death_chest_forwards.mvf"        "Human Death Chest Forward 1"
  2633.     +Action:                "death_chest_backward"    "ADFM_death_chest_backwards.mvf"       "Human Death Chest Backward 1"
  2634.     +Action:                "death_chest_neutral"     "ADFM_death_generic.mvf"               "Human Death Generic 1"
  2635.     +Action:                "death_leg_left"          "ADFM_death_leg_left.mvf"              "Human Death Left 1"
  2636.     +Action:                "death_crouch"            "ADFM_death_crouch.mvf"                "Human Death Crouch 1"
  2637.     +Action:                "reload"                  "masa_sar_reload.mvf"                  "Ultor Reload"
  2638.     +Action:                "fire_stand"              "masa_sar_stand_fire.mvf"              ""
  2639.     +Action:                "fire_crouch"             "masa_sar_crouch_fire.mvf"             ""
  2640.     +Action:                "flinch_chest"            "masa_sar_flinch_chest.mvf"            ""
  2641.     +Action:                "flinch_back"             "masa_sar_flinch_back.mvf"             ""
  2642.     +Action:                "flinch_leg_left"         "masa_sar_flinch_chest.mvf"            ""
  2643.     +Action:                "flinch_leg_right"        "masa_sar_flinch_chest.mvf"            ""
  2644.     $Use:                   "none"
  2645.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2646.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2647.     $Collision Sphere:      "csphere_2" 5.0 2.0
  2648.     $Num Skins: 0
  2649.     $Body Temperature(F):    90.0
  2650.     $RFE Level1:                "Ultor"
  2651.  
  2652.  
  2653.  
  2654. // ------------------------------------------------
  2655. // Multiplayer models - the only really important thing here is the animations (for now) and the mesh name
  2656. // ------------------------------------------------
  2657.  
  2658.     $Name:                  "multi_female"
  2659.     $V3D Filename:          "nurse1.vcm"
  2660.     $LOD Distances:            { 6 9 }
  2661.     $Movemode:              "run"
  2662.     $Mass:                  100
  2663.     $Material:              "flesh"
  2664.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery")
  2665.     $Flags2:                ("collide_player")
  2666.     $Collision Radius:      0.90
  2667.     $Collision Damage Given:    10.0
  2668.     $Movement Radius:        0.5
  2669.     $FOV:                   180
  2670.     $Envirosuit:            200
  2671.     $Life:                  100
  2672.     $Damage Type Factor:    "armor piercing bullet"        1.5
  2673.     $Max Vel:                6.0
  2674.        +slow factor:        0.5
  2675.        +fast factor:        1.5
  2676.     $Acceleration:          20.0
  2677.     $Max Rot Vel:           3.0
  2678.     $Rot Acceleration:      2.0
  2679.     $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")
  2680.     $Default Primary:       "12mm handgun"
  2681.     $Default Secondary:     ""
  2682.     $Attack Style:          "Direct"
  2683.     $Blind Pursuit Time:    5.0
  2684.     $Persona:                "empty"
  2685.     $FlySnd:                ""
  2686.     $Min FlySnd Volume:     0.6
  2687.     $Footstep Sound:        "Default Footstep"
  2688.     $Footstep Sound:        "Rock Footstep"
  2689.     $Footstep Sound:        "Metal Footstep"
  2690.     $Footstep Sound:        "Solid Footstep"
  2691.     $Footstep Sound:        "Water Footstep"
  2692.     $Footstep Sound:        "Ice Footstep"
  2693.     $Climb Footstep Sounds: "Default Climb"
  2694.     $Climb Footstep Sounds:    "Ladder Climb"
  2695.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  2696.     $LandSnd:               "Default Land"
  2697.     $LandSnd:               "Metal Land"
  2698.     $LandSnd:               "Solid Land"
  2699.     $LandSnd:               "Water Land"
  2700.     $Impact Death Sound:    "Impact Death"
  2701.     $JumpSnd:               "Jump"
  2702.     $Headlamp On Sound:        "Headlamp On"
  2703.     $Headlamp Off Sound:    "Headlamp Off"
  2704.     $Low_Pain Sounds:       "Eos Small Pain"
  2705.     $Med_Pain Sounds:       "Eos Large Pain"
  2706.  
  2707.     +State:                 "stand"                     "mnr3f_12mm_stand.mvf"
  2708.     +State:                 "walk"                   "admin_fem_walk.mvf"
  2709.         +Footstep Trigger:    5    19
  2710.     +State:                 "run"                    "admin_fem_run.mvf"
  2711.         +Footstep Trigger:      6    15
  2712.  
  2713.     +State:                 "attack_stand"           "mnr3f_12mm_stand.mvf"
  2714.     +State:                 "attack_walk"            "mnr3f_12mm_walk.mvf"
  2715.         +Footstep Trigger:    5    19
  2716.     +State:                 "attack_run"             "mnr3f_12mm_run.mvf"
  2717.         +Footstep Trigger:      6    15
  2718.  
  2719.     +State:                 "freefall"               "ADFM_freefall.mvf"
  2720.     +State:                 "crouch"                 "ADFM_crouch.mvf"
  2721.     +State:                 "swim_stand"             "mnr3f_swim_stand.mvf"
  2722.     +State:                 "swim_walk"              "mnr3f_swim_walk.mvf"
  2723.     +State:                 "attack_crouch"          "mnr3f_12mm_crouch.mvf"
  2724.     +State:                 "attack_crouch_walk"     "mnr3f_12mm_crouch_walk.mvf"
  2725.  
  2726.     +Action:                "reload"                 "mnr3f_12mm_reload.mvf"                     "Ultor Reload"
  2727.     +Action:                "fire_stand"             "mnr3f_12mm_fire.mvf"                       ""
  2728.     +Action:                "fire_crouch"            "mnr3f_12mm_fire.mvf"                       ""
  2729.     +Action:                "flinch_chest"           "ADFM_flinch_chest.mvf"                     ""
  2730.     +Action:                "flinch_back"            "ADFM_flinch_back.mvf"                      ""
  2731.     +Action:                "flinch_leg_left"        "ADFM_flinch_leg_left.mvf"                  ""
  2732.     +Action:                "flinch_leg_right"       "ADFM_flinch_leg_right.mvf"                 ""
  2733.     +Action:                "death_generic"          "ADFM_death_generic.mvf"                    "Human Death Generic 1"
  2734.     +Action:                "death_blast_forward"    "ADFM_death_blast_forwards.mvf"             "Human Death Blast Forward 1"
  2735.     +Action:                "death_blast_backward"   "ADFM_death_blast_backwards.mvf"            "Human Death Blast Backward 1"
  2736.     +Action:                "death_head_forward"     "ADFM_death_head_forwards.mvf"              "Human Death Head Forward 1"
  2737.     +Action:                "death_head_backward"    "ADFM_death_head_backwards.mvf"             "Human Death Head Backward 1"
  2738.     +Action:                "death_head_neutral"     "ADFM_death_generic.mvf"                    "Human Death Generic 1"
  2739.     +Action:                "death_chest_forward"    "ADFM_death_chest_forwards.mvf"             "Human Death Chest Forward 1"
  2740.     +Action:                "death_chest_backward"   "ADFM_death_chest_backwards.mvf"            "Human Death Chest Backward 1"
  2741.     +Action:                "death_chest_neutral"    "ADFM_death_generic.mvf"                    "Human Death Generic 1"
  2742.     +Action:                "death_leg_left"         "ADFM_death_leg_left.mvf"                   "Human Death Left 1"
  2743.     +Action:                "death_crouch"           "ADFM_death_crouch.mvf"                     "Human Death Crouch 1"
  2744.  
