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Text File | 2001-08-15 | 222.7 KB | 3,479 lines
// // entity.tbl // // file to specify game entity characteristics // // note: all sounds are names that point to either individuals sounds, or sound-sets, in the foley.tbl // // // $Name: name of entity class // $V3D Filename: disk name of .v3d for entity // $Debris Filename: (OPTIONAL) v3d filename of debris used when entity explodes // $LOD Distances: (OPTIONAL) { 10 20 30 } How far in meters till the next detail level pops in. // $Corpse V3D Filename: disk name of .v3d used for entity corpse (when death animation doesn't play) // $Corpse Emitter: emitter that is started when corpse v3d is spawned // $Corpse Emitter Lifetime: how long corpse emitter lasts in seconds (-1 if forever) // $Movemode: what move mode to use for entity class (from movemodes.tbl) // $Mass: the mass of the object in kg (if <= 0 this will be calulated crudely on create) // $Material: material type for object, one of: "wood", "metal", "rock", "flesh", "liquid" // $Flags: properties of the entity, which include: // "walk" -- entity can walk // "fly" -- entity can fly // "climb" -- entity can climb // "holds_weapons" -- entity holds weapons in hands (i.e., weapons not built-in) // "sentient" -- entity is aware of surroundings // "alt_fire" -- entity uses alt_fire for weapons // "swim" -- entity can swim // "apc" -- entity is an APC // "sub" -- entity is a sub // "fighter" -- entity is a fighter // "crusher" -- entity can crush human-sized entities (e.g., large vehicles) // "medic" -- entity can heal // "humanoid" -- entity is vaguely humanoid and should have 3 collision spheres // "no_collide" -- entity doesn't collide with anything // "collide_corpse" -- entity's corpse collides with objects // "is_camera" -- entity is security camera // "custom_corpse" -- entity corpse uses the "custom" state for an animation (e.g., corpse floating in water) // "jeep" -- entity is a jeep // "ambient" -- entity exhibits ambient creature behavior // "envirosuit" -- entity wears envirosuit // "slippery" -- entity is spippery, so sticky weapons will not adhere to entity // // $Flags2: properties of the entity that didn't fit in the first 4 bytes, which are: // "collide_player" -- entity collides with the player // "collide_entity" -- entity collides with other entities // "merc" -- entity is a mercenary // "mutant" -- entity is a mutant // "ignore_fire" -- entity won't go berserk if it's on fire // "linked_eye" -- entity's eye_pos will be linked to the eye prop point. useful for autoaim in some circumstances. // // $Collision Radius: radius used for bounding sphere collisions (in meters) // $Collision Damage Given: How much damage this gives during a collision. Total is angle*velocity*collision_damage_given. // $Movement Radius: (OPTIONAL) the radius used for determining whether the entity can use a pathnode. If not listed, calculates a default. (in meters) // $FOV: field-of-view (in degrees), used by the AI for sighting targets // $Envirosuit: max envirosuit integrity for this entity // $Life: max hit points of the entity // $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 // $Max Vel: max velocity (in meters per second) // +slow factor: modifier to max vel for slow gear (not specified means 1.0) // +fast factor: modifier to max vel for fast gear (not specified means 1.0) // $Acceleration: acceleration (in meters per second per second) // $Max Rot Vel: maximum rotational velocity (in radians per second) // $Rot Acceleration: rotational acceleration (in radians per second per second) // $Default Primary: default primary weapon for this entity type // $Default Secondary: default secondary weapon for this entity type // $Force Launch Sound: (OPTIONAL) foley id for weapon launch sound that plays // $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) // $Primary Warmup FX: (OPTIONAL) effect that plays before the primary weapon can be fired // $Thruster VFX 1: (OPTIONAL) VFX filename for thruster n. These are optional and should correspond 1:1 to // ... the thruster_n prop points on the model (can be less names than points, tho) // $Thruster VFX N: // $Corona (Glare) 1: (OPTIONAL) VFX filename for corona n. These are optional and should correspond 1:1 to // ... the corona_n prop points on the model (can be less names than points, tho) // (OPTIONAL) "headlamp" if this is included, this glare is a headlamp on an entity // $Corona (Glare) N: // $Helmet V3D Filename: (OPTIONAL) V3D filename for helmet that can be worn by this entity // $Unholster Delay: (Optional) Delay in seconds before weapon is in hand while unholstering // $Attack Style: How this entity attacks... choices are: // "None" - doesn't attack at all // "Evasive" - evasive while attacking (good for small robots) // "Stand_Ground" - stands ground while attacking // "Direct" - goes after target directly, without evasion (good for big, strong robots) // // $Blind Pursuit Time: Time in seconds an entity will purue a target when it doesn't have line of sight // $Persona: persona for character // $FlySnd: Looping sound that is attached to the entity // $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) // $Move Sound: (Optional) Plays when entity moves. Sound stops playing when the entity isn't moving // $Engine Rev Fwd Sound: (Optional) Plays when an entity starts to move from rest (forward) // $Engine Rev Back Sound:(Optional) Plays when an entity starts to move from rest (reverse) // $Footstep Sound: <material name> <num_sounds> // <n sounds> // NOTE: num_sounds should be even. the first half of the specified sounds used for left foot, the rest right // $Climb Footstep Sounds: <climb region type> <num_sounds> // <n sounds> // NOTE: num_sounds should be even. the first half of the specified sounds used for left foot, the rest right // (Optional) Can have one for each material type. Code will randomly choose among sounds for same material. // $LandSnd: <material name> <sound> (Optional) Can have one for each material type. // $Impact Death Sound: (Optional) // $JumpSnd: (Optional) played when entity jumps // $Headlamp On Sound: (Optional) played when headlamp is turned on // $Headlamp Off Sound: (Optional) played when headlamp is turned off // $Low_Pain Sounds: (Optional) // $Med_Pain Sounds: (Optional) // $High_Pain Sounds: (Optional) // $Squash Sounds: (Optional) // $Explode Anim: animation that is played when the entity explodes (name from vclip.tbl) // $Explode Anim Radius: radius of the death explosion animation // $Explode Offset: offset (in local coords) of the explosion from the object center // // +State: "stand" // +State: "attack_stand" // +State: "walk" // +State: "attack_walk" // +State: "run" // +State: "attack_run" // +State: "flee_run" // +State: "flail_run" // +State: "crouch" // +State: "freefall" // +State: "on_turret" // +State: "corpse_carry_stand" // +State: "corpse_carry_walk" // +State: "swim_stand" // +State: "swim_walk" // +State: "jeep_drive" // +State: "jeep_gun" // +Action: "corpse_drop" // +Action: "corpse_carry" // +Action: "fire_stand" // +Action: "alt_fire_stand" // +Action: "death_generic" // +Action: "death_blast_forward" // +Action: "death_blast_backward" // +Action: "death_head_forward" // +Action: "death_head_backward" // +Action: "death_head_neutral" // +Action: "death_chest_forward" // +Action: "death_chest_backward" // +Action: "death_chest_neutral" // +Action: "death_leg_left" // +Action: "death_leg_right" // +Action: "death_crouch" // +Action: "land" // +Action: "flinch_stand" // +Action: "flinch_attack_stand" // +Action: "flinch_chest" // +Action: "flinch_back" // +Action: "flinch_leg_left" // +Action: "flinch_leg_right" // +Action: "idle_to_ready" // +Action: "ready_to_idle" // +Action: "idle_1" // +Action: "idle_2" // +Action: "rock_drop" // +Action: "rock_pickup" // +Action: "death_still_1" // +Action: "death_still_2" // +Action: "death_still_3" // +Action: "reload" // +Action: "heal_light_1" // +Action: "hit_alarm" // // $Use: Specific use of the entity // $Collision Sphere: <name> <damage factor> <damage factor multi> (optional) // +radius: <radius override> (optional) // $Num Skins: // $Skin: // $Cockpit VFX: (Optional) the cockpit that's drawn when the player is attached to this entity // $Body Temperature(F): (optional) body temp of entity, or how hot is shows up on infrared // $RFE Level1: - (OPTIONAL) The name of the sub-directory where this item will appear in the editor // $RFE Level2: - (OPTIONAL) The name of the second-level directory for the editor. // - Any objects having a Level2 tag, must also have a corresponding Level1 tag. #Entity Classes // ------------------------------------------------ // Humans // ------------------------------------------------ // ------------------------------------------------ // Humans - Main Characters // ------------------------------------------------ $Name: "comp_tech" $V3D Filename: "Hendrix.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "tech" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Tech Small Pain" $Med_Pain Sounds: "Tech Large Pain" +State: "stand" "tech01_stand.mvf" +State: "attack_stand" "tech01_stand.mvf" +State: "walk" "tech01_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "tech01_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "tech01_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "tech01_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "tech01_cower_loop.mvf" +State: "crouch" "tech01_crouch.mvf" +Action: "idle_1" "tech01_idle_01.mvf" "Tech1 Idle" +Action: "speak" "hndx_talk.mvf" "" +Action: "speak_short" "hndx_talk_short.mvf" "" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "tech01_flinch.mvf" "" +Action: "flinch_back" "tech01_flinch_back.mvf" "" +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" "" +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_death_leg_L.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Action: "hit_alarm" "tech01_hit_alarm.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "eos" $V3D Filename: "eos.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 200 $Life: 500 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("Machine Pistol") $Default Primary: "Machine Pistol" $Default Secondary: "" $Helmet V3D Filename: "eos_mask.V3D" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "empty" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Eos Small Pain" $Med_Pain Sounds: "Eos Large Pain" +State: "stand" "mnrf_mp_stand.mvf" +State: "attack_stand" "mnrf_mp_attack_stand.mvf" +State: "walk" "mnrf_mp_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "mnrf_mp_run.mvf" +Footstep Trigger: 5 13 +State: "attack_walk" "mnrf_mp_walk.mvf" +Footstep Trigger: 5 19 +State: "attack_run" "mnrf_mp_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "admin_fem_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "adfm_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "ADFM_freefall.mvf" +State: "cower" "ADFM_cower.mvf" +State: "crouch" "mnrf_mp_crouch.mvf" +State: "attack_crouch" "mnrf_mp_attack_crouch.mvf" +Action: "sidestep_left" "eos_sidestep_left.mvf" "" +Action: "sidestep_right" "eos_sidestep_right.mvf" "" +Action: "reload" "mnrf_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_mp_stand_fire.mvf" "" +Action: "fire_crouch" "mnrf_mp_crouch_fire.mvf" "" +Action: "idle_1" "admin_fem_idle01.mvf" "Tech1 Idle" +Action: "speak" "eos_talk.mvf" "" +Action: "speak_short" "eos_talk_short.mvf" "" +Action: "corpse_drop" "admin_fem_corpsedrop.mvf" "" +Action: "flinch_chest" "ADFM_flinch_chest.mvf" "" +Action: "flinch_back" "ADFM_flinch_back.mvf" "" +Action: "flinch_leg_left" "ADFM_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "ADFM_flinch_leg_right.mvf" "" +Action: "death_generic" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ADFM_death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ADFM_death_blast_backwards.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ADFM_death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ADFM_death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ADFM_death_chest_forwards.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "ADFM_death_chest_backwards.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_left" "ADFM_death_leg_left.mvf" "Human Death Left 1" +Action: "death_crouch" "ADFM_death_crouch.mvf" "Human Death Crouch 1" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 +radius: 0.52 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 2 $Skin: "b" ("eos_legs.tga" "eos_chest.tga" "eos_face_sick.tga") $Skin: "c" ("eos_legs.tga" "eos_chest.tga" "eos_face_sick02.tga") $Body Temperature(F): 90.0 $RFE Level1: "Miners" // ---------------------------------------------------------------------------------- $Name: "admin_male" $V3D Filename: "admin_male.