  2745.         +Weapon Specific: "12mm Handgun"
  2746.     +Spine Adjustment: -20.0
  2747.  
  2748.         +Weapon Specific: "Machine Pistol"
  2749.     +Spine Adjustment: -15.0
  2750.     +State:                 "attack_stand"           "mnrf_mp_attack_stand.mvf"
  2751.     +State:                 "attack_walk"            "mnrf_mp_walk.mvf"
  2752.     +State:                 "attack_run"             "mnrf_mp_run.mvf"
  2753.     +State:                 "attack_crouch"          "mnrf_mp_attack_crouch.mvf"
  2754.     +Action:                "reload"                 "mnrf_mp_reload.mvf"                        "Ultor Reload"
  2755.     +Action:                "fire_stand"             "mnrf_mp_stand_fire.mvf"                    ""
  2756.     +Action:                "fire_crouch"            "mnrf_mp_crouch_fire.mvf"                   ""
  2757.  
  2758.         +Weapon Specific: "Riot Stick"
  2759.     +Spine Adjustment: -25.0
  2760.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  2761.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  2762.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  2763.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  2764.     +Action:                "reload"                 "mnrf_rs_reload.mvf"                        "Ultor Reload"
  2765.     +Action:                "fire_stand"             "mnrf_rs_attack.mvf"                        ""
  2766.     +Action:                "alt_fire_stand"         "mnrf_rs_taser.mvf"                         ""
  2767.     +Action:                "fire_crouch"            "mnrf_rs_crouch_attack.mvf"                 ""
  2768.     +Action:                "fire_crouch2"           "mnrf_rs_taser_crouch.mvf"                  ""
  2769.  
  2770.         +Weapon Specific: "Rocket Launcher"
  2771.     +Spine Adjustment: -10.0
  2772.     +State:                 "attack_stand"           "mnr3f_RL_stand.mvf"
  2773.     +State:                 "attack_walk"            "mnr3f_RL_walk.mvf"
  2774.     +State:                 "attack_run"             "mnr3f_RL_run.mvf"
  2775.     +State:                 "attack_crouch"          "mnr3f_RL_crouch.mvf"
  2776.     +State:                 "attack_crouch_walk"     "mnr3f_RL_crouch_walk.mvf"
  2777.     +Action:                "reload"                 "mnr3f_RL_reload.mvf"                        "Ultor Reload"
  2778.     +Action:                "fire_stand"             "mnr3f_RL_fire.mvf"                          ""
  2779.     +Action:                "fire_crouch"            "mnr3f_RL_fire.mvf"                          ""
  2780.  
  2781.         +Weapon Specific: "Shotgun"
  2782.     +Spine Adjustment: -15.0
  2783.     +State:                 "attack_stand"           "mnrf_sg_attack_stand.mvf"
  2784.     +State:                 "attack_walk"            "mnrf_sg_walk.mvf"
  2785.     +State:                 "attack_run"             "mnrf_sg_run.mvf"
  2786.     +State:                 "attack_crouch"          "mnrf_sg_attack_crouch.mvf"
  2787.     +State:                 "attack_crouch_walk"     "mnr3f_SG_crouch_walk.mvf"
  2788.     +Action:                "reload"                 "mnrf_sg_reload.mvf"                         "Ultor Reload"
  2789.     +Action:                "fire_stand"             "mnrf_sg_fire_pump.mvf"                      ""
  2790.     +Action:                "alt_fire_stand"         "mnrf_sg_fire_auto.mvf"                      ""
  2791.     +Action:                "fire_crouch"            "mnrf_sg_crouch_fire_pump.mvf"               ""
  2792.     +Action:                "fire_crouch2"           "mnrf_sg_crouch_fire_auto.mvf"               ""
  2793.  
  2794.         +Weapon Specific: "Assault Rifle"
  2795.     +Spine Adjustment: -35.0
  2796.     +State:                 "attack_stand"           "mnr3f_AR_stand.mvf"
  2797.     +State:                 "attack_walk"            "mnr3f_AR_walk.mvf"
  2798.     +State:                 "attack_run"             "mnr3f_AR_run.mvf"
  2799.         +State:                 "attack_crouch"          "mnr3f_AR_crouch.mvf"
  2800.         +State:                 "attack_crouch_walk"     "mnr3f_AR_crouch_walk.mvf"
  2801.     +Action:                "reload"                 "mnr3f_AR_reload.mvf"                        "Ultor Reload"
  2802.     +Action:                "fire_stand"             "mnr3f_AR_fire.mvf"                          ""
  2803.     +Action:                "fire_crouch"            "mnr3f_AR_fire.mvf"                          ""
  2804.  
  2805.  
  2806.         +Weapon Specific: "Scope_Assault_Rifle"
  2807.     +Spine Adjustment: -10.0
  2808.     +State:                 "attack_stand"           "masa_sar_attack_stand.mvf"
  2809.     +State:                 "attack_walk"            "masa_sar_walk.mvf"
  2810.     +State:                 "attack_run"             "masa_sar_run.mvf"
  2811.     +State:                 "attack_crouch"          "masa_sar_attack_crouch.mvf"
  2812.     +State:                 "attack_crouch_walk"     "mnr3f_SR_crouch_walk.mvf"
  2813.     +Action:                "reload"                 "masa_sar_reload.mvf"                        "Ultor Reload"
  2814.     +Action:                "fire_stand"             "masa_sar_stand_fire.mvf"                    ""
  2815.     +Action:                "fire_crouch"            "masa_sar_crouch_fire.mvf"                   ""
  2816.  
  2817.         +Weapon Specific: "Sniper Rifle"
  2818.     +Spine Adjustment: -32.0
  2819.     +State:                 "attack_stand"           "mnr3f_SR_stand.mvf"
  2820.     +State:                 "attack_walk"            "mnr3f_SR_walk.mvf"
  2821.     +State:                 "attack_run"             "mnr3f_SR_run.mvf"
  2822.     +State:                 "attack_crouch"          "mnr3f_SR_crouch.mvf"
  2823.     +State:                 "attack_crouch_walk"     "mnr3f_SR_crouch_walk.mvf"
  2824.     +Action:                "reload"                 "mnr3f_SR_reload.mvf"                        "Ultor Reload"
  2825.     +Action:                "fire_stand"             "mnr3f_SR_fire.mvf"                          ""
  2826.     +Action:                "fire_crouch"            "mnr3f_SR_fire.mvf"                          ""
  2827.  
  2828.         +Weapon Specific: "Remote Charge"
  2829.     +Spine Adjustment: -25.0
  2830.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  2831.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  2832.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  2833.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  2834.     +State:                 "attack_crouch_walk"     "mnr3f_rs_crouch_walk.mvf"
  2835.     +Action:                "fire_stand"             "mnr3f_Rcharge_toss.mvf"                     ""
  2836.     +Action:                "fire_crouch"            "mnr3f_Rcharge_toss.mvf"                     ""
  2837.  
  2838.         +Weapon Specific: "Riot Shield"
  2839.     +Spine Adjustment: 0.0
  2840.     +State:                 "attack_stand"           "mnr3f_Rshield_stand.mvf"
  2841.     +State:                 "attack_walk"            "mnr3f_Rshield_walk.mvf"
  2842.     +State:                 "attack_run"             "mnr3f_Rshield_run.mvf"
  2843.     +State:                 "attack_crouch"          "mnr3f_Rshield_crouch.mvf"
  2844.     +State:                 "attack_crouch_walk"     "mnr3f_Rshield_crouch_walk.mvf"
  2845.     +Action:                "fire_stand"             "mnr3f_Rshield_fire.mvf"                     ""
  2846.     +Action:                "fire_crouch"            "mnr3f_Rshield_fire.mvf"                     ""
  2847.  
  2848.         +Weapon Specific: "heavy_machine_gun"
  2849.     +Spine Adjustment: -40.0
  2850.     +State:                 "attack_stand"           "mnr3f_Hmac_stand.mvf"
  2851.     +State:                 "attack_walk"            "mnr3f_Hmac_walk.mvf"
  2852.     +State:                 "attack_run"             "mnr3f_Hmac_run.mvf"
  2853.     +State:                 "attack_crouch"          "mnr3f_Hmac_crouch.mvf"
  2854.     +State:                 "attack_crouch_walk"     "mnr3f_Hmac_crouch_walk.mvf"
  2855.     +Action:                "reload"                 "mnr3f_Hmac_reload.mvf"                      "Ultor Reload"
  2856.     +Action:                "fire_stand"             "mnr3f_Hmac_fire.mvf"                        ""
  2857.     +Action:                "fire_crouch"            "mnr3f_Hmac_fire.mvf"                        ""
  2858.  
  2859.         +Weapon Specific: "shoulder_cannon"
  2860.     +Spine Adjustment: -20.0
  2861.     +State:                 "attack_stand"           "mnr3f_SMC_stand.mvf"
  2862.     +State:                 "attack_walk"            "mnr3f_SMC_walk.mvf"
  2863.     +State:                 "attack_run"             "mnr3f_SMC_run.mvf"
  2864.     +State:                 "attack_crouch"          "mnr3f_SMC_crouch.mvf"
  2865.     +State:                 "attack_crouch_walk"     "mnr3f_SMC_crouch_walk.mvf"
  2866.     +Action:                "fire_stand"             "mnr3f_SMC_fire.mvf"                         ""
  2867.     +Action:                "fire_crouch"            "mnr3f_SMC_fire.mvf"                         ""
  2868.  
  2869.         +Weapon Specific: "Rail_Gun"
  2870.     +Spine Adjustment: -15.0
  2871.     +State:                 "attack_stand"           "mnr3f_RR_stand.mvf"
  2872.     +State:                 "attack_walk"            "mnr3f_RR_walk.mvf"
  2873.     +State:                 "attack_run"             "mnr3f_RR_run.mvf"
  2874.     +State:                 "attack_crouch"          "mnr3f_RR_crouch.mvf"
  2875.     +State:                 "attack_crouch_walk"     "mnr3f_RR_crouch_walk.mvf"
  2876.     +Action:                "fire_stand"             "mnr3f_RR_fire.mvf"                          ""
  2877.     +Action:                "fire_crouch"            "mnr3f_RR_fire.mvf"                          ""
  2878.  
  2879.         +Weapon Specific: "Grenade"
  2880.     +Spine Adjustment: -25.0
  2881.     +State:                 "attack_stand"           "mnrf_rs_attack_stand.mvf"
  2882.     +State:                 "attack_walk"            "mnrf_rs_walk.mvf"
  2883.     +State:                 "attack_run"             "mnrf_rs_run.mvf"
  2884.     +State:                 "attack_crouch"          "mnrf_rs_attack_crouch.mvf"
  2885.     +State:                 "attack_crouch_walk"     "mnr3f_rs_crouch_walk.mvf"
  2886.     +Action:                "fire_stand"             "mnr3f_GRN_fire.mvf"                         ""
  2887.     +Action:                "alt_fire_stand"         "mnr3f_GRN_fire_ALT.mvf"                     ""
  2888.     +Action:                "fire_crouch"            "mnr3f_GRN_fire.mvf"                         ""
  2889.  
  2890.         +Weapon Specific: "Flamethrower"
  2891.     +Spine Adjustment: -30.0
  2892.     +State:                 "attack_stand"           "mnr3f_FT_stand.mvf"
  2893.     +State:                 "attack_walk"            "mnr3f_FT_walk.mvf"
  2894.     +State:                 "attack_run"             "mnr3f_FT_run.mvf"
  2895.     +State:                 "attack_crouch"          "mnr3f_FT_crouch.mvf"
  2896.     +State:                 "attack_crouch_walk"     "mnr3f_FT_crouch_walk.mvf"
  2897.     +Action:                "reload"                 "mnr3f_FT_reload.mvf"                        "Ultor Reload"               
  2898.     +Action:                "fire_stand"             "mnr3f_FT_fire.mvf"                          ""
  2899.     +Action:                "alt_fire_stand"         "mnr3f_FT_fire_ALT.mvf"                      ""
  2900.  
  2901.     $Use:                   "none"
  2902.     $Collision Sphere:      "csphere_0" 0.5 0.5
  2903.     $Collision Sphere:      "csphere_1" 1.0 1.0
  2904.     $Collision Sphere:      "csphere_2" 5.0 2.0
  2905.     $Num Skins: 2
  2906.     $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")
  2907.     $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")
  2908.     $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")
  2909.     $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")
  2910.     $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")
  2911.     $Body Temperature(F):    90.0
  2912.     $RFE Level1:                "Ultor"
  2913.  
  2914.  
  2915.  
  2916.     $Name:                  "multi_civilian"
  2917.     $V3D Filename:          "tech01.vcm"
  2918.     $LOD Distances:            { 6 9 }
  2919.     $Movemode:              "run"
  2920.     $Mass:                  100
  2921.     $Material:              "flesh"
  2922.     $Flags:                 ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery")
  2923.     $Flags2:                ("collide_player")
  2924.     $Collision Radius:      0.90
  2925.     $Collision Damage Given:    10.0
  2926.     $Movement Radius:        0.5
  2927.     $FOV:                   180
  2928.     $Envirosuit:            200
  2929.     $Life:                  100
  2930.     $Damage Type Factor:    "armor piercing bullet"        1.5
  2931.     $Max Vel:                6.0
  2932.        +slow factor:        0.5
  2933.        +fast factor:        1.5
  2934.     $Acceleration:          20.0
  2935.     $Max Rot Vel:           3.0
  2936.     $Rot Acceleration:      2.0
  2937.     $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")
  2938.     $Default Primary:       "12mm handgun"
  2939.     $Default Secondary:     ""
  2940.     $Attack Style:          "Direct"
  2941.     $Blind Pursuit Time:    5.0
  2942.     $Persona:                "empty"
  2943.     $FlySnd:                ""
  2944.     $Min FlySnd Volume:     0.6
  2945.     $Footstep Sound:        "Default Footstep"
  2946.     $Footstep Sound:        "Rock Footstep"
  2947.     $Footstep Sound:        "Metal Footstep"
  2948.     $Footstep Sound:        "Solid Footstep"
  2949.     $Footstep Sound:        "Water Footstep"
  2950.     $Footstep Sound:        "Ice Footstep"
  2951.     $Climb Footstep Sounds: "Default Climb"
  2952.     $Climb Footstep Sounds:    "Ladder Climb"
  2953.     $Climb Footstep Sounds:    "Chain-Fence Climb"
  2954.     $LandSnd:               "Default Land"
  2955.     $LandSnd:               "Metal Land"
  2956.     $LandSnd:               "Solid Land"
  2957.     $LandSnd:               "Water Land"
  2958.     $Impact Death Sound:    "Impact Death"
  2959.     $JumpSnd:               "Jump"
  2960.     $Headlamp On Sound:        "Headlamp On"
  2961.     $Headlamp Off Sound:    "Headlamp Off"
  2962.     $Low_Pain Sounds:       "Eos Small Pain"
  2963.     $Med_Pain Sounds:       "Eos Large Pain"
  2964.  