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 75 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("12mm handgun") $Default Primary: "" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "admin_male" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Guard Startle" $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Admm Small Pain" $Med_Pain Sounds: "Admm Large Pain" +State: "stand" "tech01_stand.mvf" +State: "attack_stand" "tech01_stand.mvf" +State: "walk" "tech01_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "tech01_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "tech01_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "tech01_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "tech01_cower_loop.mvf" +State: "crouch" "tech01_crouch.mvf" +Action: "idle_1" "tech01_idle_01.mvf" "Tech1 Idle" +Action: "speak" "admin_male_talk.mvf" "" +Action: "speak_short" "admin_male_talk_short.mvf" "" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "tech01_flinch.mvf" "" +Action: "flinch_back" "tech01_flinch_back.mvf" "" +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" "" +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_death_leg_L.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Action: "hit_alarm" "tech01_hit_alarm.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "admin_male2" $V3D Filename: "admin_male2.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 75 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "admin_male" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Guard Startle" $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Admm small pain" $Med_Pain Sounds: "Admm large pain" +State: "stand" "adm2_stand.mvf" +State: "attack_stand" "adm2_stand.mvf" +State: "walk" "adm2_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "adm2_run.mvf" +Footstep Trigger: 5 14 +State: "flee_run" "adm2_run_flee.mvf" +Footstep Trigger: 5 14 +State: "flail_run" "adm2_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "adm2_cower.mvf" +State: "crouch" "tech01_crouch.mvf" +Action: "idle_1" "adm2_idle.mvf" "Tech1 Idle" +Action: "speak" "adm2_talk.mvf" "" +Action: "speak_short" "adm2_talk_short.mvf" "" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "adm2_flinch_front.mvf" "" +Action: "flinch_back" "adm2_flinch_back.mvf" "" +Action: "flinch_leg_left" "adm2_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "adm2_flinch_leg_right.mvf" "" +Action: "death_generic" "adm2_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_blast_back.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "adm2_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "adm2_death_chest_forwards.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "adm2_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Action: "hit_alarm" "tech01_hit_alarm.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "miner1" $V3D Filename: "miner.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 100 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $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") $Default Primary: "12mm handgun" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 20.0 $Persona: "miner_male" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Footstep Sound: "Glass Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $Crawl Footstep Sound: "Crawl Footstep" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $LandSnd: "Glass Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Player Small Pain" $Med_Pain Sounds: "Player Large Pain" $DeathSnd: "Player Die" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "ult2_attack_stand.mvf" +State: "walk" "ult2_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "ult2_attack_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "park_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "ult2_attack_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "corpse_carry_stand" "ult2_corpsecarry_stand.mvf" +State: "corpse_carry_walk" "ult2_corpsecarry_walk.mvf" +State: "crouch" "ult2_crouch.mvf" +State: "attack_crouch" "ult2_attack_crouch01.mvf" +State: "attack_crouch_walk" "park_HG_crouch_walk.mvf" +State: "freefall" "ult2_jump.mvf" +State: "cower" "ult2_cower.mvf" +State: "swim_stand" "park_swim_stand.mvf" +State: "swim_walk" "park_swim_walk.mvf" +State: "jeep_drive" "park_jeep_driver.mvf" +State: "jeep_gun" "park_jeep_gunner.mvf" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "miner_corpse_carry.mvf" "" +Action: "idle_1" "ult2_idle_HitHead.mvf" "Ultor Idle" +Action: "speak" "miner_talk.mvf" "" +Action: "speak_short" "miner_talk_short.mvf" "" +Action: "reload" "ult2_reload.mvf" "Ultor Reload" +Action: "unholster" "ult2_draw.mvf" "Ultor Draw" +Action: "fire_stand" "ult2_firing_stand.mvf" "" +Action: "alt_fire_stand" "ult2_silencer.mvf" "" +Action: "fire_crouch" "ult2_firing_crouch.mvf" "" +Action: "death_generic" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ult2_Death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult2_Death_leg_Left.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult2_Death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "park_Death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ult2_Death_chest_forward.mvf" "Human Death Chest 1" +Action: "death_chest_backward" "ult2_Death_chest_backward.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "ult2_Death_leg_Left.mvf" "Human Death Left 1" +Action: "death_leg_right" "ult2_Death_leg_Right.mvf" "Human Death Right 1" +Action: "death_crouch" "park_Death_crouch.mvf" "Human Death Crouch 1" +Action: "flinch_stand" "ult2_flinch_stand.mvf" "" +Action: "flinch_attack_stand" "ult2_flinch_astand.mvf" "" +Action: "flinch_chest" "Ult2_Flinch_ChestF.mvf" "" +Action: "flinch_back" "Ult2_Flinch_ChestB.mvf" "" +Action: "flinch_leg_left" "Ult2_Flinch_LegL.mvf" "" +Action: "flinch_leg_right" "Ult2_Flinch_LegR.mvf" "" +Action: "death_still_3" "miner_dead.mvf" "" +Weapon Specific: "Machine Pistol" +Spine Adjustment: -15.0 +State: "stand" "esgd_stand.mvf" +State: "attack_stand" "esgd_attack_stand.mvf" +State: "attack_walk" "esgd_attack_walk.mvf" +State: "attack_run" "esgd_attack_run.mvf" +State: "walk" "esgd_attack_walk.mvf" +State: "run" "esgd_attack_run.mvf" +State: "attack_crouch" "esgd_attack_crouch.mvf" +State: "attack_crouch_walk" "park_MP_crouch_walk.mvf" +Action: "reload" "esgd_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "esgd_firing_stand.mvf" "" +Action: "fire_crouch" "esgd_firing_stand.mvf" "" +Weapon Specific: "Riot Stick" +Spine Adjustment: -10.0 +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" +State: "attack_crouch" "park_riotstick_crouch.mvf" +State: "attack_crouch_walk" "park_Rstick_crouch_walk.mvf" +Action: "reload" "park_riotstick_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_riotstick_swing1.mvf" "" +Action: "alt_fire_stand" "park_riotstick_taser.mvf" "" +Action: "fire_crouch" "park_riotstick_crouch_swing.mvf" "" +Action: "fire_crouch2" "park_riotstick_crouch_taser.mvf" "" +Weapon Specific: "Shotgun" +Spine Adjustment: -17.0 +State: "stand" "park_shotgun_stand.mvf" +State: "attack_stand" "park_shotgun_attack_stand.mvf" +State: "attack_walk" "park_shotgun_walk.mvf" +State: "attack_run" "park_shotgun_run.mvf" +State: "walk" "park_shotgun_walk.mvf" +State: "run" "park_shotgun_run.mvf" +State: "attack_crouch" "park_shotgun_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +Action: "reload" "park_shotgun_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_shotgun_stand_firepump.mvf" "" +Action: "alt_fire_stand" "park_shotgun_stand_fireauto.mvf" "" +Action: "fire_crouch" "park_shotgun_crouchfirepump.mvf" "" +Action: "fire_crouch2" "park_shotgun_crouchfireauto.mvf" "" +Weapon Specific: "Remote Charge" +Spine Adjustment: -10.0 +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" +State: "attack_crouch" "park_riotstick_crouch.mvf" +State: "attack_crouch_walk" "park_Rstick_crouch_walk.mvf" +Action: "fire_stand" "park_remotecharge_throw.mvf" "" +Weapon Specific: "Grenade" +Spine Adjustment: -15.0 +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" +State: "attack_crouch" "park_riotstick_crouch.mvf" +State: "attack_crouch_walk" "park_Rstick_crouch_walk.mvf" +Action: "fire_stand" "park_grenade_throw.mvf" "" +Action: "alt_fire_stand" "park_grenade_throw_alt.mvf" "" +Weapon Specific: "Assault Rifle" +Spine Adjustment: -15.0 +State: "stand" "engd_arifle_stand.mvf" +State: "attack_stand" "engd_arifle_attack_stand.mvf" +State: "attack_walk" "engd_arifle_attack_walk.mvf" +State: "attack_run" "engd_arifle_attack_run.mvf" +State: "walk" "engd_arifle_attack_walk.mvf" +State: "run" "engd_arifle_attack_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "attack_crouch" "engd_arifle_attack_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +Action: "reload" "engd_arifle_reload.mvf" "Ultor Reload" +Action: "fire_stand" "engd_arifle_stand_firing_2.mvf" "" +Action: "alt_fire_stand" "engd_arifle_stand_firing_2.mvf" "" +Action: "fire_stand2" "engd_arifle_stand_firing.mvf" "" +Action: "fire_crouch" "engd_arifle_stand_firing_2.mvf" "" +Action: "fire_crouch2" "engd_arifle_stand_firing.mvf" "" +Weapon Specific: "scope_assault_rifle" +Spine Adjustment: -17.0 +State: "stand" "engd_arifle_stand.mvf" +State: "attack_stand" "engd_arifle_attack_stand.mvf" +State: "attack_walk" "engd_arifle_attack_walk.mvf" +State: "attack_run" "engd_arifle_attack_run.mvf" +State: "walk" "engd_arifle_attack_walk.mvf" +State: "run" "engd_arifle_attack_run.mvf" +State: "attack_crouch" "engd_SAR_attack_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +Action: "reload" "engd_arifle_reload.mvf" "Ultor Reload" +Action: "fire_stand" "engd_SAR_stand_firing.mvf" "" +Action: "fire_crouch" "engd_SAR_crouch_fire.mvf" "" +Weapon Specific: "Rocket Launcher" +Spine Adjustment: -5.0 +State: "stand" "engd_rl_stand.mvf" +State: "attack_stand" "engd_rl_attack_stand.mvf" +State: "attack_walk" "engd_rl_walk.mvf" +State: "attack_run" "engd_rl_run.mvf" +State: "walk" "engd_rl_walk.mvf" +State: "run" "engd_rl_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "crouch" "engd_rl_attack_crouch.mvf" +State: "attack_crouch" "engd_rl_attack_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +Action: "fire_stand" "engd_rl_stand_firing.mvf" "" +Action: "fire_crouch" "engd_rl_crouch_firing.mvf" "" +Weapon Specific: "Sniper Rifle" +Spine Adjustment: 0.0 +State: "stand" "park_sniper_stand.mvf" +State: "attack_stand" "park_sniper_attack_stand.mvf" +State: "attack_walk" "park_sniper_walk.mvf" +State: "attack_run" "park_sniper_run.mvf" +State: "walk" "park_sniper_walk.mvf" +State: "run" "park_sniper_run.mvf" +State: "attack_crouch" "park_sniper_attack_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +Action: "reload" "park_sniper_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_sniper_stand_fire.mvf" "" +Action: "fire_crouch" "park_sniper_crouch_fire.mvf" "" +Weapon Specific: "Riot Shield" +Spine Adjustment: 0.0 +State: "stand" "rtgd_riotshield_stand.mvf" +State: "attack_stand" "rtgd_riotshield_attackstand.mvf" +State: "attack_walk" "rtgd_riotshield_walk.mvf" +State: "attack_run" "rtgd_riotshield_run.mvf" +State: "crouch" "rtgd_riotshield_crouch.mvf" +State: "attack_crouch" "rtgd_riotshield_crouch.mvf" +State: "attack_crouch_walk" "park_Rshield_crouch_walk.mvf" +Action: "fire_stand" "rtgd_riotshield_attack.mvf" "" +Action: "fire_crouch" "rtgd_riotshieldattackcrouch.mvf" "" +Action: "flinch_stand" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_attack_stand" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_chest" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_back" "rtgd_riotshield_flinch_back.mvf" "" +Action: "flinch_leg_left" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_leg_right" "rtgd_riotshield_flinchfront.mvf" "" +Weapon Specific: "Flamethrower" +Spine Adjustment: -5.0 +State: "stand" "engd_arifle_stand.mvf" +State: "attack_stand" "park_ft_attack_stand.mvf" +State: "attack_walk" "park_ft_walk.mvf" +State: "attack_run" "park_ft_run.mvf" +State: "walk" "park_ft_walk.mvf" +State: "run" "park_ft_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "attack_crouch" "park_ft_attack_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +Action: "reload" "park_ft_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_ft_stand_fire.mvf" "" +Action: "alt_fire_stand" "park_ft_alt_fire_stand.mvf" "" +Action: "fire_crouch" "park_ft_crouch_fire.mvf" "" +Weapon Specific: "heavy_machine_gun" +Spine Adjustment: -17.0 +State: "stand" "park_hmac_stand.mvf" +State: "attack_stand" "park_hmac_attack_stand.mvf" +State: "attack_walk" "park_hmac_walk.mvf" +State: "attack_run" "park_hmac_run.mvf" +State: "walk" "park_hmac_walk.mvf" +State: "run" "park_hmac_run.mvf" +State: "flee_run" "park_run_flee_HMAC.mvf" +Footstep Trigger: 6 16 +State: "attack_crouch" "park_hmac_attack_crouch.mvf" +State: "attack_crouch_walk" "park_hmac_crouch_walk.mvf" +Action: "idle_1" "park_hmac_idle.mvf" "" +Action: "reload" "park_hmac_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_hmac_stand_fire.mvf" "" +Action: "alt_fire_stand" "park_hmac_stand_fire.mvf" "" +Action: "fire_crouch" "park_hmac_crouch_fire.mvf" "" +Weapon Specific: "rail_gun" +Spine Adjustment: -18.0 +State: "stand" "park_rrif_stand.mvf" +State: "attack_stand" "park_rrif_attack_stand.mvf" +State: "attack_walk" "park_rrif_walk.mvf" +State: "attack_run" "park_rrif_run.mvf" +State: "walk" "park_rrif_walk.mvf" +State: "run" "park_rrif_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "attack_crouch" "park_rrif_attack_crouch.mvf" +State: "attack_crouch_walk" "park_SG_crouch_walk.mvf" +Action: "idle_1" "park_rrif_idle.mvf" "" +Action: "fire_stand" "park_rrif_stand_fire.mvf" "" +Action: "fire_crouch" "park_rrif_crouch_fire.mvf" "" +Weapon Specific: "shoulder_cannon" +Spine Adjustment: -12.0 +State: "stand" "park_smw_stand.mvf" +State: "attack_stand" "park_smw_stand.mvf" +State: "attack_walk" "park_smw_walk.mvf" +State: "attack_run" "park_smw_run.mvf" +State: "walk" "park_smw_walk.mvf" +State: "run" "park_smw_run.mvf" +State: "crouch" "park_smw_crouch.mvf" +State: "attack_crouch" "park_smw_crouch.mvf" +State: "attack_crouch_walk" "park_SC_crouch_walk.mvf" +Action: "idle_1" "park_smw_idle.mvf" "" +Action: "fire_stand" "park_smw_stand_fire.mvf" "" +Action: "fire_crouch" "park_smw_crouch_fire.mvf" "" +Action: "flinch_chest" "park_smw_flinch_front.mvf" "" +Action: "flinch_back" "park_smw_flinch_back.mvf" "" +Action: "flinch_leg_left" "park_smw_flinch_front.mvf" "" +Action: "flinch_leg_right" "park_smw_flinch_front.mvf" "" +Action: "flinch_stand" "park_smw_flinch_front.mvf" "" +Action: "flinch_attack_stand" "park_smw_flinch_front.