  2965.     +State:                 "stand"                  "tech_12mm_stand.mvf"
  2966.     +State:                 "walk"                   "tech_12mm_walk.mvf"
  2967.         +Footstep Trigger:    5    19
  2968.     +State:                 "run"                    "tech_12mm_run.mvf"
  2969.         +Footstep Trigger:      6    15
  2970.  
  2971.     +State:                 "attack_stand"           "tech_12mm_stand.mvf"
  2972.     +State:                 "attack_walk"            "tech_12mm_walk.mvf"
  2973.         +Footstep Trigger:    5    19
  2974.     +State:                 "attack_run"             "tech_12mm_run.mvf"
  2975.         +Footstep Trigger:      6    15
  2976.  
  2977.     +State:                 "freefall"               "tech01_freefall.mvf"
  2978.     +State:                 "crouch"                 "tech_12mm_crouch.mvf"
  2979.     +State:                 "swim_stand"             "Tech_swim_stand.mvf"
  2980.     +State:                 "swim_walk"              "Tech_swim_walk.mvf"
  2981.     +State:                 "attack_crouch"          "tech_12mm_crouch.mvf"
  2982.     +State:                 "attack_crouch_walk"     "tech_12mm_crouch_walk.mvf"
  2983.     +Action:                "reload"                 "tech_12mm_reload.mvf"                      "Ultor Reload"
  2984.     +Action:                "fire_stand"             "tech_12mm_fire.mvf"                        ""
  2985.     +Action:                "fire_crouch"            "tech_12mm_fire.mvf"                        ""        
  2986.     +Action:                "flinch_chest"           "tech01_flinch.mvf"                         ""
  2987.     +Action:                "flinch_back"            "tech01_flinch_back.mvf"                    ""
  2988.     +Action:                "flinch_leg_left"        "tech01_flinch_leg_L.mvf"                   ""
  2989.     +Action:                "flinch_leg_right"       "tech01_flinch_leg_R.mvf"                   ""
  2990.     +Action:                "death_generic"          "tech01_death_generic.mvf"                  "Human Death Generic 1"
  2991.     +Action:                "death_blast_forward"    "tech01_blast_forwards.mvf"                 "Human Death Blast Forward 1"
  2992.     +Action:                "death_blast_backward"   "tech01_death_leg_L.mvf"                    "Human Death Blast Backward 1"
  2993.     +Action:                "death_head_forward"     "tech01_death_head_fore.mvf"                "Human Death Head Forward 1"
  2994.     +Action:                "death_head_backward"    "tech01_death_head_back.mvf"                "Human Death Head Backward 1"
  2995.     +Action:                "death_head_neutral"     "tech01_death_generic.mvf"                  "Human Death Generic 1"
  2996.     +Action:                "death_chest_forward"    "tech01_death_torso_forward.mvf"            "Human Death Chest Forward 1"
  2997.     +Action:                "death_chest_backward"   "tech01_death_spin_fall_L.mvf"              "Tech1 Death Spin L"
  2998.     +Action:                "death_chest_neutral"    "tech01_death_generic.mvf"                  "Human Death Generic 1"
  2999.     +Action:                "death_leg_right"        "tech01_death_leg_R.mvf"                    "Human Death Right 1"
  3000.     +Action:                "death_crouch"           "tech01_death_crouch.mvf"                   "Human Death Crouch 1"
  3001.  
  3002.         +Weapon Specific: "12mm Handgun"
  3003.     +Spine Adjustment: -29.0
  3004.  
  3005.         +Weapon Specific: "Machine Pistol"
  3006.     +Spine Adjustment: -20.0
  3007.     +State:                 "attack_stand"           "tech_mp_stand.mvf"
  3008.     +State:                 "attack_walk"            "tech_mp_walk.mvf"
  3009.     +State:                 "attack_run"             "tech_mp_run.mvf"
  3010.     +State:                 "attack_crouch"             "tech_mp_crouch.mvf"
  3011.     +State:                 "attack_crouch_walk"     "tech_mp_crouch_walk.mvf"
  3012.     +Action:                "reload"                 "tech_mp_reload.mvf"                        "Ultor Reload"
  3013.     +Action:                "fire_stand"             "tech_mp_fire.mvf"                          ""
  3014.     +Action:                "fire_crouch"            "tech_mp_fire.mvf"                          ""
  3015.  
  3016.         +Weapon Specific: "Riot Stick"
  3017.     +Spine Adjustment: -25.0
  3018.     +State:                 "attack_stand"           "tech_rs_stand.mvf"
  3019.     +State:                 "attack_walk"            "tech_rs_walk.mvf"
  3020.     +State:                 "attack_run"             "tech_rs_run.mvf"
  3021.     +State:                 "attack_crouch"             "tech_rs_crouch.mvf"
  3022.     +State:                 "attack_crouch_walk"     "tech_rs_crouch_walk.mvf"
  3023.     +Action:                "reload"                 "tech_rs_reload.mvf"                        "Ultor Reload"
  3024.     +Action:                "fire_stand"             "tech_rs_attack.mvf"                        ""
  3025.     +Action:                "alt_fire_stand"         "tech_rs_attack_alt.mvf"                    ""
  3026.     +Action:                "fire_crouch"            "tech_rs_attack.mvf"                        ""
  3027.     +Action:                "fire_crouch2"           "tech_rs_attack_alt.mvf"                    ""
  3028.  
  3029.         +Weapon Specific: "Shotgun"
  3030.     +Spine Adjustment: -40.0
  3031.     +State:                 "attack_stand"           "tech_sg_stand.mvf"
  3032.     +State:                 "attack_walk"            "tech_sg_walk.mvf"
  3033.     +State:                 "attack_run"             "tech_sg_run.mvf"
  3034.         +State:                 "attack_crouch"          "tech_sg_crouch.mvf"
  3035.         +State:                 "attack_crouch_walk"     "tech_sg_crouch_walk.mvf"
  3036.     +Action:                "reload"                 "tech_sg_reload.mvf"                        "Ultor Reload"
  3037.     +Action:                "fire_stand"             "tech_sg_fire.mvf"                          ""
  3038.     +Action:                "alt_fire_stand"         "tech_sg_fire_auto.mvf"                     ""
  3039.     +Action:                "fire_crouch"            "tech_sg_fire.mvf"                          ""
  3040.     +Action:                "fire_crouch2"           "tech_sg_fire_auto.mvf"                     ""
  3041.  
  3042.         +Weapon Specific: "Assault Rifle"
  3043.     +Spine Adjustment: -35.0
  3044.     +State:                 "attack_stand"           "tech_ar_stand.mvf"
  3045.     +State:                 "attack_walk"            "tech_ar_walk.mvf"
  3046.     +State:                 "attack_run"             "tech_ar_run.mvf"
  3047.         +State:                 "attack_crouch"          "tech_ar_crouch.mvf"
  3048.         +State:                 "attack_crouch_walk"     "tech_ar_crouch_walk.mvf"
  3049.     +Action:                "reload"                 "tech_ar_reload.mvf"                        "Ultor Reload"
  3050.     +Action:                "fire_stand"             "tech_ar_fire.mvf"                          ""
  3051.     +Action:                "fire_crouch"            "tech_ar_fire.mvf"                          ""
  3052.  
  3053.         +Weapon Specific: "Rocket Launcher"
  3054.     +Spine Adjustment: -35.0
  3055.     +State:                 "attack_stand"           "tech_RL_stand.mvf"
  3056.     +State:                 "attack_walk"            "tech_RL_walk.mvf"
  3057.     +State:                 "attack_run"             "tech_RL_run.mvf"
  3058.     +State:                 "attack_crouch"          "tech_RL_crouch.mvf"
  3059.     +State:                 "attack_crouch_walk"     "tech_RL_crouch_walk.mvf"
  3060.     +Action:                "reload"                 "tech_RL_reload.mvf"                        "Ultor Reload"
  3061.     +Action:                "fire_stand"             "tech_RL_fire.mvf"                          ""
  3062.     +Action:                "fire_crouch"            "tech_RL_fire.mvf"                          ""
  3063.  
  3064.         +Weapon Specific: "Scope_Assault_Rifle"
  3065.     +Spine Adjustment: -40.0
  3066.     +State:                 "attack_stand"           "tech_sar_stand.mvf"
  3067.     +State:                 "attack_walk"            "tech_sar_walk.mvf"
  3068.     +State:                 "attack_run"             "tech_sar_run.mvf"
  3069.     +State:                 "attack_crouch"          "tech_sar_crouch.mvf"
  3070.     +State:                 "attack_crouch_walk"     "tech_sar_crouch_walk.mvf"
  3071.     +Action:                "reload"                 "tech_sar_reload.mvf"                       "Ultor Reload"
  3072.     +Action:                "fire_stand"             "tech_sar_fire.mvf"                         ""
  3073.     +Action:                "fire_crouch"            "tech_sar_fire.mvf"                         ""
  3074.  
  3075.         +Weapon Specific: "Sniper Rifle"
  3076.     +Spine Adjustment: -40.0
  3077.     +State:                 "attack_stand"           "tech_SR_stand.mvf"
  3078.     +State:                 "attack_walk"            "tech_SR_walk.mvf"
  3079.     +State:                 "attack_run"             "tech_SR_run.mvf"
  3080.     +State:                 "attack_crouch"          "tech_SR_crouch.mvf"
  3081.     +State:                 "attack_crouch_walk"     "tech_SR_crouch_walk.mvf"
  3082.     +Action:                "reload"                 "tech_SR_reload.mvf"                        "Ultor Reload"
  3083.     +Action:                "fire_stand"             "tech_SR_fire.mvf"                          ""
  3084.     +Action:                "fire_crouch"            "tech_SR_fire.mvf"                          ""
  3085.  
  3086.         +Weapon Specific: "Remote Charge"
  3087.     +Spine Adjustment: -25.0
  3088.     +State:                 "attack_stand"           "tech_rs_stand.mvf"
  3089.     +State:                 "attack_walk"            "tech_rs_walk.mvf"
  3090.     +State:                 "attack_run"             "tech_rs_run.mvf"
  3091.     +State:                 "attack_crouch"          "tech_rs_crouch.mvf"
  3092.     +State:                 "attack_crouch_walk"     "tech_rs_crouch_walk.mvf"
  3093.     +Action:                "fire_stand"             "tech_rc_toss.mvf"                          ""
  3094.     +Action:                "fire_crouch"            "tech_rc_toss.mvf"                          ""
  3095.  
  3096.         +Weapon Specific: "Riot Shield"
  3097.     +Spine Adjustment: 0.0
  3098.     +State:                 "attack_stand"           "tech_rshield_stand.mvf"
  3099.     +State:                 "attack_walk"            "tech_rshield_walk.mvf"
  3100.     +State:                 "attack_run"             "tech_rshield_run.mvf"
  3101.     +State:                 "attack_crouch"          "tech_rshield_crouch.mvf"
  3102.     +State:                 "attack_crouch_walk"     "tech_rshield_crouch_walk.mvf"
  3103.     +Action:                "fire_stand"             "tech_rshield_fire.mvf"                     ""
  3104.     +Action:                "fire_crouch"            "tech_rshield_fire.mvf"                     ""
  3105.  
  3106.         +Weapon Specific: "heavy_machine_gun"
  3107.     +Spine Adjustment: -23.0
  3108.     +State:                 "attack_stand"           "tech_hmac_stand.mvf"
  3109.     +State:                 "attack_walk"            "tech_hmac_walk.mvf"
  3110.     +State:                 "attack_run"             "tech_hmac_run.mvf"
  3111.     +State:                 "attack_crouch"          "tech_hmac_crouch.mvf"
  3112.     +State:                 "attack_crouch_walk"     "tech_hmac_crouch_walk.mvf"
  3113.     +Action:                "reload"                 "tech_hmac_reload.mvf"                      "Ultor Reload"
  3114.     +Action:                "fire_stand"             "tech_hmac_fire.mvf"                        ""
  3115.     +Action:                "fire_crouch"            "tech_hmac_fire.mvf"                        ""
  3116.  
  3117.         +Weapon Specific: "shoulder_cannon"
  3118.     +Spine Adjustment: -10.0
  3119.     +State:                 "attack_stand"           "tech_smc_stand.mvf"
  3120.     +State:                 "attack_walk"            "tech_smc_walk.mvf"
  3121.     +State:                 "attack_run"             "tech_smc_walk.mvf"
  3122.     +State:                 "attack_crouch"          "tech_smc_crouch.mvf"
  3123.     +State:                 "attack_crouch_walk"     "tech_smc_crouch_walk.mvf"
  3124.     +Action:                "fire_stand"             "tech_smc_fire_reload.mvf"                  ""
  3125.     +Action:                "fire_crouch"            "tech_smc_fire_reload.mvf"                  ""
  3126.  
  3127.         +Weapon Specific: "Rail_Gun"
  3128.     +Spine Adjustment: -30.0
  3129.     +State:                 "attack_stand"           "tech_rr_stand.mvf"
  3130.     +State:                 "attack_walk"            "tech_rr_walk.mvf"
  3131.     +State:                 "attack_run"             "tech_rr_run.mvf"
  3132.     +State:                 "attack_crouch"          "tech_rr_crouch.mvf"
  3133.     +State:                 "attack_crouch_walk"     "tech_rr_crouch_walk.mvf"
  3134.     +Action:                "fire_stand"             "tech_rr_reload.mvf"                        ""
  3135.     +Action:                "fire_crouch"            "tech_rr_reload.mvf"                        ""
  3136.  