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Miners" // ---------------------------------------------------------------------------------- $Name: "medic1" $V3D Filename: "medic01.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "medic") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "medic" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Medic Small Pain" $Med_Pain Sounds: "Medic Large Pain" +State: "stand" "tech01_stand.mvf" +State: "attack_stand" "tech01_stand.mvf" +State: "walk" "tech01_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "tech01_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "tech01_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "tech01_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "tech01_cower_loop.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "crouch" "tech01_crouch.mvf" +Action: "idle_1" "tech01_idle_01.mvf" "Tech1 Idle" +Action: "speak" "medc_talk.mvf" "" +Action: "speak_short" "medc_talk_short.mvf" "" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "tech01_flinch.mvf" "" +Action: "flinch_back" "tech01_flinch_back.mvf" "" +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" "" +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_death_leg_L.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Action: "heal_light_1" "medic01_heal_01.mvf" "Med Heal Foley" +Action: "hit_alarm" "tech01_hit_alarm.mvf" "" $Use: "medic" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "tech1" $V3D Filename: "tech01.vcm" $LOD Distances: {6 9 35} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "sentient" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 25 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Helmet V3D Filename: "Tech01_helmet.V3D" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "tech" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Tech Small Pain" $Med_Pain Sounds: "Tech Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "tech01_stand.mvf" +State: "attack_stand" "tech01_stand.mvf" +State: "walk" "tech01_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "tech01_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "tech01_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "tech01_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "tech01_cower_loop.mvf" +State: "crouch" "tech01_crouch.mvf" +Action: "idle_1" "tech01_idle_01.mvf" "Tech1 Idle" +Action: "speak" "tech01_talk.mvf" "" +Action: "speak_short" "tech01_talk_short.mvf" "" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "tech01_flinch.mvf" "" +Action: "flinch_back" "tech01_flinch_back.mvf" "" +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" "" +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_blast_back.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Action: "hit_alarm" "tech01_hit_alarm.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "admin_fem" $V3D Filename: "admin_fem.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "sentient" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 20 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "admin_fem" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Admf Small Pain" $Med_Pain Sounds: "Admf Large Pain" $Squash Sounds: "" +State: "stand" "admin_fem_stand.mvf" +State: "attack_stand" "admin_fem_stand.mvf" +State: "walk" "admin_fem_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "admin_fem_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "admin_fem_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "adfm_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "ADFM_freefall.mvf" +State: "cower" "ADFM_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "crouch" "ADFM_crouch.mvf" +Action: "idle_1" "admin_fem_idle01.mvf" "Tech1 Idle" +Action: "speak" "admin_fem_talk.mvf" "" +Action: "speak_short" "admin_fem_talk_short.mvf" "" +Action: "corpse_carry" "admin_fem_corpsecarry.mvf" "" +Action: "corpse_drop" "admin_fem_corpsedrop.mvf" "" +Action: "flinch_chest" "ADFM_flinch_chest.mvf" "" +Action: "flinch_back" "ADFM_flinch_back.mvf" "" +Action: "flinch_leg_left" "ADFM_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "ADFM_flinch_leg_right.mvf" "" +Action: "death_generic" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ADFM_death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ADFM_death_blast_backwards.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ADFM_death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ADFM_death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ADFM_death_chest_forwards.mvf" "Human Death Chest Forward 2" +Action: "death_chest_backward" "ADFM_death_chest_backwards.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_left" "ADFM_death_leg_left.mvf" "Human Death Left 1" // +Action: "death_leg_right" "ADFM_death_leg_right.mvf" "Human Death Right 1" +Action: "death_crouch" "ADFM_death_crouch.mvf" "Human Death Crouch 1" +Action: "hit_alarm" "ADFM_hit_alarm.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "env_scientist" $V3D Filename: "env_scientist.vcm" $LOD Distances: {6 9 35} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "sentient" "humanoid" "envirosuit") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 25 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "tech" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Tech Small Pain" $Med_Pain Sounds: "Tech Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "esci_stand.mvf" +State: "attack_stand" "esci_stand.mvf" +State: "walk" "esci_walk.mvf" // +Footstep Trigger: 5 17 +State: "run" "esci_run.mvf" // +Footstep Trigger: 6 15 +State: "flee_run" "esci_run_flee.mvf" // +Footstep Trigger: 6 15 +State: "flail_run" "tech01_run_flail.mvf" // +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "esci_cower.mvf" +State: "crouch" "esci_crouch.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +Action: "idle_1" "esci_idle.mvf" "Tech1 Idle" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "esci_flinch_chest.mvf" "" +Action: "flinch_back" "esci_flinch_back.mvf" "" +Action: "flinch_leg_left" "esci_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "esci_flinch_leg_right.mvf" "" +Action: "death_generic" "esci_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward" +Action: "death_blast_backward" "tech01_blast_back.mvf" "Human Death Blast Backward" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "esci_death_chest_forwards.mvf" "Human Death Chest Forward" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch" +Action: "hit_alarm" "esci_push_button.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 2 $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "ult_scientist" $V3D Filename: "ult_scientist.vcm" $LOD Distances: {6 9 35} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "sentient" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 25 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "tech" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Tech Small Pain" $Med_Pain Sounds: "Tech Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "tech01_stand.mvf" +State: "attack_stand" "tech01_stand.mvf" +State: "walk" "tech01_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "tech01_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "tech01_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "tech01_run_flail.mvf" // +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "cower" "tech01_cower_loop.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "crouch" "tech01_crouch.mvf" +Action: "idle_1" "tech01_idle_01.mvf" "Tech1 Idle" +Action: "speak" "usci_talk.mvf" "" +Action: "speak_short" "usci_talk_short.mvf" "" +Action: "corpse_drop" "tech01_death_corpse_drop.mvf" "" +Action: "corpse_carry" "tech01_corpse_carry.mvf" "" +Action: "flinch_chest" "tech01_flinch.mvf" "" +Action: "flinch_back" "tech01_flinch_back.mvf" "" +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" "" +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_death_leg_L.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "tech01_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Action: "hit_alarm" "tech01_hit_alarm.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "miner3" $V3D Filename: "non_env_miner_fem.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("Machine Pistol" "Shotgun" "Riot Stick") $Default Primary: "" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "miner_fem" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Minerf Small Pain" $Med_Pain Sounds: "Minerf Large Pain" $Squash Sounds: "" +State: "stand" "admin_fem_stand.mvf" +State: "attack_stand" "admin_fem_stand.mvf" +State: "walk" "admin_fem_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "admin_fem_run.mvf" +Footstep Trigger: 6 15 +State: "flee_run" "admin_fem_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "adfm_run_flail.mvf" +Footstep Trigger: 6 15 +State: "freefall" "ADFM_freefall.mvf" +State: "cower" "ADFM_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "crouch" "ADFM_crouch.mvf" +Action: "sidestep_left" "eos_sidestep_left.mvf" "" +Action: "sidestep_right" "eos_sidestep_right.mvf" "" +Action: "idle_1" "admin_fem_idle01.mvf" "Tech1 Idle" +Action: "speak" "mnrf_talk_long.mvf" "" +Action: "speak_short" "mnrf_talk_short.mvf" "" +Action: "corpse_carry" "admin_fem_corpsecarry.mvf" "" +Action: "corpse_drop" "admin_fem_corpsedrop.mvf" "" +Action: "flinch_chest" "ADFM_flinch_chest.mvf" "" +Action: "flinch_back" "ADFM_flinch_back.mvf" "" +Action: "flinch_leg_left" "ADFM_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "ADFM_flinch_leg_right.mvf" "" +Action: "death_generic" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ADFM_death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ADFM_death_leg_right.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ADFM_death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ADFM_death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ADFM_death_chest_forwards.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "ADFM_death_chest_backwards.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_left" "ADFM_death_leg_left.mvf" "Human Death Left 1" +Action: "death_crouch" "ADFM_death_crouch.mvf" "Human Death Crouch 1" +Weapon Specific: "Machine Pistol" +State: "stand" "mnrf_mp_stand.mvf" +State: "attack_stand" "mnrf_mp_attack_stand.mvf" +State: "walk" "mnrf_mp_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "mnrf_mp_run.mvf" +Footstep Trigger: 5 13 +State: "attack_walk" "mnrf_mp_walk.mvf" +Footstep Trigger: 5 19 +State: "attack_run" "mnrf_mp_run.mvf" +Footstep Trigger: 5 13 +State: "crouch" "mnrf_mp_crouch.mvf" +State: "attack_crouch" "mnrf_mp_attack_crouch.mvf" +Action: "reload" "mnrf_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_mp_stand_fire.mvf" "" +Action: "fire_crouch" "mnrf_mp_crouch_fire.mvf" "" +Weapon Specific: "Riot Stick" +State: "stand" "mnrf_rs_attack_stand.mvf" +State: "attack_stand" "mnrf_rs_attack_stand.mvf" +State: "attack_walk" "mnrf_rs_walk.mvf" +State: "attack_run" "mnrf_rs_run.mvf" +State: "attack_crouch" "mnrf_rs_attack_crouch.mvf" +Action: "reload" "mnrf_rs_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_rs_attack.mvf" "" +Action: "alt_fire_stand" "mnrf_rs_taser.mvf" "" +Action: "fire_crouch" "mnrf_rs_crouch_attack.mvf" "" +Action: "fire_crouch2" "mnrf_rs_taser_crouch.mvf" "" +Weapon Specific: "Shotgun" +State: "stand" "mnrf_sg_stand.mvf" +State: "attack_stand" "mnrf_sg_attack_stand.mvf" +State: "attack_walk" "mnrf_sg_walk.mvf" +State: "attack_run" "mnrf_sg_run.mvf" +State: "walk" "mnrf_sg_walk.mvf" +State: "run" "mnrf_sg_run.mvf" +State: "attack_crouch" "mnrf_sg_attack_crouch.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +Action: "reload" "mnrf_sg_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_sg_fire_pump.mvf" "" +Action: "alt_fire_stand" "mnrf_sg_fire_auto.mvf" "" +Action: "fire_crouch" "mnrf_sg_crouch_fire_pump.mvf" "" +Action: "fire_crouch2" "mnrf_sg_crouch_fire_auto.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Miners" // ---------------------------------------------------------------------------------- $Name: "parker_suit" $V3D Filename: "parker_suit.