  3137.         +Weapon Specific: "Grenade"
  3138.     +Spine Adjustment: -20.0
  3139.     +State:                 "attack_stand"           "tech_gren_stand.mvf"
  3140.     +State:                 "attack_walk"            "tech_gren_walk.mvf"
  3141.     +State:                 "attack_run"             "tech_gren_run.mvf"
  3142.     +State:                 "attack_crouch"          "tech_gren_crouch.mvf"
  3143.     +State:                 "attack_crouch_walk"     "tech_gren_crouch_walk.mvf"
  3144.     +Action:                "fire_stand"             "tech_gren_throw.mvf"                       ""
  3145.     +Action:                "alt_fire_stand"         "tech_gren_throw_alt.mvf"                   ""
  3146.     +Action:                "fire_crouch"            "tech_gren_attack.mvf"                      ""
  3147.     +Action:                "fire_crouch2"           "tech_gren_throw_alt.mvf"                   ""
  3148.  
  3149.         +Weapon Specific: "Flamethrower"
  3150.     +Spine Adjustment: -18.0
  3151.     +State:                 "attack_stand"           "tech_ft_stand.mvf"
  3152.     +State:                 "attack_walk"            "tech_ft_walk.mvf"
  3153.     +State:                 "attack_run"             "tech_ft_run.mvf"
  3154.     +State:                 "attack_crouch"          "tech_ft_crouch.mvf"
  3155.     +State:                 "attack_crouch_walk"     "tech_ft_crouch_walk.mvf"
  3156.     +Action:                "reload"                 "tech_ft_reload.mvf"                        "Ultor Reload"               
  3157.     +Action:                "fire_stand"             "tech_ft_fire.mvf"                          ""
  3158.     +Action:                "alt_fire_stand"         "Tech_FT_fire_ALT.mvf"                      ""
  3159.  
  3160.     $Use:                   "none"
  3161.     $Collision Sphere:      "csphere_0" 0.5 0.5
  3162.     $Collision Sphere:      "csphere_1" 1.0 1.0
  3163.     $Collision Sphere:      "csphere_2" 5.0 2.0
  3164.     $Num Skins: 0
  3165.     $Body Temperature(F):    90.0
  3166.     $RFE Level1:                "Ultor"
  3167.  
  3168.  
  3169.     $Name:                  "multi_merc"
  3170.     $V3D Filename:          "merc_com.vcm"
  3171.     $LOD Distances:            {6 9 35}
  3172.     $Movemode:              "run"
  3173.     $Mass:                  100
  3174.     $Material:              "flesh"
  3175.     $Flags:                 ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") 
  3176.     $Flags2:                ("collide_player" "merc" "ignore_fire")
  3177.     $Collision Radius:      0.85
  3178.     $Collision Damage Given:    10.0
  3179.     $Movement Radius:            0.5
  3180.     $FOV:                   180
  3181.     $Envirosuit:            400
  3182.     $Life:                  250
  3183.     $Damage Type Factor:        "armor piercing bullet"        1.5
  3184.     $Max Vel:                   6.0
  3185.        +slow factor:        0.3
  3186.        +fast factor:        1.5
  3187.     $Acceleration:          20.0
  3188.     $Max Rot Vel:           10.0
  3189.     $Rot Acceleration:      10.0
  3190.     $Allowed Weapons:       ("scope_assault_rifle" "Rail_Gun")
  3191.     $Default Primary:       "scope_assault_rifle"
  3192.     $Default Secondary:     ""
  3193.     $Unholster Delay:       0.33
  3194.     $Attack Style:          "Direct"
  3195.     $Blind Pursuit Time:    30.0
  3196.     $Persona:               "merc"
  3197.     $FlySnd:                ""
  3198.     $Min FlySnd Volume:     0.6
  3199.     $StartleSnd:               "Ultor Guard Startle"
  3200.     $Footstep Sound:        "Default Footstep"
  3201.     $Footstep Sound:        "Rock Footstep"
  3202.     $Footstep Sound:        "Metal Footstep"
  3203.     $Footstep Sound:        "Solid Footstep"
  3204.     $LandSnd:               "Default Land2"
  3205.     $Low_Pain Sounds:       "Merc Small Pain"
  3206.     $Med_Pain Sounds:        "Merc Large Pain"
  3207.     $Squash Sounds:            "Character Squash"
  3208.     +State:                 "stand"                 "mrc2_stand_12mm.mvf"
  3209.     +State:                 "attack_stand"          "mrc2_stand_12mm.mvf"
  3210.     +State:                 "attack_walk"           "mrc2_walk_12mm.mvf"
  3211.     +State:                 "attack_run"            "mrc2_run_12mm.mvf"
  3212.     +State:                 "crouch"                "mrc2_crouch_12mm.mvf"
  3213.     +State:                 "attack_crouch"         "mrc2_crouch_12mm.mvf"
  3214.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_12mm.mvf"
  3215.     +State:                 "swim_stand"            "mcom_swim_stand.mvf"
  3216.     +State:                 "swim_walk"             "mcom_swim_walk.mvf"
  3217.     +State:                 "freefall"              "mrc1_freefall.mvf"
  3218.     +Action:                "reload"                "mrc2_reload_12mm.mvf"                       "Ultor Reload"
  3219.     +Action:                "fire_stand"            "mrc2_fire_12mm.mvf"                         ""
  3220.     +Action:                "fire_crouch"           "mrc2_fire_12mm.mvf"                         ""
  3221.     +Action:                "death_generic"         "mrc1_death_generic.mvf"                     "Human Death Leg 1"
  3222.     +Action:                "death_blast_forward"   "mrc1_death_blast_fore.mvf"                  "Human Death Blast Forward"
  3223.     +Action:                "death_blast_backward"  "mrc1_death_blast_back.mvf"                  "Human Death Blast Backward"
  3224.     +Action:                "death_head_forward"    "mrc1_death_head_fore.mvf"                   "Human Death Head Forward"
  3225.     +Action:                "death_head_backward"   "mrc1_death_head_back.mvf"                   "Human Death Head Backward 2"
  3226.     +Action:                "death_head_neutral"    "mrc1_death_generic_head.mvf"                "Human Death Generic 4"
  3227.     +Action:                "death_chest_forward"   "mrc1_death_torso_fore.mvf"                  "Human Death Forward"
  3228.         +Action:                "death_chest_backward"  "mrc1_death_torso_back.mvf"                  "Human Death Blast 2"
  3229.     +Action:                "death_chest_neutral"   "mrc1_death_generic_chest.mvf"               "Human Death Leg 1"
  3230.     +Action:                "death_leg_left"        "mrc1_death_leg_L.mvf"                       "Human Death Left 1"
  3231.     +Action:                "death_leg_right"       "mrc1_death_leg_R.mvf"                       "Human Death Right 1"
  3232.     +Action:                "death_crouch"          "mrc1_death_crouch.mvf"                      "Human Death Crouch"
  3233.     +Action:                "flinch_chest"          "mrc1_flinch_chest.mvf"                      ""
  3234.     +Action:                "flinch_back"           "mrc1_flinch_back.mvf"                       ""
  3235.     +Action:                "flinch_leg_left"       "mrc1_flinch_leg_L.mvf"                      ""
  3236.     +Action:                "flinch_leg_right"      "mrc1_flinch_leg_R.mvf"                      ""
  3237.  
  3238.         +Weapon Specific: "12mm Handgun"
  3239.     +Spine Adjustment: -20.0
  3240.  
  3241.         +Weapon Specific: "Machine Pistol"
  3242.     +Spine Adjustment: -28.0
  3243.     +State:                 "attack_stand"          "mrc2_stand_MP.mvf"
  3244.     +State:                 "attack_walk"           "mrc2_walk_MP.mvf"
  3245.     +State:                 "attack_run"            "mrc2_run_MP.mvf"
  3246.     +State:                 "attack_crouch"         "mrc2_crouch_MP.mvf"
  3247.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_MP.mvf"
  3248.     +Action:                "reload"                "mrc2_reload_MP.mvf"                         "Ultor Reload"
  3249.     +Action:                "fire_stand"            "mrc2_fire_MP.mvf"                           ""
  3250.     +Action:                "fire_crouch"           "mrc2_fire_MP.mvf"                           ""
  3251.  
  3252.         +Weapon Specific: "Rocket Launcher"
  3253.     +Spine Adjustment: -18.0
  3254.     +State:                 "attack_stand"          "mrc2_stand_RL.mvf"
  3255.     +State:                 "attack_walk"           "mrc2_walk_RL.mvf"
  3256.     +State:                 "attack_run"            "mrc2_run_RL.mvf"
  3257.     +State:                 "attack_crouch"         "mrc2_crouch_RL.mvf"
  3258.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RL.mvf"
  3259.     +Action:                "reload"                "mrc2_reload_RL.mvf"                         "Ultor Reload"
  3260.     +Action:                "fire_stand"            "mrc2_fire_RL.mvf"                           ""
  3261.     +Action:                "fire_crouch"           "mrc2_fire_RL.mvf"                           ""
  3262.  
  3263.         +Weapon Specific: "Shotgun"
  3264.     +Spine Adjustment: -20.0
  3265.     +State:                 "attack_stand"          "mrc2_stand_SG.mvf"
  3266.     +State:                 "attack_walk"           "mrc2_walk_SG.mvf"
  3267.     +State:                 "attack_run"            "mrc2_run_SG.mvf"
  3268.     +State:                 "attack_crouch"         "mrc2_crouch_SG.mvf"
  3269.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SG.mvf"
  3270.     +Action:                "reload"                "mrc2_reload_SG.mvf"                         "Ultor Reload"
  3271.     +Action:                "fire_stand"            "mrc2_fire_SG.mvf"                           ""
  3272.     +Action:                "alt_fire_stand"        "mrc2_fire_ALT_SG.mvf"                       ""
  3273.     +Action:                "fire_crouch"           "mrc2_fire_SG.mvf"                           ""
  3274.  
  3275.         +Weapon Specific: "Sniper Rifle"
  3276.     +Spine Adjustment: -18.0
  3277.     +State:                 "attack_stand"          "mrc2_stand_SR.mvf"
  3278.     +State:                 "attack_walk"           "mrc2_walk_SR.mvf"
  3279.     +State:                 "attack_run"            "mrc2_run_SR.mvf"
  3280.     +State:                 "attack_crouch"         "mrc2_crouch_SR.mvf"
  3281.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SR.mvf"
  3282.     +Action:                "reload"                "mrc2_reload_SR.mvf"                         "Ultor Reload"
  3283.     +Action:                "fire_stand"            "mrc2_fire_SR.mvf"                           ""
  3284.     +Action:                "fire_crouch"           "mrc2_fire_SR.mvf"                           ""
  3285.  
  3286.         +Weapon Specific: "Remote Charge"
  3287.     +Spine Adjustment: -15.0
  3288.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3289.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3290.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3291.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3292.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3293.     +Action:                "fire_stand"            "mrc2_fire_Rcharge.mvf"                      ""
  3294.     +Action:                "fire_crouch"           "mrc2_fire_Rcharge.mvf"                      ""
  3295.  
  3296.         +Weapon Specific: "Riot Stick"
  3297.     +Spine Adjustment: -15.0
  3298.     +State:                 "attack_stand"          "mrc2_stand_RS.mvf"
  3299.     +State:                 "attack_walk"           "mrc2_walk_RS.mvf"
  3300.     +State:                 "attack_run"            "mrc2_run_RS.mvf"
  3301.     +State:                 "attack_crouch"         "mrc2_crouch_RS.mvf"
  3302.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RS.mvf"
  3303.     +Action:                "reload"                "mrc2_reload_RS.mvf"                         "Ultor Reload"
  3304.     +Action:                "fire_stand"            "mrc2_fire_RS.mvf"                           ""
  3305.     +Action:                "fire_crouch"           "mrc2_fire_RS.mvf"                           ""
  3306.  
  3307.         +Weapon Specific: "Riot Shield"
  3308.     +Spine Adjustment: 0.0
  3309.     +State:                 "attack_stand"          "mrc2_stand_Rshield.mvf"
  3310.     +State:                 "attack_walk"           "mrc2_walk_Rshield.mvf"
  3311.     +State:                 "attack_run"            "mrc2_run_Rshield.mvf"
  3312.     +State:                 "attack_crouch"         "mrc2_crouch_Rshield.mvf"
  3313.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Rshield.mvf"
  3314.     +Action:                "fire_stand"            "mrc2_fire_Rshield.mvf"                      ""
  3315.     +Action:                "fire_crouch"           "mrc2_fire_Rshield.mvf"                      ""
  3316.  
  3317.         +Weapon Specific: "heavy_machine_gun"
  3318.     +Spine Adjustment: -20.0
  3319.     +State:                 "attack_stand"            "mrch_attack_stand.mvf"
  3320.     +State:                 "attack_walk"           "mrch_attack_walk.mvf"
  3321.     +State:                 "attack_run"            "mrch_attack_run.mvf"
  3322.     +State:                 "attack_crouch"         "mrch_attack_crouch.mvf"
  3323.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_Hmac.mvf"
  3324.     +Action:                "reload"                "mrch_reload.mvf"                            "Ultor Reload"
  3325.     +Action:                "fire_stand"            "mrch_attack_fire.mvf"                       ""
  3326.     +Action:                "fire_crouch"           "mrch_crouch_fire.mvf"                       ""
  3327.  
  3328.         +Weapon Specific: "Assault Rifle"
  3329.     +Spine Adjustment: -28.0
  3330.     +State:                 "attack_stand"            "mrc1_attack_stand.mvf"
  3331.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  3332.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  3333.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  3334.     +Action:                "reload"                "mrc1_reload.mvf"                            "Ultor Reload"
  3335.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                       ""
  3336.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                       ""
  3337.  
  3338.         +Weapon Specific: "scope_assault_rifle"
  3339.     +Spine Adjustment: -25.0
  3340.     +State:                 "attack_stand"            "mrc1_attack_stand.mvf"
  3341.     +State:                 "attack_walk"           "mrc1_attack_walk.mvf"
  3342.     +State:                 "attack_run"            "mrc1_attack_run.mvf"
  3343.     +State:                 "attack_crouch"         "mrc1_attack_crouch.mvf"
  3344.     +Action:                "reload"                "mrc1_reload.mvf"                            "Ultor Reload"
  3345.     +Action:                "fire_stand"            "mrc1_attack_fire.mvf"                       ""
  3346.     +Action:                "fire_crouch"           "mrc1_attack_fire.mvf"                       ""
  3347.  