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 100 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("12mm handgun" "Undercover 12mm handgun") $Default Primary: "12mm handgun" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 20.0 $Persona: "empty" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Footstep Sound: "Glass Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $Crawl Footstep Sound: "Crawl Footstep" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $LandSnd: "Glass Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Player Small Pain" $Med_Pain Sounds: "Player Large Pain" $DeathSnd: "Player Die" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "ult2_attack_stand.mvf" +State: "walk" "ult2_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "ult2_attack_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "park_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "park_hg_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "corpse_carry_stand" "ult2_corpsecarry_stand.mvf" +State: "corpse_carry_walk" "ult2_corpsecarry_walk.mvf" +State: "crouch" "ult2_crouch.mvf" +State: "attack_crouch_walk" "park_HG_crouch_walk.mvf" +State: "attack_crouch" "ult2_attack_crouch01.mvf" +State: "freefall" "ult2_jump.mvf" +State: "cower" "ult2_cower.mvf" +State: "swim_stand" "park_swim_stand.mvf" +State: "swim_walk" "park_swim_walk.mvf" +State: "jeep_drive" "park_jeep_driver.mvf" +State: "jeep_gun" "park_jeep_gunner.mvf" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "miner_corpse_carry.mvf" "" +Action: "idle_to_ready" "ult2_silencer.mvf" "" +Action: "ready_to_idle" "ult2_silencer_off.mvf" "" +Action: "idle_1" "ult2_idle_HitHead.mvf" "Ultor Idle" +Action: "speak" "prk2_talk.mvf" "" +Action: "speak_short" "prk2_talk_short.mvf" "" +Action: "reload" "ult2_reload.mvf" "Ultor Reload" +Action: "unholster" "ult2_draw.mvf" "Ultor Draw" +Action: "fire_stand" "ult2_firing_stand.mvf" "" +Action: "alt_fire_stand" "ult2_silencer.mvf" "" +Action: "fire_crouch" "ult2_firing_crouch.mvf" "" +Action: "death_generic" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ult2_Death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult2_Death_leg_Left.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult2_Death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "park_Death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ult2_Death_chest_forward.mvf" "Human Death Chest 1" +Action: "death_chest_backward" "ult2_Death_chest_backward.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "ult2_Death_leg_Left.mvf" "Human Death Left 1" +Action: "death_leg_right" "ult2_Death_leg_Right.mvf" "Human Death Right 1" +Action: "death_crouch" "ult2_Crouch_Death.mvf" "Human Death Crouch 1" +Action: "flinch_stand" "ult2_flinch_stand.mvf" "" +Action: "flinch_attack_stand" "ult2_flinch_astand.mvf" "" +Action: "flinch_chest" "Ult2_Flinch_ChestF.mvf" "" +Action: "flinch_back" "Ult2_Flinch_ChestB.mvf" "" +Action: "flinch_leg_left" "Ult2_Flinch_LegL.mvf" "" +Action: "flinch_leg_right" "Ult2_Flinch_LegR.mvf" "" +Action: "death_still_3" "miner_dead.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 0 $Body Temperature(F): 90.0 $RFE Level1: "Miners" // ---------------------------------------------------------------------------------- $Name: "parker_sci" $V3D Filename: "parker_sci.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 100 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("12mm handgun" "Undercover 12mm handgun") $Default Primary: "12mm handgun" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 20.0 $Persona: "empty" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Footstep Sound: "Glass Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $Crawl Footstep Sound: "Crawl Footstep" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $LandSnd: "Glass Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Player Small Pain" $Med_Pain Sounds: "Player Large Pain" $DeathSnd: "Player Die" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "ult2_attack_stand.mvf" +State: "walk" "ult2_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "ult2_attack_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "park_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "park_hg_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "corpse_carry_stand" "ult2_corpsecarry_stand.mvf" +State: "corpse_carry_walk" "ult2_corpsecarry_walk.mvf" +State: "crouch" "ult2_crouch.mvf" +State: "attack_crouch_walk" "park_HG_crouch_walk.mvf" +State: "attack_crouch" "ult2_attack_crouch01.mvf" +State: "freefall" "ult2_jump.mvf" +State: "cower" "ult2_cower.mvf" +State: "swim_stand" "park_swim_stand.mvf" +State: "swim_walk" "park_swim_walk.mvf" +State: "jeep_drive" "park_jeep_driver.mvf" +State: "jeep_gun" "park_jeep_gunner.mvf" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "miner_corpse_carry.mvf" "" +Action: "idle_to_ready" "ult2_silencer.mvf" "" +Action: "ready_to_idle" "ult2_silencer_off.mvf" "" +Action: "idle_1" "ult2_idle_HitHead.mvf" "Ultor Idle" +Action: "speak" "prk3_talk.mvf" "" +Action: "speak_short" "prk3_talk_short.mvf" "" +Action: "reload" "ult2_reload.mvf" "Ultor Reload" +Action: "unholster" "ult2_draw.mvf" "Ultor Draw" +Action: "fire_stand" "ult2_firing_stand.mvf" "" +Action: "alt_fire_stand" "ult2_silencer.mvf" "" +Action: "fire_crouch" "ult2_firing_crouch.mvf" "" +Action: "death_generic" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ult2_Death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult2_Death_blast_backwards.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult2_Death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "park_Death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ult2_Death_chest_forward.mvf" "Human Death Chest 1" +Action: "death_chest_backward" "ult2_Death_chest_backward.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_leg_right" "ult2_Death_leg_Right.mvf" "Human Death Right 1" +Action: "death_crouch" "ult2_Crouch_Death.mvf" "Human Death Crouch 1" +Action: "flinch_stand" "ult2_flinch_stand.mvf" "" +Action: "flinch_attack_stand" "ult2_flinch_astand.mvf" "" +Action: "flinch_chest" "Ult2_Flinch_ChestF.mvf" "" +Action: "flinch_back" "Ult2_Flinch_ChestB.mvf" "" +Action: "flinch_leg_left" "Ult2_Flinch_LegL.mvf" "" +Action: "flinch_leg_right" "Ult2_Flinch_LegR.mvf" "" +Action: "death_still_3" "miner_dead.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 0 $Body Temperature(F): 90.0 $RFE Level1: "Miners" // ------------------------------------------------ // Humans - Security // ------------------------------------------------ $Name: "multi_guard2" $V3D Filename: "multi_guard2.vcm" $LOD Distances: {6 9} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "holds_weapons" "sentient" "alt_fire" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 75 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("Assault Rifle" "Sniper Rifle") $Default Primary: "Assault Rifle" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "elite" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Commander Startle" $Footstep Sound: "Default Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Grdc Small Pain" $Med_Pain Sounds: "Grdc Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "ult3_stand.mvf" +State: "attack_stand" "ult3_attack_stand.mvf" +State: "walk" "ult3_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "ult3_attack_walk.mvf" +State: "run" "ult3_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "ult3_attack_run.mvf" +State: "flee_run" "Ult3_run_flee_AR.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "ult3_run_flail.mvf" +Footstep Trigger: 6 15 +State: "crouch" "ult3_crouch.mvf" +State: "freefall" "ult3_jump.mvf" +State: "cower" "ult3_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +Action: "sidestep_left" "Ult3_sidestep_left.mvf" "" +Action: "sidestep_right" "Ult3_sidestep_right.mvf" "" +Action: "fire_stand" "ult3_firing_stand.mvf" "" +Action: "speak" "ult3_talk.mvf" "" +Action: "speak_short" "ult3_talk_short.mvf" "" +Action: "corpse_drop" "ult3_corpse_drop.mvf" "" +Action: "corpse_carry" "Ult3_Death_Carry.mvf" "" +Action: "idle_1" "ult3_idle_handstretch.mvf" "Ultor Idle3" +Action: "idle_2" "ult3_idle_radarlook.mvf" "Ultor Idle4" +Action: "idle_3" "ult3_idle_legscratch.mvf" "Ultor Idle5" +Action: "reload" "ult3_reload.mvf" "Ultor Reload2" +Action: "flinch_stand" "ult3_flinch_chest.mvf" "" +Action: "flinch_attack_stand" "ult3_flinch_chest.mvf" "" +Action: "flinch_chest" "ult3_flinch_chest.mvf" "" +Action: "flinch_back" "ult3_flinch_back.mvf" "" +Action: "flinch_leg_left" "ult3_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "ult3_flinch_leg_right.mvf" "" +Action: "death_generic" "ult3_death_generic.mvf" "Human Death Generic 2" +Action: "death_blast_forward" "ult3_death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult3_death_blast_backwards.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult3_death_head_forward.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ult3_death_head_backward.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult3_death_generic.mvf" "Human Death Generic 2" +Action: "death_chest_forward" "ult3_death_chest_forwards.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "ult3_death_chest_backwards.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult3_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_left" "ult3_death_leg_left.mvf" "Human Death Left 1" +Action: "death_crouch" "ult3_death_crouch.mvf" "Human Death Crouch 1" +Action: "death_still_1" "ult3_corpse.mvf" "" +Action: "death_still_2" "ult3_corpse2.mvf" "" +Action: "death_still_3" "ult3_corpse3.mvf" "" +Action: "hit_alarm" "ult3_hit_alarm.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 3.0 2.0 $Num Skins: 1 $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "elite" $V3D Filename: "elite_security_guard.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "holds_weapons" "sentient" "humanoid") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 250 $Life: 500 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("Machine Pistol" "Riot Stick" "Grenade") $Default Primary: "Machine Pistol" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "elite" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Guard Startle" $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Grdc Small Pain" $Med_Pain Sounds: "Grdc Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "esgd_stand.mvf" +State: "attack_stand" "esgd_attack_stand.mvf" +State: "walk" "ult2_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "esgd_attack_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "ult2_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "attack_run" "esgd_attack_run.mvf" +Footstep Trigger: 5 13 +State: "crouch" "ult2_crouch.mvf" +State: "attack_crouch" "esgd_attack_crouch.mvf" +State: "cower" "ult2_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "freefall" "ult2_jump.mvf" +State: "on_turret" "ult2_on_turret.mvf" +Action: "sidestep_left" "ult2_sidestep_left.mvf" "" +Action: "sidestep_right" "ult2_sidestep_right.mvf" "" +Action: "roll_left" "esgd_attack_roll_left.mvf" "" +Action: "roll_right" "esgd_attack_roll_right.mvf" "" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "Ult2_Death_Carry.mvf" "" +Action: "speak" "esgd_talk.mvf" "" +Action: "speak_short" "esgd_talk_short.mvf" "" +Action: "idle_1" "ult2_idle_HitHead.mvf" "Ultor Idle" +Action: "idle_2" "ult2_idle_look.mvf" "Ultor Idle2" +Action: "idle_3" "ult2_idle_stretch.mvf" "" +Action: "reload" "esgd_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "esgd_firing_stand.mvf" "" +Action: "fire_crouch" "esgd_firing_stand.mvf" "" +Action: "death_generic" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ult2_Death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult2_Death_leg_Left.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult2_Death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ult2_Death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ult2_Death_chest_forward.mvf" "Human Death Chest 1" +Action: "death_chest_backward" "ult2_Death_chest_backward.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "ult2_Death_leg_Left.mvf" "Human Death Left 1" +Action: "death_leg_right" "ult2_Death_leg_Right.mvf" "Human Death Right 1" +Action: "death_crouch" "ult2_Crouch_Death.mvf" "Human Death Crouch 1" +Action: "flinch_stand" "ult2_flinch_stand.mvf" "" +Action: "flinch_attack_stand" "ult2_flinch_astand.mvf" "" +Action: "flinch_chest" "ult2_Flinch_ChestF.mvf" "" +Action: "flinch_back" "ult2_Flinch_ChestB.mvf" "" +Action: "flinch_leg_left" "ult2_Flinch_LegL.mvf" "" +Action: "flinch_leg_right" "ult2_Flinch_LegR.mvf" "" +Action: "death_still_1" "ult2_corpse.mvf" "" +Action: "death_still_2" "ult2_corpse2.mvf" "" +Action: "death_still_3" "ult2_corpse3.mvf" "" +Action: "hit_alarm" "ult2_hit_alarm.mvf" "" +Weapon Specific: "Riot Stick" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" +State: "attack_crouch" "park_riotstick_crouch.mvf" +Action: "reload" "park_riotstick_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_riotstick_swing1.mvf" "" +Action: "alt_fire_stand" "park_riotstick_taser.mvf" "" +Action: "fire_crouch" "park_riotstick_crouch_swing.mvf" "" +Action: "fire_crouch2" "park_riotstick_crouch_taser.mvf" "" +Weapon Specific: "Grenade" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" +Action: "fire_stand" "park_grenade_throw.mvf" "" +Action: "alt_fire_stand" "park_grenade_throw_alt.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 12.