  3348.         +Weapon Specific: "shoulder_cannon"
  3349.     +Spine Adjustment: -5.0
  3350.     +State:                 "attack_stand"            "mrch_attack_stand_smw.mvf"
  3351.     +State:                 "attack_walk"           "mrch_attack_walk_smw.mvf"
  3352.     +State:                 "attack_run"            "mrch_run_smw.mvf"
  3353.     +State:                 "attack_crouch"         "mrch_attack_crouch_smw.mvf"
  3354.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_SMC.mvf"
  3355.     +Action:                "fire_stand"            "mrch_fire_smw.mvf"                          ""
  3356.     +Action:                "fire_crouch"           "mrch_fire_crouch_smw.mvf"                   ""
  3357.  
  3358.         +Weapon Specific: "Rail_Gun"
  3359.     +Spine Adjustment: -20.0
  3360.     +State:                 "attack_stand"            "mrc1_attack_stand_RR.mvf"
  3361.     +State:                 "attack_walk"           "mrc1_attack_walk_RR.mvf"
  3362.     +State:                 "attack_run"               "mrc1_attack_run_RR.mvf"
  3363.     +State:                 "attack_crouch"         "mrc1_attack_crouch_RR.mvf"
  3364.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_RR.mvf"
  3365.     +Action:                "fire_stand"            "mrc1_fire_reload_RR.mvf"                    ""
  3366.     +Action:                "fire_crouch"           "mrc1_fire_reload_RR_C.mvf"                  ""
  3367.  
  3368.         +Weapon Specific: "Grenade"
  3369.     +Spine Adjustment: -20.0
  3370.     +State:                 "attack_stand"          "mrc1_attack_stand_grenade.mvf"
  3371.     +State:                 "attack_walk"           "mrc1_walk.mvf"
  3372.     +State:                 "attack_run"               "mrc1_run.mvf"
  3373.     +State:                 "attack_crouch"         "mrc1_crouch.mvf"
  3374.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_GRN.mvf"
  3375.     +Action:                "fire_stand"            "mrc1_fire_grenade.mvf"                      ""
  3376.     +Action:                "alt_fire_stand"        "mrc1_fire_grenade_ALT.mvf"                  ""
  3377.  
  3378.         +Weapon Specific: "Flamethrower"
  3379.     +Spine Adjustment: -20.0
  3380.     +State:                 "attack_stand"          "mrc1_stand_FT.mvf"
  3381.     +State:                 "attack_crouch_walk"    "mrc2_crouch_walk_FT.mvf"
  3382.     +Action:                "fire_stand"            "mrc1_stand-fire-FT.mvf"                     ""
  3383.     +Action:                "alt_fire_stand"        "mrc1_fire_ALT_FT.mvf"                       ""
  3384.     +Action:                "reload"                "mrc1_reload-FT.mvf"                         "Ultor Reload"               
  3385.  
  3386.     $Collision Sphere:      "csphere_0" 0.5 0.5
  3387.     $Collision Sphere:      "csphere_1" 1.0 1.0
  3388.     $Collision Sphere:      "csphere_2" 4.0 2.0
  3389.     $Num Skins: 4
  3390.     $Skin: "b" ("MercComndr_Parts01b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts03b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts01b.tga" "MercComndr_Parts01b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts03b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts01b-mip3.tga" "MercComndr_Parts02b-mip3.tga" "MercComndr_Parts03b-mip3.tga") 
  3391.     //$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") 
  3392.     $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") 
  3393.     $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") 
  3394.     $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") 
  3395.     $Body Temperature(F):    90.0
  3396.     $RFE Level1:                "Ultor"
  3397.  
  3398.     $Name:                  "multi_grabber"
  3399.     $V3D Filename:          "grab.vcm"
  3400.     $Movemode:              "robot fly"
  3401.     $Mass:                  20
  3402.     $Material:              "metal"
  3403.     $Flags:                 ("fly" "sentient" "mouselook")
  3404.     $Collision Radius:      0.6
  3405.     $Collision Damage Given:    0.0
  3406.     $Movement Radius:            0.6
  3407.     $FOV:                   180
  3408.     $Envirosuit:             0
  3409.     $Life:                  30
  3410.     $Damage Type Factor:        "bullet"                    0.5
  3411.     $Damage Type Factor:        "armor piercing bullet"        0.5
  3412.     $Max Vel:                10.0
  3413.     $Acceleration:          20.0
  3414.     $Max Rot Vel:           3.0
  3415.     $Rot Acceleration:      2.0
  3416.     $Allowed Weapons:       ("")
  3417.     $Default Primary:       ""
  3418.     $Default Secondary:     ""
  3419.     $Thruster VFX 1:        "grabber_thrusterfx.vfx"
  3420.     $Thruster VFX 2:        "Lil_RedEyeFlare.vfx"
  3421.     $Attack Style:          "None"
  3422.     $Blind Pursuit Time:    5.0
  3423.     $FlySnd:                "grabber_fly.wav"        4.0 1.0
  3424.     $Min FlySnd Volume:     0.6
  3425.     $Low_Pain Sounds:       "Grabber Pain"
  3426.     $DeathSnd:              "Grabber Death"
  3427.     $Explode Anim:          "yellboom_metal"
  3428.     $Explode Anim Radius:   0.8
  3429.     +State:                 "stand"               "grab_hover.mvf"
  3430.     +State:                 "walk"                   "grab_fly.mvf"
  3431.     +State:                 "run"                   "grab_fly.mvf"
  3432.     +State:                 "attack_stand"        "grab_hover.mvf"
  3433.     +State:                 "attack_walk"         "grab_fly.mvf"
  3434.     +State:                 "attack_run"          "grab_fly.mvf"
  3435.     +Action:                "flinch_stand"        "grab_flinch_hover.mvf"      ""
  3436.     $Use:                   "command"
  3437.         +radius:             10
  3438.     $Collision Sphere:      "collision_0" 0.5 0.5
  3439.       +radius:              0.52
  3440.     $Num Skins: 0
  3441.     $RFE Level1:                "Robots"
  3442.  
  3443. // ------------------------------------------------
  3444. // Miscellaneous
  3445. // ------------------------------------------------
  3446.  
  3447.     $Name:                  "Freelook camera"
  3448.     $V3D Filename:          ""
  3449.     $Movemode:              "freelookcam"
  3450.     $Mass:                  30
  3451.     $Material:              "default"
  3452.     $Flags:                 ()
  3453.     $Collision Radius:      0.5
  3454.     $Collision Damage Given: 0.0
  3455.     $FOV:                   90
  3456.     $Envirosuit:            0
  3457.     $Life:                  1
  3458.     $Min Relative Eye PHB:  <-90,0,0>
  3459.     $Max Relative Eye PHB:  <90,0,0>
  3460.     $Max Vel:                   10.0
  3461.     $Acceleration:          10.0
  3462.     $Max Rot Vel:           6.0
  3463.     $Rot Acceleration:      6.0
  3464.     $Allowed Weapons:       ()
  3465.     $Default Primary:       ""
  3466.     $Default Secondary:     ""
  3467.     $Attack Style:          "none"
  3468.     $Blind Pursuit Time:    5.0
  3469.     $FlySnd:                ""
  3470.     $Min FlySnd Volume:     0.6
  3471.     $Explode Anim:          ""
  3472.     $Explode Anim Radius:   0
  3473.     $Use:                   "none"
  3474.     $Num Skins:             0
  3475.     $RFE Level1:                "Ignore"
  3476.  
  3477. #End
  3478.  
  3479.