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "env_guard" $V3D Filename: "Envirosuit_Guard.vcm" $LOD Distances: {6 9 35} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 100 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 7.0 +slow factor: 0.25 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("12mm handgun" "Shotgun" "Machine Pistol" "Assault Rifle" "Rocket Launcher" "Grenade" "Sniper Rifle" "Riot Stick") $Default Primary: "12mm handgun" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "guard" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Guard Startle" $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Grd Small Pain" $Med_Pain Sounds: "Grd Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "ult2_attack_stand.mvf" +State: "walk" "ult2_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "ult2_attack_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "ult2_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "ult2_attack_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "crouch" "ult2_attack_crouch01.mvf" +State: "attack_crouch" "ult2_attack_crouch01.mvf" +State: "cower" "ult2_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "freefall" "ult2_jump.mvf" +State: "on_turret" "ult2_on_turret.mvf" +Action: "sidestep_left" "ult2_sidestep_left.mvf" "" +Action: "sidestep_right" "ult2_sidestep_right.mvf" "" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "Ult2_Death_Carry.mvf" "" +Action: "speak" "engd_talk.mvf" "" +Action: "speak_short" "engd_talk_short.mvf" "" +Action: "idle_1" "ult2_idle_HitHead.mvf" "Ultor Idle" +Action: "idle_2" "ult2_idle_look.mvf" "Ultor Idle2" +Action: "idle_3" "ult2_idle_stretch.mvf" "" +Action: "reload" "ult2_reload.mvf" "Ultor Reload" +Action: "unholster" "ult2_draw.mvf" "Ultor Draw" +Action: "fire_stand" "ult2_firing_stand.mvf" "" +Action: "fire_crouch" "ult2_firing_crouch.mvf" "" +Action: "death_generic" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ult2_Death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult2_Death_leg_Left.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult2_Death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ult2_Death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ult2_Death_chest_forward.mvf" "Human Death Chest 1" +Action: "death_chest_backward" "ult2_Death_chest_backward.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "ult2_Death_leg_Left.mvf" "Human Death Left 1" +Action: "death_leg_right" "ult2_Death_leg_Right.mvf" "Human Death Right 1" +Action: "death_crouch" "ult2_Crouch_Death.mvf" "Human Death Crouch 1" +Action: "flinch_stand" "ult2_flinch_stand.mvf" "" +Action: "flinch_attack_stand" "ult2_flinch_astand.mvf" "" +Action: "flinch_chest" "ult2_Flinch_ChestF.mvf" "" +Action: "flinch_back" "ult2_Flinch_ChestB.mvf" "" +Action: "flinch_leg_left" "ult2_Flinch_LegL.mvf" "" +Action: "flinch_leg_right" "ult2_Flinch_LegR.mvf" "" +Action: "death_still_1" "ult2_corpse.mvf" "" +Action: "death_still_2" "ult2_corpse2.mvf" "" +Action: "death_still_3" "ult2_corpse3.mvf" "" +Action: "hit_alarm" "ult2_hit_alarm.mvf" "" +Weapon Specific: "Machine Pistol" +State: "stand" "esgd_stand.mvf" +State: "attack_stand" "esgd_attack_stand.mvf" +State: "attack_walk" "esgd_attack_walk.mvf" +State: "attack_run" "esgd_attack_run.mvf" +State: "walk" "esgd_attack_walk.mvf" +State: "run" "esgd_attack_run.mvf" // +State: "attack_crouch" "esgd_attack_crouch.mvf" +Action: "reload" "esgd_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "esgd_firing_stand.mvf" "" +Action: "fire_crouch" "esgd_firing_stand.mvf" "" +Weapon Specific: "Riot Stick" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" +State: "attack_crouch" "park_riotstick_crouch.mvf" +State: "attack_crouch_walk" "park_Rstick_crouch_walk.mvf" +Action: "reload" "park_riotstick_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_riotstick_swing1.mvf" "" +Action: "alt_fire_stand" "park_riotstick_taser.mvf" "" +Action: "fire_crouch" "park_riotstick_crouch_swing.mvf" "" +Action: "fire_crouch2" "park_riotstick_crouch_taser.mvf" "" +Weapon Specific: "Shotgun" +State: "stand" "park_shotgun_stand.mvf" +State: "attack_stand" "park_shotgun_attack_stand.mvf" +State: "attack_walk" "park_shotgun_walk.mvf" +State: "attack_run" "park_shotgun_run.mvf" +State: "walk" "park_shotgun_walk.mvf" +State: "run" "park_shotgun_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "attack_crouch" "park_shotgun_crouch.mvf" +Action: "reload" "park_shotgun_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_shotgun_stand_firepump.mvf" "" +Action: "alt_fire_stand" "park_shotgun_stand_fireauto.mvf" "" +Action: "fire_crouch" "park_shotgun_crouchfirepump.mvf" "" +Action: "fire_crouch2" "park_shotgun_crouchfireauto.mvf" "" +Weapon Specific: "Assault Rifle" +State: "stand" "engd_arifle_stand.mvf" +State: "attack_stand" "engd_arifle_attack_stand.mvf" +State: "attack_walk" "engd_arifle_attack_walk.mvf" +State: "attack_run" "engd_arifle_attack_run.mvf" +State: "walk" "engd_arifle_attack_walk.mvf" +State: "run" "engd_arifle_attack_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "attack_crouch" "engd_arifle_attack_crouch.mvf" +Action: "reload" "engd_arifle_reload.mvf" "Ultor Reload" +Action: "fire_stand" "engd_arifle_stand_firing_2.mvf" "" +Action: "fire_stand2" "engd_arifle_stand_firing.mvf" "" +Action: "fire_crouch" "engd_arifle_stand_firing_2.mvf" "" +Weapon Specific: "Rocket Launcher" +State: "stand" "engd_rl_stand.mvf" +State: "attack_stand" "engd_rl_attack_stand.mvf" +State: "attack_walk" "engd_rl_walk.mvf" +State: "attack_run" "engd_rl_run.mvf" +State: "walk" "engd_rl_walk.mvf" +State: "run" "engd_rl_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 // +State: "crouch" "engd_rl_attack_crouch.mvf" +State: "attack_crouch" "engd_rl_attack_crouch.mvf" +Action: "fire_stand" "engd_rl_stand_firing.mvf" "" +Action: "fire_crouch" "engd_rl_crouch_firing.mvf" "" +Weapon Specific: "Grenade" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "attack_walk" "ult2_walk.mvf" +State: "attack_run" "ult2_run.mvf" // +State: "attack_crouch" "park_riotstick_crouch.mvf" +Action: "fire_stand" "park_grenade_throw.mvf" "" +Action: "alt_fire_stand" "park_grenade_throw_alt.mvf" "" +Weapon Specific: "Sniper Rifle" +State: "stand" "park_sniper_stand.mvf" +State: "attack_stand" "park_sniper_attack_stand.mvf" +State: "attack_walk" "park_sniper_walk.mvf" +State: "attack_run" "park_sniper_run.mvf" +State: "walk" "park_sniper_walk.mvf" +State: "run" "park_sniper_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 // +State: "attack_crouch" "park_sniper_attack_crouch.mvf" +Action: "reload" "park_sniper_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_sniper_stand_fire.mvf" "" +Action: "fire_crouch" "park_sniper_crouch_fire.mvf" "" $Use: "ai response" +radius: 2.0 $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 6.0 2.0 $Num Skins: 5 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "riot_guard" $V3D Filename: "riot_guard.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 100 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 7.0 +slow factor: 0.25 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("Rocket Launcher" "Riot Stick" "Shotgun" "Riot Shield") $Default Primary: "Riot Stick" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 20.0 $Persona: "guard" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Footstep Sound: "Glass Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Grd Small Pain" $Med_Pain Sounds: "Grd Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "ult2_stand.mvf" +State: "attack_stand" "park_riotstick_stand.mvf" +State: "walk" "ult2_walk.mvf" +Footstep Trigger: 3 17 +State: "attack_walk" "ult2_attack_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "ult2_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "ult2_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "corpse_carry_stand" "ult2_corpsecarry_stand.mvf" +State: "corpse_carry_walk" "ult2_corpsecarry_walk.mvf" +State: "crouch" "ult2_crouch.mvf" +State: "attack_crouch" "park_riotstick_crouch.mvf" +State: "freefall" "ult2_jump.mvf" +State: "cower" "ult2_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +Action: "sidestep_left" "ult2_sidestep_left.mvf" "" +Action: "sidestep_right" "ult2_sidestep_right.mvf" "" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "miner_corpse_carry.mvf" "" +Action: "idle_1" "ult2_idle_HitHead.mvf" "Ultor Idle" +Action: "reload" "park_riotstick_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_riotstick_swing1.mvf" "" +Action: "alt_fire_stand" "park_riotstick_taser.mvf" "" +Action: "fire_crouch" "park_riotstick_crouch_swing.mvf" "" +Action: "fire_crouch2" "park_riotstick_crouch_taser.mvf" "" +Action: "death_generic" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ult2_Death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ult2_Death_blast_backwards.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ult2_Death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "park_Death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ult2_Death_chest_forward.mvf" "Human Death Chest 1" +Action: "death_chest_backward" "ult2_Death_chest_backward.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ult2_Death_Generic.mvf" "Human Death Generic 1" // +Action: "death_leg_left" "ult2_Death_leg_Left.mvf" "Human Death Left 1" +Action: "death_leg_right" "ult2_Death_leg_Right.mvf" "Human Death Right 1" +Action: "death_crouch" "ult2_Crouch_Death.mvf" "Human Death Crouch 1" +Action: "flinch_stand" "ult2_flinch_stand.mvf" "" +Action: "flinch_attack_stand" "ult2_flinch_astand.mvf" "" +Action: "flinch_chest" "Ult2_Flinch_ChestF.mvf" "" +Action: "flinch_back" "Ult2_Flinch_ChestB.mvf" "" +Action: "flinch_leg_left" "Ult2_Flinch_LegL.mvf" "" +Action: "flinch_leg_right" "Ult2_Flinch_LegR.mvf" "" +Action: "hit_alarm" "ult2_hit_alarm.mvf" "" +Weapon Specific: "Shotgun" +State: "stand" "park_shotgun_stand.mvf" +State: "attack_stand" "park_shotgun_attack_stand.mvf" +State: "attack_walk" "park_shotgun_walk.mvf" +State: "attack_run" "park_shotgun_run.mvf" +State: "walk" "park_shotgun_walk.mvf" +State: "run" "park_shotgun_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "attack_crouch" "park_shotgun_crouch.mvf" +Action: "reload" "park_shotgun_reload.mvf" "Ultor Reload" +Action: "fire_stand" "park_shotgun_stand_firepump.mvf" "" +Action: "alt_fire_stand" "park_shotgun_stand_fireauto.mvf" "" +Action: "fire_crouch" "park_shotgun_crouchfirepump.mvf" "" +Action: "fire_crouch2" "park_shotgun_crouchfireauto.mvf" "" +Weapon Specific: "Rocket Launcher" +State: "stand" "engd_rl_stand.mvf" +State: "attack_stand" "engd_rl_attack_stand.mvf" +State: "attack_walk" "engd_rl_walk.mvf" +State: "attack_run" "engd_rl_run.mvf" +State: "walk" "engd_rl_walk.mvf" +State: "run" "engd_rl_run.mvf" +State: "flee_run" "Ult2_run_flee_AR.mvf" +Footstep Trigger: 5 13 +State: "crouch" "engd_rl_attack_crouch.mvf" +State: "attack_crouch" "engd_rl_attack_crouch.mvf" +Action: "fire_stand" "engd_rl_stand_firing.mvf" "" +Action: "fire_crouch" "engd_rl_crouch_firing.mvf" "" +Weapon Specific: "Riot Shield" +State: "stand" "rtgd_riotshield_stand.mvf" +State: "attack_stand" "rtgd_riotshield_attackstand.mvf" +State: "attack_walk" "rtgd_riotshield_walk.mvf" +State: "attack_run" "rtgd_riotshield_run.mvf" +State: "crouch" "rtgd_riotshield_crouch.mvf" +State: "attack_crouch" "rtgd_riotshield_crouch.mvf" +Action: "fire_stand" "rtgd_riotshield_attack.mvf" "" +Action: "fire_crouch" "rtgd_riotshieldattackcrouch.mvf" "" +Action: "flinch_stand" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_attack_stand" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_chest" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_back" "rtgd_riotshield_flinch_back.mvf" "" +Action: "flinch_leg_left" "rtgd_riotshield_flinchfront.mvf" "" +Action: "flinch_leg_right" "rtgd_riotshield_flinchfront.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 3.0 2.0 $Num Skins: 0 //$Skin: "b" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_b.tga" "Envro_FacePlate.tga") //$Skin: "c" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_c.tga" "Envro_FacePlate.tga") //$Skin: "d" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_d.tga" "Envro_FacePlate.tga") //$Skin: "e" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "miner01_e.tga" "Envro_FacePlate.tga") //$Skin: "Parker" ("Envro_FacePlate.tga" "Envro_Torso.tga" "Envro_LegsArms.tga" "Envro_LegsArms.tga" "Parker_face.tga" "Envro_FacePlate.tga") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ------------------------------------------------ // Humans - Mercs // ------------------------------------------------ $Name: "merc_grunt" $V3D Filename: "merc_grunt.vcm" $LOD Distances: {6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") $Flags2: ("collide_player" "merc" "ignore_fire") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 250 $Life: 200 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("scope_assault_rifle" "Flamethrower" "Grenade") $Default Primary: "scope_assault_rifle" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "merc" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Guard Startle" $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Merc Small Pain" $Med_Pain Sounds: "Merc Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "mrc1_stand.mvf" +State: "attack_stand" "mrc1_attack_stand.mvf" +State: "walk" "mrc1_walk.mvf" +State: "attack_walk" "mrc1_attack_walk.mvf" +State: "run" "mrc1_run.mvf" +State: "flee_run" "mrc1_Fleerun.mvf" +State: "flail_run" "mrc1_run_flail.mvf" +State: "attack_run" "mrc1_attack_run.mvf" +State: "crouch" "mrc1_crouch.mvf" +State: "attack_crouch" "mrc1_attack_crouch.mvf" +State: "cower" "mrc1_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +State: "freefall" "mrc1_freefall.mvf" +Action: "sidestep_left" "mrc1_sidestep_left.mvf" "" +Action: "sidestep_right" "mrc1_sidestep_right.mvf" "" +Action: "corpse_drop" "mrc1_corpse_drop.mvf" "" +Action: "corpse_carry" "mrc1_corpse_carried.mvf" "" +Action: "idle_1" "mrc1_idle.mvf" "Ultor Idle" +Action: "idle_2" "mrc1_idle2.mvf" "Ultor Idle2" +Action: "reload" "mrc1_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mrc1_attack_fire.mvf" "" +Action: "fire_crouch" "mrc1_attack_fire.mvf" "" +Action: "death_generic" "mrc1_death_generic.mvf" "Human Death Generic 4" +Action: "death_blast_forward" "mrc1_death_blast_fore.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "mrc1_death_blast_back.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "mrc1_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "mrc1_death_head_back.mvf" "Human Death Head Backward 2" +Action: "death_head_neutral" "mrc1_death_generic_head.mvf" "Human Death Head Forward 1" +Action: "death_chest_forward" "mrc1_death_torso_fore.mvf" "Human Death Forward 2" +Action: "death_chest_backward" "mrc1_death_torso_back.mvf" "Human Death Blast Backward 1" +Action: "death_chest_neutral" "mrc1_death_generic_chest.mvf" "Human Death Generic 5" +Action: "death_leg_left" "mrc1_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "mrc1_death_leg_R.mvf" "Human Death Leg 3" +Action: "death_crouch" "mrc1_death_crouch.mvf" "Human Death Crouch 1" +Action: "flinch_chest" "mrc1_flinch_chest.mvf" "" +Action: "flinch_back" "mrc1_flinch_back.mvf" "" +Action: "flinch_leg_left" "mrc1_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "mrc1_flinch_leg_R.mvf" "" +Weapon Specific: "12mm handgun" +State: "stand" "mrc2_stand_12mm.mvf" +State: "attack_stand" "mrc2_stand_12mm.mvf" +State: "attack_walk" "mrc2_walk_12mm.mvf" +State: "attack_run" "mrc2_run_12mm.mvf" +State: "attack_crouch" "mrc2_crouch_12mm.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_12mm.mvf" +Action: "reload" "mrc2_reload_12mm.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_12mm.mvf" "" +Action: "fire_crouch" "mrc2_fire_12mm.mvf" "" +Weapon Specific: "Machine Pistol" +State: "stand" "mrc2_stand_MP.mvf" +State: "attack_stand" "mrc2_stand_MP.mvf" +State: "attack_walk" "mrc2_walk_MP.mvf" +State: "attack_run" "mrc2_run_MP.mvf" +State: "attack_crouch" "mrc2_crouch_MP.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_MP.mvf" +Action: "reload" "mrc2_reload_MP.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_MP.mvf" "" +Action: "fire_crouch" "mrc2_fire_MP.mvf" "" +Weapon Specific: "Rocket Launcher" +State: "stand" "mrc2_stand_RL.mvf" +State: "attack_stand" "mrc2_stand_RL.mvf" +State: "attack_walk" "mrc2_walk_RL.mvf" +State: "attack_run" "mrc2_run_RL.mvf" +State: "attack_crouch" "mrc2_crouch_RL.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RL.mvf" +Action: "reload" "mrc2_reload_RL.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_RL.mvf" "" +Action: "fire_crouch" "mrc2_fire_RL.mvf" "" +Weapon Specific: "Shotgun" +State: "stand" "mrc2_stand_SG.mvf" +State: "attack_stand" "mrc2_stand_SG.mvf" +State: "attack_walk" "mrc2_walk_SG.mvf" +State: "attack_run" "mrc2_run_SG.mvf" +State: "attack_crouch" "mrc2_crouch_SG.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_SG.mvf" +Action: "reload" "mrc2_reload_SG.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_SG.mvf" "" +Action: "alt_fire_stand" "mrc2_fire_ALT_SG.mvf" "" +Action: "fire_crouch" "mrc2_fire_SG.mvf" "" +Weapon Specific: "Sniper Rifle" +State: "stand" "mrc2_stand_SR.mvf" +State: "attack_stand" "mrc2_stand_SR.mvf" +State: "attack_walk" "mrc2_walk_SR.mvf" +State: "attack_run" "mrc2_run_SR.mvf" +State: "attack_crouch" "mrc2_crouch_SR.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_SR.mvf" +Action: "reload" "mrc2_reload_SR.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_SR.mvf" "" +Action: "fire_crouch" "mrc2_fire_SR.mvf" "" +Weapon Specific: "Remote Charge" +State: "stand" "mrc2_stand_RS.mvf" +State: "attack_stand" "mrc2_stand_RS.mvf" +State: "attack_walk" "mrc2_walk_RS.mvf" +State: "attack_run" "mrc2_run_RS.mvf" +State: "attack_crouch" "mrc2_crouch_RS.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RS.mvf" +Action: "fire_stand" "mrc2_fire_Rcharge.mvf" "" +Action: "fire_crouch" "mrc2_fire_Rcharge.mvf" "" +Weapon Specific: "Riot Stick" +State: "stand" "mrc2_stand_RS.mvf" +State: "attack_stand" "mrc2_stand_RS.mvf" +State: "attack_walk" "mrc2_walk_RS.mvf" +State: "attack_run" "mrc2_run_RS.mvf" +State: "attack_crouch" "mrc2_crouch_RS.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RS.mvf" +Action: "reload" "mrc2_reload_RS.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_RS.mvf" "" +Action: "fire_crouch" "mrc2_fire_RS.mvf" "" +Weapon Specific: "Riot Shield" +State: "stand" "mrc2_stand_Rshield.mvf" +State: "attack_stand" "mrc2_stand_Rshield.mvf" +State: "attack_walk" "mrc2_walk_Rshield.mvf" +State: "attack_run" "mrc2_run_Rshield.mvf" +State: "attack_crouch" "mrc2_crouch_Rshield.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_Rshield.mvf" +Action: "fire_stand" "mrc2_fire_Rshield.mvf" "" +Action: "fire_crouch" "mrc2_fire_Rshield.mvf" "" +Weapon Specific: "heavy_machine_gun" +State: "stand" "mrc1_stand.mvf" +State: "attack_stand" "mrch_attack_stand.mvf" +State: "attack_walk" "mrch_attack_walk.mvf" +State: "attack_run" "mrch_attack_run.mvf" +State: "walk" "mrch_attack_walk.mvf" +State: "run" "mrch_attack_run.mvf" +State: "attack_crouch" "mrch_attack_crouch.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_Hmac.mvf" +Action: "reload" "mrch_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mrch_attack_fire.mvf" "" +Action: "fire_crouch" "mrch_crouch_fire.mvf" "" +Weapon Specific: "shoulder_cannon" +State: "stand" "mrch_attack_stand_smw.mvf" +State: "attack_stand" "mrch_attack_stand_smw.mvf" +State: "attack_walk" "mrch_attack_walk_smw.mvf" +State: "walk" "mrch_attack_walk_smw.mvf" +State: "attack_run" "mrch_run_smw.mvf" +State: "run" "mrch_run_smw.mvf" +State: "attack_crouch" "mrch_attack_crouch_smw.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_SMC.mvf" +Action: "idle_1" "mrch_idle_smw.mvf" "Ultor Idle" +Action: "flinch_chest" "mrch_flinch_front_smw.mvf" "" +Action: "flinch_back" "mrch_flinch_back_smw.mvf" "" +Action: "fire_stand" "mrch_fire_smw.mvf" "" +Action: "fire_crouch" "mrch_fire_crouch_smw.mvf" "" +Weapon Specific: "Rail_Gun" +State: "attack_walk" "mrc1_attack_walk_RR.mvf" +State: "attack_run" "mrc1_attack_run_RR.mvf" +State: "walk" "mrc1_attack_walk_RR.mvf" +State: "run" "mrc1_attack_run_RR.mvf" +State: "attack_stand" "mrc1_attack_stand_RR.mvf" +State: "attack_crouch" "mrc1_attack_crouch_RR.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RR.mvf" +Action: "fire_stand" "mrc1_fire_reload_RR.mvf" "" +Action: "fire_crouch" "mrc1_fire_reload_RR_C.mvf" "" +Action: "idle_2" "mrc1_idle2_RR.mvf" "Ultor Idle2" +Weapon Specific: "Grenade" +State: "attack_walk" "mrc1_walk.mvf" +State: "attack_run" "mrc1_run.mvf" +State: "attack_stand" "mrc1_attack_stand_grenade.mvf" +State: "attack_crouch" "mrc1_crouch.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_GRN.mvf" +Action: "fire_stand" "mrc1_fire_grenade.mvf" "" +Action: "alt_fire_stand" "mrc1_fire_grenade_ALT.mvf" "" +Weapon Specific: "Flamethrower" +State: "stand" "mrc1_stand_FT.mvf" +State: "attack_stand" "mrc1_stand_FT.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_FT.mvf" +Action: "fire_stand" "mrc1_stand-fire-FT.mvf" "" +Action: "alt_fire_stand" "mrc1_ft_alt_fire_stand.mvf" "" +Action: "reload" "mrc1_reload-FT.mvf" "Ultor Reload" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 4.0 2.0 $Num Skins: 4 $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") $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") $Skin: "d" ("MercGrunt_Parts01d.tga" "MercGrunt_Parts02d.tga" "MercGrunt_Parts03d.tga" "MercGrunt_Parts01d.tga" "MercGrunt_Parts01d-mip2.tga" "MercGrunt_Parts02d-mip2.tga" "MercGrunt_Parts03d-mip2.tga" "MercGrunt_Parts01d-mip3.tga" "MercGrunt_Parts02d-mip3.tga" "MercGrunt_Parts03d-mip3.tga") //$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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "masako" $V3D Filename: "masako.vcm" $LOD Distances: {6 9} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "humanoid" "mouselook" "envirosuit" "nano_shield" "slippery") $Flags2: ("collide_player" "merc") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 4000 $Life: 2000 $Damage Type Factor: "armor piercing bullet" 1.5 $Damage Type Factor: "energy" 0.1 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("scope_assault_rifle") $Default Primary: "scope_assault_rifle" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "empty" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Masako Small Pain" $Med_Pain Sounds: "Masako Large Pain" $Squash Sounds: "Admin Squash" $DeathSnd: "Masako Die" +State: "stand" "masa_sar_stand.mvf" +State: "attack_stand" "masa_sar_attack_stand.mvf" +State: "walk" "admin_fem_walk.mvf" +Footstep Trigger: 5 19 +State: "attack_walk" "masa_sar_walk.mvf" +Footstep Trigger: 3 17 +State: "run" "masa_sar_run.mvf" +Footstep Trigger: 5 13 +State: "attack_run" "masa_sar_run.mvf" +Footstep Trigger: 5 13 +State: "flee_run" "admin_fem_run_flee.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "adfm_run_flail.mvf" +Footstep Trigger: 6 15 +State: "crouch" "masa_sar_crouch.mvf" +State: "attack_crouch" "masa_sar_attack_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_SR_crouch_walk.mvf" +State: "freefall" "ADFM_freefall.mvf" +State: "cower" "ADFM_cower.mvf" // +State: "swim_stand" "" // +State: "swim_walk" "" +Action: "sidestep_left" "eos_sidestep_left.mvf" "" +Action: "sidestep_right" "eos_sidestep_right.mvf" "" +Action: "roll_left" "masa_attack_roll_left.mvf" "" +Action: "roll_right" "masa_attack_roll_right.mvf" "" +Action: "idle_1" "admin_fem_idle01.mvf" "Tech1 Idle" +Action: "speak" "masa_talk.mvf" "" +Action: "speak_short" "masa_talk_short.mvf" "" +Action: "corpse_carry" "admin_fem_corpsecarry.mvf" "" +Action: "corpse_drop" "admin_fem_corpsedrop.mvf" "" +Action: "death_generic" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ADFM_death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ADFM_death_leg_right.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ADFM_death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ADFM_death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ADFM_death_chest_forwards.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "ADFM_death_chest_backwards.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_left" "ADFM_death_leg_left.mvf" "Human Death Left 1" +Action: "death_crouch" "ADFM_death_crouch.mvf" "Human Death Crouch 1" +Action: "reload" "masa_sar_reload.mvf" "Ultor Reload" +Action: "fire_stand" "masa_sar_stand_fire.mvf" "" +Action: "fire_crouch" "masa_sar_crouch_fire.mvf" "" +Action: "flinch_chest" "masa_sar_flinch_chest.mvf" "" +Action: "flinch_back" "masa_sar_flinch_back.mvf" "" +Action: "flinch_leg_left" "masa_sar_flinch_chest.mvf" "" +Action: "flinch_leg_right" "masa_sar_flinch_chest.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 0 $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ------------------------------------------------ // Multiplayer models - the only really important thing here is the animations (for now) and the mesh name // ------------------------------------------------ $Name: "multi_female" $V3D Filename: "nurse1.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 200 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $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") $Default Primary: "12mm handgun" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "empty" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Eos Small Pain" $Med_Pain Sounds: "Eos Large Pain" +State: "stand" "mnr3f_12mm_stand.mvf" +State: "walk" "admin_fem_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "admin_fem_run.mvf" +Footstep Trigger: 6 15 +State: "attack_stand" "mnr3f_12mm_stand.mvf" +State: "attack_walk" "mnr3f_12mm_walk.mvf" +Footstep Trigger: 5 19 +State: "attack_run" "mnr3f_12mm_run.mvf" +Footstep Trigger: 6 15 +State: "freefall" "ADFM_freefall.mvf" +State: "crouch" "ADFM_crouch.mvf" +State: "swim_stand" "mnr3f_swim_stand.mvf" +State: "swim_walk" "mnr3f_swim_walk.mvf" +State: "attack_crouch" "mnr3f_12mm_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_12mm_crouch_walk.mvf" +Action: "reload" "mnr3f_12mm_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnr3f_12mm_fire.mvf" "" +Action: "fire_crouch" "mnr3f_12mm_fire.mvf" "" +Action: "flinch_chest" "ADFM_flinch_chest.mvf" "" +Action: "flinch_back" "ADFM_flinch_back.mvf" "" +Action: "flinch_leg_left" "ADFM_flinch_leg_left.mvf" "" +Action: "flinch_leg_right" "ADFM_flinch_leg_right.mvf" "" +Action: "death_generic" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "ADFM_death_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "ADFM_death_blast_backwards.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "ADFM_death_head_forwards.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "ADFM_death_head_backwards.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "ADFM_death_chest_forwards.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "ADFM_death_chest_backwards.mvf" "Human Death Chest Backward 1" +Action: "death_chest_neutral" "ADFM_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_left" "ADFM_death_leg_left.mvf" "Human Death Left 1" +Action: "death_crouch" "ADFM_death_crouch.mvf" "Human Death Crouch 1" +Weapon Specific: "12mm Handgun" +Spine Adjustment: -20.0 +Weapon Specific: "Machine Pistol" +Spine Adjustment: -15.0 +State: "attack_stand" "mnrf_mp_attack_stand.mvf" +State: "attack_walk" "mnrf_mp_walk.mvf" +State: "attack_run" "mnrf_mp_run.mvf" +State: "attack_crouch" "mnrf_mp_attack_crouch.mvf" +Action: "reload" "mnrf_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_mp_stand_fire.mvf" "" +Action: "fire_crouch" "mnrf_mp_crouch_fire.mvf" "" +Weapon Specific: "Riot Stick" +Spine Adjustment: -25.0 +State: "attack_stand" "mnrf_rs_attack_stand.mvf" +State: "attack_walk" "mnrf_rs_walk.mvf" +State: "attack_run" "mnrf_rs_run.mvf" +State: "attack_crouch" "mnrf_rs_attack_crouch.mvf" +Action: "reload" "mnrf_rs_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_rs_attack.mvf" "" +Action: "alt_fire_stand" "mnrf_rs_taser.mvf" "" +Action: "fire_crouch" "mnrf_rs_crouch_attack.mvf" "" +Action: "fire_crouch2" "mnrf_rs_taser_crouch.mvf" "" +Weapon Specific: "Rocket Launcher" +Spine Adjustment: -10.0 +State: "attack_stand" "mnr3f_RL_stand.mvf" +State: "attack_walk" "mnr3f_RL_walk.mvf" +State: "attack_run" "mnr3f_RL_run.mvf" +State: "attack_crouch" "mnr3f_RL_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_RL_crouch_walk.mvf" +Action: "reload" "mnr3f_RL_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnr3f_RL_fire.mvf" "" +Action: "fire_crouch" "mnr3f_RL_fire.mvf" "" +Weapon Specific: "Shotgun" +Spine Adjustment: -15.0 +State: "attack_stand" "mnrf_sg_attack_stand.mvf" +State: "attack_walk" "mnrf_sg_walk.mvf" +State: "attack_run" "mnrf_sg_run.mvf" +State: "attack_crouch" "mnrf_sg_attack_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_SG_crouch_walk.mvf" +Action: "reload" "mnrf_sg_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnrf_sg_fire_pump.mvf" "" +Action: "alt_fire_stand" "mnrf_sg_fire_auto.mvf" "" +Action: "fire_crouch" "mnrf_sg_crouch_fire_pump.mvf" "" +Action: "fire_crouch2" "mnrf_sg_crouch_fire_auto.mvf" "" +Weapon Specific: "Assault Rifle" +Spine Adjustment: -35.0 +State: "attack_stand" "mnr3f_AR_stand.mvf" +State: "attack_walk" "mnr3f_AR_walk.mvf" +State: "attack_run" "mnr3f_AR_run.mvf" +State: "attack_crouch" "mnr3f_AR_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_AR_crouch_walk.mvf" +Action: "reload" "mnr3f_AR_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnr3f_AR_fire.mvf" "" +Action: "fire_crouch" "mnr3f_AR_fire.mvf" "" +Weapon Specific: "Scope_Assault_Rifle" +Spine Adjustment: -10.0 +State: "attack_stand" "masa_sar_attack_stand.mvf" +State: "attack_walk" "masa_sar_walk.mvf" +State: "attack_run" "masa_sar_run.mvf" +State: "attack_crouch" "masa_sar_attack_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_SR_crouch_walk.mvf" +Action: "reload" "masa_sar_reload.mvf" "Ultor Reload" +Action: "fire_stand" "masa_sar_stand_fire.mvf" "" +Action: "fire_crouch" "masa_sar_crouch_fire.mvf" "" +Weapon Specific: "Sniper Rifle" +Spine Adjustment: -32.0 +State: "attack_stand" "mnr3f_SR_stand.mvf" +State: "attack_walk" "mnr3f_SR_walk.mvf" +State: "attack_run" "mnr3f_SR_run.mvf" +State: "attack_crouch" "mnr3f_SR_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_SR_crouch_walk.mvf" +Action: "reload" "mnr3f_SR_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnr3f_SR_fire.mvf" "" +Action: "fire_crouch" "mnr3f_SR_fire.mvf" "" +Weapon Specific: "Remote Charge" +Spine Adjustment: -25.0 +State: "attack_stand" "mnrf_rs_attack_stand.mvf" +State: "attack_walk" "mnrf_rs_walk.mvf" +State: "attack_run" "mnrf_rs_run.mvf" +State: "attack_crouch" "mnrf_rs_attack_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_rs_crouch_walk.mvf" +Action: "fire_stand" "mnr3f_Rcharge_toss.mvf" "" +Action: "fire_crouch" "mnr3f_Rcharge_toss.mvf" "" +Weapon Specific: "Riot Shield" +Spine Adjustment: 0.0 +State: "attack_stand" "mnr3f_Rshield_stand.mvf" +State: "attack_walk" "mnr3f_Rshield_walk.mvf" +State: "attack_run" "mnr3f_Rshield_run.mvf" +State: "attack_crouch" "mnr3f_Rshield_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_Rshield_crouch_walk.mvf" +Action: "fire_stand" "mnr3f_Rshield_fire.mvf" "" +Action: "fire_crouch" "mnr3f_Rshield_fire.mvf" "" +Weapon Specific: "heavy_machine_gun" +Spine Adjustment: -40.0 +State: "attack_stand" "mnr3f_Hmac_stand.mvf" +State: "attack_walk" "mnr3f_Hmac_walk.mvf" +State: "attack_run" "mnr3f_Hmac_run.mvf" +State: "attack_crouch" "mnr3f_Hmac_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_Hmac_crouch_walk.mvf" +Action: "reload" "mnr3f_Hmac_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnr3f_Hmac_fire.mvf" "" +Action: "fire_crouch" "mnr3f_Hmac_fire.mvf" "" +Weapon Specific: "shoulder_cannon" +Spine Adjustment: -20.0 +State: "attack_stand" "mnr3f_SMC_stand.mvf" +State: "attack_walk" "mnr3f_SMC_walk.mvf" +State: "attack_run" "mnr3f_SMC_run.mvf" +State: "attack_crouch" "mnr3f_SMC_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_SMC_crouch_walk.mvf" +Action: "fire_stand" "mnr3f_SMC_fire.mvf" "" +Action: "fire_crouch" "mnr3f_SMC_fire.mvf" "" +Weapon Specific: "Rail_Gun" +Spine Adjustment: -15.0 +State: "attack_stand" "mnr3f_RR_stand.mvf" +State: "attack_walk" "mnr3f_RR_walk.mvf" +State: "attack_run" "mnr3f_RR_run.mvf" +State: "attack_crouch" "mnr3f_RR_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_RR_crouch_walk.mvf" +Action: "fire_stand" "mnr3f_RR_fire.mvf" "" +Action: "fire_crouch" "mnr3f_RR_fire.mvf" "" +Weapon Specific: "Grenade" +Spine Adjustment: -25.0 +State: "attack_stand" "mnrf_rs_attack_stand.mvf" +State: "attack_walk" "mnrf_rs_walk.mvf" +State: "attack_run" "mnrf_rs_run.mvf" +State: "attack_crouch" "mnrf_rs_attack_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_rs_crouch_walk.mvf" +Action: "fire_stand" "mnr3f_GRN_fire.mvf" "" +Action: "alt_fire_stand" "mnr3f_GRN_fire_ALT.mvf" "" +Action: "fire_crouch" "mnr3f_GRN_fire.mvf" "" +Weapon Specific: "Flamethrower" +Spine Adjustment: -30.0 +State: "attack_stand" "mnr3f_FT_stand.mvf" +State: "attack_walk" "mnr3f_FT_walk.mvf" +State: "attack_run" "mnr3f_FT_run.mvf" +State: "attack_crouch" "mnr3f_FT_crouch.mvf" +State: "attack_crouch_walk" "mnr3f_FT_crouch_walk.mvf" +Action: "reload" "mnr3f_FT_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mnr3f_FT_fire.mvf" "" +Action: "alt_fire_stand" "mnr3f_FT_fire_ALT.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 2 $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") $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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" $Name: "multi_civilian" $V3D Filename: "tech01.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "mouselook" "humanoid" "slippery") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 200 $Life: 100 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.5 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $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") $Default Primary: "12mm handgun" $Default Secondary: "" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $Persona: "empty" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $Footstep Sound: "Water Footstep" $Footstep Sound: "Ice Footstep" $Climb Footstep Sounds: "Default Climb" $Climb Footstep Sounds: "Ladder Climb" $Climb Footstep Sounds: "Chain-Fence Climb" $LandSnd: "Default Land" $LandSnd: "Metal Land" $LandSnd: "Solid Land" $LandSnd: "Water Land" $Impact Death Sound: "Impact Death" $JumpSnd: "Jump" $Headlamp On Sound: "Headlamp On" $Headlamp Off Sound: "Headlamp Off" $Low_Pain Sounds: "Eos Small Pain" $Med_Pain Sounds: "Eos Large Pain" +State: "stand" "tech_12mm_stand.mvf" +State: "walk" "tech_12mm_walk.mvf" +Footstep Trigger: 5 19 +State: "run" "tech_12mm_run.mvf" +Footstep Trigger: 6 15 +State: "attack_stand" "tech_12mm_stand.mvf" +State: "attack_walk" "tech_12mm_walk.mvf" +Footstep Trigger: 5 19 +State: "attack_run" "tech_12mm_run.mvf" +Footstep Trigger: 6 15 +State: "freefall" "tech01_freefall.mvf" +State: "crouch" "tech_12mm_crouch.mvf" +State: "swim_stand" "Tech_swim_stand.mvf" +State: "swim_walk" "Tech_swim_walk.mvf" +State: "attack_crouch" "tech_12mm_crouch.mvf" +State: "attack_crouch_walk" "tech_12mm_crouch_walk.mvf" +Action: "reload" "tech_12mm_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_12mm_fire.mvf" "" +Action: "fire_crouch" "tech_12mm_fire.mvf" "" +Action: "flinch_chest" "tech01_flinch.mvf" "" +Action: "flinch_back" "tech01_flinch_back.mvf" "" +Action: "flinch_leg_left" "tech01_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "tech01_flinch_leg_R.mvf" "" +Action: "death_generic" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_blast_forward" "tech01_blast_forwards.mvf" "Human Death Blast Forward 1" +Action: "death_blast_backward" "tech01_death_leg_L.mvf" "Human Death Blast Backward 1" +Action: "death_head_forward" "tech01_death_head_fore.mvf" "Human Death Head Forward 1" +Action: "death_head_backward" "tech01_death_head_back.mvf" "Human Death Head Backward 1" +Action: "death_head_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_chest_forward" "tech01_death_torso_forward.mvf" "Human Death Chest Forward 1" +Action: "death_chest_backward" "tech01_death_spin_fall_L.mvf" "Tech1 Death Spin L" +Action: "death_chest_neutral" "tech01_death_generic.mvf" "Human Death Generic 1" +Action: "death_leg_right" "tech01_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "tech01_death_crouch.mvf" "Human Death Crouch 1" +Weapon Specific: "12mm Handgun" +Spine Adjustment: -29.0 +Weapon Specific: "Machine Pistol" +Spine Adjustment: -20.0 +State: "attack_stand" "tech_mp_stand.mvf" +State: "attack_walk" "tech_mp_walk.mvf" +State: "attack_run" "tech_mp_run.mvf" +State: "attack_crouch" "tech_mp_crouch.mvf" +State: "attack_crouch_walk" "tech_mp_crouch_walk.mvf" +Action: "reload" "tech_mp_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_mp_fire.mvf" "" +Action: "fire_crouch" "tech_mp_fire.mvf" "" +Weapon Specific: "Riot Stick" +Spine Adjustment: -25.0 +State: "attack_stand" "tech_rs_stand.mvf" +State: "attack_walk" "tech_rs_walk.mvf" +State: "attack_run" "tech_rs_run.mvf" +State: "attack_crouch" "tech_rs_crouch.mvf" +State: "attack_crouch_walk" "tech_rs_crouch_walk.mvf" +Action: "reload" "tech_rs_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_rs_attack.mvf" "" +Action: "alt_fire_stand" "tech_rs_attack_alt.mvf" "" +Action: "fire_crouch" "tech_rs_attack.mvf" "" +Action: "fire_crouch2" "tech_rs_attack_alt.mvf" "" +Weapon Specific: "Shotgun" +Spine Adjustment: -40.0 +State: "attack_stand" "tech_sg_stand.mvf" +State: "attack_walk" "tech_sg_walk.mvf" +State: "attack_run" "tech_sg_run.mvf" +State: "attack_crouch" "tech_sg_crouch.mvf" +State: "attack_crouch_walk" "tech_sg_crouch_walk.mvf" +Action: "reload" "tech_sg_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_sg_fire.mvf" "" +Action: "alt_fire_stand" "tech_sg_fire_auto.mvf" "" +Action: "fire_crouch" "tech_sg_fire.mvf" "" +Action: "fire_crouch2" "tech_sg_fire_auto.mvf" "" +Weapon Specific: "Assault Rifle" +Spine Adjustment: -35.0 +State: "attack_stand" "tech_ar_stand.mvf" +State: "attack_walk" "tech_ar_walk.mvf" +State: "attack_run" "tech_ar_run.mvf" +State: "attack_crouch" "tech_ar_crouch.mvf" +State: "attack_crouch_walk" "tech_ar_crouch_walk.mvf" +Action: "reload" "tech_ar_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_ar_fire.mvf" "" +Action: "fire_crouch" "tech_ar_fire.mvf" "" +Weapon Specific: "Rocket Launcher" +Spine Adjustment: -35.0 +State: "attack_stand" "tech_RL_stand.mvf" +State: "attack_walk" "tech_RL_walk.mvf" +State: "attack_run" "tech_RL_run.mvf" +State: "attack_crouch" "tech_RL_crouch.mvf" +State: "attack_crouch_walk" "tech_RL_crouch_walk.mvf" +Action: "reload" "tech_RL_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_RL_fire.mvf" "" +Action: "fire_crouch" "tech_RL_fire.mvf" "" +Weapon Specific: "Scope_Assault_Rifle" +Spine Adjustment: -40.0 +State: "attack_stand" "tech_sar_stand.mvf" +State: "attack_walk" "tech_sar_walk.mvf" +State: "attack_run" "tech_sar_run.mvf" +State: "attack_crouch" "tech_sar_crouch.mvf" +State: "attack_crouch_walk" "tech_sar_crouch_walk.mvf" +Action: "reload" "tech_sar_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_sar_fire.mvf" "" +Action: "fire_crouch" "tech_sar_fire.mvf" "" +Weapon Specific: "Sniper Rifle" +Spine Adjustment: -40.0 +State: "attack_stand" "tech_SR_stand.mvf" +State: "attack_walk" "tech_SR_walk.mvf" +State: "attack_run" "tech_SR_run.mvf" +State: "attack_crouch" "tech_SR_crouch.mvf" +State: "attack_crouch_walk" "tech_SR_crouch_walk.mvf" +Action: "reload" "tech_SR_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_SR_fire.mvf" "" +Action: "fire_crouch" "tech_SR_fire.mvf" "" +Weapon Specific: "Remote Charge" +Spine Adjustment: -25.0 +State: "attack_stand" "tech_rs_stand.mvf" +State: "attack_walk" "tech_rs_walk.mvf" +State: "attack_run" "tech_rs_run.mvf" +State: "attack_crouch" "tech_rs_crouch.mvf" +State: "attack_crouch_walk" "tech_rs_crouch_walk.mvf" +Action: "fire_stand" "tech_rc_toss.mvf" "" +Action: "fire_crouch" "tech_rc_toss.mvf" "" +Weapon Specific: "Riot Shield" +Spine Adjustment: 0.0 +State: "attack_stand" "tech_rshield_stand.mvf" +State: "attack_walk" "tech_rshield_walk.mvf" +State: "attack_run" "tech_rshield_run.mvf" +State: "attack_crouch" "tech_rshield_crouch.mvf" +State: "attack_crouch_walk" "tech_rshield_crouch_walk.mvf" +Action: "fire_stand" "tech_rshield_fire.mvf" "" +Action: "fire_crouch" "tech_rshield_fire.mvf" "" +Weapon Specific: "heavy_machine_gun" +Spine Adjustment: -23.0 +State: "attack_stand" "tech_hmac_stand.mvf" +State: "attack_walk" "tech_hmac_walk.mvf" +State: "attack_run" "tech_hmac_run.mvf" +State: "attack_crouch" "tech_hmac_crouch.mvf" +State: "attack_crouch_walk" "tech_hmac_crouch_walk.mvf" +Action: "reload" "tech_hmac_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_hmac_fire.mvf" "" +Action: "fire_crouch" "tech_hmac_fire.mvf" "" +Weapon Specific: "shoulder_cannon" +Spine Adjustment: -10.0 +State: "attack_stand" "tech_smc_stand.mvf" +State: "attack_walk" "tech_smc_walk.mvf" +State: "attack_run" "tech_smc_walk.mvf" +State: "attack_crouch" "tech_smc_crouch.mvf" +State: "attack_crouch_walk" "tech_smc_crouch_walk.mvf" +Action: "fire_stand" "tech_smc_fire_reload.mvf" "" +Action: "fire_crouch" "tech_smc_fire_reload.mvf" "" +Weapon Specific: "Rail_Gun" +Spine Adjustment: -30.0 +State: "attack_stand" "tech_rr_stand.mvf" +State: "attack_walk" "tech_rr_walk.mvf" +State: "attack_run" "tech_rr_run.mvf" +State: "attack_crouch" "tech_rr_crouch.mvf" +State: "attack_crouch_walk" "tech_rr_crouch_walk.mvf" +Action: "fire_stand" "tech_rr_reload.mvf" "" +Action: "fire_crouch" "tech_rr_reload.mvf" "" +Weapon Specific: "Grenade" +Spine Adjustment: -20.0 +State: "attack_stand" "tech_gren_stand.mvf" +State: "attack_walk" "tech_gren_walk.mvf" +State: "attack_run" "tech_gren_run.mvf" +State: "attack_crouch" "tech_gren_crouch.mvf" +State: "attack_crouch_walk" "tech_gren_crouch_walk.mvf" +Action: "fire_stand" "tech_gren_throw.mvf" "" +Action: "alt_fire_stand" "tech_gren_throw_alt.mvf" "" +Action: "fire_crouch" "tech_gren_attack.mvf" "" +Action: "fire_crouch2" "tech_gren_throw_alt.mvf" "" +Weapon Specific: "Flamethrower" +Spine Adjustment: -18.0 +State: "attack_stand" "tech_ft_stand.mvf" +State: "attack_walk" "tech_ft_walk.mvf" +State: "attack_run" "tech_ft_run.mvf" +State: "attack_crouch" "tech_ft_crouch.mvf" +State: "attack_crouch_walk" "tech_ft_crouch_walk.mvf" +Action: "reload" "tech_ft_reload.mvf" "Ultor Reload" +Action: "fire_stand" "tech_ft_fire.mvf" "" +Action: "alt_fire_stand" "Tech_FT_fire_ALT.mvf" "" $Use: "none" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 5.0 2.0 $Num Skins: 0 $Body Temperature(F): 90.0 $RFE Level1: "Ultor" $Name: "multi_merc" $V3D Filename: "merc_com.vcm" $LOD Distances: {6 9 35} $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "holds_weapons" "sentient" "humanoid" "envirosuit" "slippery") $Flags2: ("collide_player" "merc" "ignore_fire") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 400 $Life: 250 $Damage Type Factor: "armor piercing bullet" 1.5 $Max Vel: 6.0 +slow factor: 0.3 +fast factor: 1.5 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("scope_assault_rifle" "Rail_Gun") $Default Primary: "scope_assault_rifle" $Default Secondary: "" $Unholster Delay: 0.33 $Attack Style: "Direct" $Blind Pursuit Time: 30.0 $Persona: "merc" $FlySnd: "" $Min FlySnd Volume: 0.6 $StartleSnd: "Ultor Guard Startle" $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "Default Land2" $Low_Pain Sounds: "Merc Small Pain" $Med_Pain Sounds: "Merc Large Pain" $Squash Sounds: "Character Squash" +State: "stand" "mrc2_stand_12mm.mvf" +State: "attack_stand" "mrc2_stand_12mm.mvf" +State: "attack_walk" "mrc2_walk_12mm.mvf" +State: "attack_run" "mrc2_run_12mm.mvf" +State: "crouch" "mrc2_crouch_12mm.mvf" +State: "attack_crouch" "mrc2_crouch_12mm.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_12mm.mvf" +State: "swim_stand" "mcom_swim_stand.mvf" +State: "swim_walk" "mcom_swim_walk.mvf" +State: "freefall" "mrc1_freefall.mvf" +Action: "reload" "mrc2_reload_12mm.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_12mm.mvf" "" +Action: "fire_crouch" "mrc2_fire_12mm.mvf" "" +Action: "death_generic" "mrc1_death_generic.mvf" "Human Death Leg 1" +Action: "death_blast_forward" "mrc1_death_blast_fore.mvf" "Human Death Blast Forward" +Action: "death_blast_backward" "mrc1_death_blast_back.mvf" "Human Death Blast Backward" +Action: "death_head_forward" "mrc1_death_head_fore.mvf" "Human Death Head Forward" +Action: "death_head_backward" "mrc1_death_head_back.mvf" "Human Death Head Backward 2" +Action: "death_head_neutral" "mrc1_death_generic_head.mvf" "Human Death Generic 4" +Action: "death_chest_forward" "mrc1_death_torso_fore.mvf" "Human Death Forward" +Action: "death_chest_backward" "mrc1_death_torso_back.mvf" "Human Death Blast 2" +Action: "death_chest_neutral" "mrc1_death_generic_chest.mvf" "Human Death Leg 1" +Action: "death_leg_left" "mrc1_death_leg_L.mvf" "Human Death Left 1" +Action: "death_leg_right" "mrc1_death_leg_R.mvf" "Human Death Right 1" +Action: "death_crouch" "mrc1_death_crouch.mvf" "Human Death Crouch" +Action: "flinch_chest" "mrc1_flinch_chest.mvf" "" +Action: "flinch_back" "mrc1_flinch_back.mvf" "" +Action: "flinch_leg_left" "mrc1_flinch_leg_L.mvf" "" +Action: "flinch_leg_right" "mrc1_flinch_leg_R.mvf" "" +Weapon Specific: "12mm Handgun" +Spine Adjustment: -20.0 +Weapon Specific: "Machine Pistol" +Spine Adjustment: -28.0 +State: "attack_stand" "mrc2_stand_MP.mvf" +State: "attack_walk" "mrc2_walk_MP.mvf" +State: "attack_run" "mrc2_run_MP.mvf" +State: "attack_crouch" "mrc2_crouch_MP.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_MP.mvf" +Action: "reload" "mrc2_reload_MP.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_MP.mvf" "" +Action: "fire_crouch" "mrc2_fire_MP.mvf" "" +Weapon Specific: "Rocket Launcher" +Spine Adjustment: -18.0 +State: "attack_stand" "mrc2_stand_RL.mvf" +State: "attack_walk" "mrc2_walk_RL.mvf" +State: "attack_run" "mrc2_run_RL.mvf" +State: "attack_crouch" "mrc2_crouch_RL.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RL.mvf" +Action: "reload" "mrc2_reload_RL.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_RL.mvf" "" +Action: "fire_crouch" "mrc2_fire_RL.mvf" "" +Weapon Specific: "Shotgun" +Spine Adjustment: -20.0 +State: "attack_stand" "mrc2_stand_SG.mvf" +State: "attack_walk" "mrc2_walk_SG.mvf" +State: "attack_run" "mrc2_run_SG.mvf" +State: "attack_crouch" "mrc2_crouch_SG.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_SG.mvf" +Action: "reload" "mrc2_reload_SG.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_SG.mvf" "" +Action: "alt_fire_stand" "mrc2_fire_ALT_SG.mvf" "" +Action: "fire_crouch" "mrc2_fire_SG.mvf" "" +Weapon Specific: "Sniper Rifle" +Spine Adjustment: -18.0 +State: "attack_stand" "mrc2_stand_SR.mvf" +State: "attack_walk" "mrc2_walk_SR.mvf" +State: "attack_run" "mrc2_run_SR.mvf" +State: "attack_crouch" "mrc2_crouch_SR.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_SR.mvf" +Action: "reload" "mrc2_reload_SR.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_SR.mvf" "" +Action: "fire_crouch" "mrc2_fire_SR.mvf" "" +Weapon Specific: "Remote Charge" +Spine Adjustment: -15.0 +State: "attack_stand" "mrc2_stand_RS.mvf" +State: "attack_walk" "mrc2_walk_RS.mvf" +State: "attack_run" "mrc2_run_RS.mvf" +State: "attack_crouch" "mrc2_crouch_RS.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RS.mvf" +Action: "fire_stand" "mrc2_fire_Rcharge.mvf" "" +Action: "fire_crouch" "mrc2_fire_Rcharge.mvf" "" +Weapon Specific: "Riot Stick" +Spine Adjustment: -15.0 +State: "attack_stand" "mrc2_stand_RS.mvf" +State: "attack_walk" "mrc2_walk_RS.mvf" +State: "attack_run" "mrc2_run_RS.mvf" +State: "attack_crouch" "mrc2_crouch_RS.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RS.mvf" +Action: "reload" "mrc2_reload_RS.mvf" "Ultor Reload" +Action: "fire_stand" "mrc2_fire_RS.mvf" "" +Action: "fire_crouch" "mrc2_fire_RS.mvf" "" +Weapon Specific: "Riot Shield" +Spine Adjustment: 0.0 +State: "attack_stand" "mrc2_stand_Rshield.mvf" +State: "attack_walk" "mrc2_walk_Rshield.mvf" +State: "attack_run" "mrc2_run_Rshield.mvf" +State: "attack_crouch" "mrc2_crouch_Rshield.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_Rshield.mvf" +Action: "fire_stand" "mrc2_fire_Rshield.mvf" "" +Action: "fire_crouch" "mrc2_fire_Rshield.mvf" "" +Weapon Specific: "heavy_machine_gun" +Spine Adjustment: -20.0 +State: "attack_stand" "mrch_attack_stand.mvf" +State: "attack_walk" "mrch_attack_walk.mvf" +State: "attack_run" "mrch_attack_run.mvf" +State: "attack_crouch" "mrch_attack_crouch.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_Hmac.mvf" +Action: "reload" "mrch_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mrch_attack_fire.mvf" "" +Action: "fire_crouch" "mrch_crouch_fire.mvf" "" +Weapon Specific: "Assault Rifle" +Spine Adjustment: -28.0 +State: "attack_stand" "mrc1_attack_stand.mvf" +State: "attack_walk" "mrc1_attack_walk.mvf" +State: "attack_run" "mrc1_attack_run.mvf" +State: "attack_crouch" "mrc1_attack_crouch.mvf" +Action: "reload" "mrc1_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mrc1_attack_fire.mvf" "" +Action: "fire_crouch" "mrc1_attack_fire.mvf" "" +Weapon Specific: "scope_assault_rifle" +Spine Adjustment: -25.0 +State: "attack_stand" "mrc1_attack_stand.mvf" +State: "attack_walk" "mrc1_attack_walk.mvf" +State: "attack_run" "mrc1_attack_run.mvf" +State: "attack_crouch" "mrc1_attack_crouch.mvf" +Action: "reload" "mrc1_reload.mvf" "Ultor Reload" +Action: "fire_stand" "mrc1_attack_fire.mvf" "" +Action: "fire_crouch" "mrc1_attack_fire.mvf" "" +Weapon Specific: "shoulder_cannon" +Spine Adjustment: -5.0 +State: "attack_stand" "mrch_attack_stand_smw.mvf" +State: "attack_walk" "mrch_attack_walk_smw.mvf" +State: "attack_run" "mrch_run_smw.mvf" +State: "attack_crouch" "mrch_attack_crouch_smw.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_SMC.mvf" +Action: "fire_stand" "mrch_fire_smw.mvf" "" +Action: "fire_crouch" "mrch_fire_crouch_smw.mvf" "" +Weapon Specific: "Rail_Gun" +Spine Adjustment: -20.0 +State: "attack_stand" "mrc1_attack_stand_RR.mvf" +State: "attack_walk" "mrc1_attack_walk_RR.mvf" +State: "attack_run" "mrc1_attack_run_RR.mvf" +State: "attack_crouch" "mrc1_attack_crouch_RR.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_RR.mvf" +Action: "fire_stand" "mrc1_fire_reload_RR.mvf" "" +Action: "fire_crouch" "mrc1_fire_reload_RR_C.mvf" "" +Weapon Specific: "Grenade" +Spine Adjustment: -20.0 +State: "attack_stand" "mrc1_attack_stand_grenade.mvf" +State: "attack_walk" "mrc1_walk.mvf" +State: "attack_run" "mrc1_run.mvf" +State: "attack_crouch" "mrc1_crouch.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_GRN.mvf" +Action: "fire_stand" "mrc1_fire_grenade.mvf" "" +Action: "alt_fire_stand" "mrc1_fire_grenade_ALT.mvf" "" +Weapon Specific: "Flamethrower" +Spine Adjustment: -20.0 +State: "attack_stand" "mrc1_stand_FT.mvf" +State: "attack_crouch_walk" "mrc2_crouch_walk_FT.mvf" +Action: "fire_stand" "mrc1_stand-fire-FT.mvf" "" +Action: "alt_fire_stand" "mrc1_fire_ALT_FT.mvf" "" +Action: "reload" "mrc1_reload-FT.mvf" "Ultor Reload" $Collision Sphere: "csphere_0" 0.5 0.5 $Collision Sphere: "csphere_1" 1.0 1.0 $Collision Sphere: "csphere_2" 4.0 2.0 $Num Skins: 4 $Skin: "b" ("MercComndr_Parts01b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts03b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts01b.tga" "MercComndr_Parts01b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts03b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts01b-mip3.tga" "MercComndr_Parts02b-mip3.tga" "MercComndr_Parts03b-mip3.tga") //$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") $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") $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") $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") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" $Name: "multi_grabber" $V3D Filename: "grab.vcm" $Movemode: "robot fly" $Mass: 20 $Material: "metal" $Flags: ("fly" "sentient" "mouselook") $Collision Radius: 0.6 $Collision Damage Given: 0.0 $Movement Radius: 0.6 $FOV: 180 $Envirosuit: 0 $Life: 30 $Damage Type Factor: "bullet" 0.5 $Damage Type Factor: "armor piercing bullet" 0.5 $Max Vel: 10.0 $Acceleration: 20.0 $Max Rot Vel: 3.0 $Rot Acceleration: 2.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Thruster VFX 1: "grabber_thrusterfx.vfx" $Thruster VFX 2: "Lil_RedEyeFlare.vfx" $Attack Style: "None" $Blind Pursuit Time: 5.0 $FlySnd: "grabber_fly.wav" 4.0 1.0 $Min FlySnd Volume: 0.6 $Low_Pain Sounds: "Grabber Pain" $DeathSnd: "Grabber Death" $Explode Anim: "yellboom_metal" $Explode Anim Radius: 0.8 +State: "stand" "grab_hover.mvf" +State: "walk" "grab_fly.mvf" +State: "run" "grab_fly.mvf" +State: "attack_stand" "grab_hover.mvf" +State: "attack_walk" "grab_fly.mvf" +State: "attack_run" "grab_fly.mvf" +Action: "flinch_stand" "grab_flinch_hover.mvf" "" $Use: "command" +radius: 10 $Collision Sphere: "collision_0" 0.5 0.5 +radius: 0.52 $Num Skins: 0 $RFE Level1: "Robots" // ------------------------------------------------ // Miscellaneous // ------------------------------------------------ $Name: "Freelook camera" $V3D Filename: "" $Movemode: "freelookcam" $Mass: 30 $Material: "default" $Flags: () $Collision Radius: 0.5 $Collision Damage Given: 0.0 $FOV: 90 $Envirosuit: 0 $Life: 1 $Min Relative Eye PHB: <-90,0,0> $Max Relative Eye PHB: <90,0,0> $Max Vel: 10.0 $Acceleration: 10.0 $Max Rot Vel: 6.0 $Rot Acceleration: 6.0 $Allowed Weapons: () $Default Primary: "" $Default Secondary: "" $Attack Style: "none" $Blind Pursuit Time: 5.0 $FlySnd: "" $Min FlySnd Volume: 0.6 $Explode Anim: "" $Explode Anim Radius: 0 $Use: "none" $Num Skins: 0 $RFE Level1: "Ignore" #End