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PC Gamer (Italian) 36
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civmale.def
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1998-09-22
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9KB
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241 lines
SDEF
// -----------------------------------------------------------------------------
// $Logfile:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/guerilla.def $
// $Revision:: 22 $
// $Author:: Joeske $
// $Date:: 9/13/98 5:46p $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
// DESCRIPTION:
// This is a model definition file. It is to be used in conjunction with Sin.
//
// MODEL AUTHOR:
// Beau
//
// -----------------------------------------------------------------------------
// SINED SECTION
//
/*SINED Innocent_MaleCivilian (1 .5 0) (0 0 0) (0 0 0)
Male Civilian
*/
// -----------------------------------------------------------------------------
// FILE DECLARATIONS
//
// Model Commands
path models/civmale
scale 1.14
// Base Model
civ2_base.sbm
// Skins
normal civ2_base.tga
damage civ2_damage1.tga
// Normal Animations
idle civ2_idle.sam
walk civ2_walk.sam
run civ2_run.sam
crouch_down civ2_cowerstart.sam
crouch_idle civ2_cower.sam
crouch_end civ2_cowerend.sam
// Pain Location Based Animations
pain1 civ2_painhead.sam
pain_head civ2_painhead.sam
pain_torso_upper civ2_paintorsoupper.sam
pain_torso_lower civ2_paintorsolower.sam
pain_arm_right_upper civ2_painarmright.sam
pain_arm_right_lower civ2_painarmright.sam
pain_leg_left_lower civ2_painlegleft.sam
pain_leg_left_upper civ2_painlegleft.sam
pain_leg_right_upper civ2_painlegright.sam
pain_leg_right_lower civ2_painlegright.sam
pain_arm_left_upper civ2_painarmleft.sam
pain_arm_left_lower civ2_painarmleft.sam
// Death Location Based Animations
death1 civ2_death1.sam
death2 civ2_death2.sam
// Crouching Pain Location Based Animations
crouch_pain1 civ2_cowerpain1.sam
crouch_pain2 civ2_cowerpain2.sam
// Crouching Death Location Based Animations
crouch_death1 civ2_cowerdeath1.sam
crouch_death2 civ2_cowerdeath2.sam
// Optional Animations
// Scripted Animations
sitdead civ2_sitdead.sam
// Id And Group Definitions
id 5 group head flesh
group head damage 4.0
id 15 group torso_upper fabric
group torso_upper damage 1.0
id 18 group torso_lower fabric
group torso_lower damage 1.0
id 45 group leg_left_upper fabric
group leg_left_upper damage 0.7
id 50 group leg_left_lower fabric
group leg_left_lower damage 0.5
id 65 group leg_right_upper fabric
group leg_right_upper damage 0.7
id 70 group leg_right_lower fabric
group leg_right_lower damage 0.5
id 85 group arm_left_upper fabric
group arm_left_upper damage 0.7
id 90 group arm_left_lower fabric
group arm_left_lower damage 0.5
id 105 group arm_right_upper fabric
group arm_right_upper damage 0.7
id 110 group arm_right_lower fabric
group arm_right_lower damage 0.5
//id 200 group arm_left_lower bone gun -180 50 100 flesh
// -----------------------------------------------------------------------------
// INITIALIZATION SECTION
//
!init:
//
// SERVER Initialization Commands
//
// Class Setup
server classname actor
server script global/neutral.scr
server setsize "-16 -16 0" "16 16 80"
server crouchsize "-16 -16 0" "16 16 64"
server health 30
// Sound Aliases
server aliascache snd_sightenemy1 "misc/civmale/site1.wav" 1
server aliascache snd_sightenemy2 "misc/civmale/site2.wav" 1
server aliascache snd_sightenemy3 "misc/civmale/site3.wav" 1
server aliascache snd_panic1 "misc/civmale/panic1.wav" 1
server aliascache snd_panic2 "misc/civmale/panic2.wav" 1
server aliascache snd_panic3 "misc/civmale/panic3.wav" 1
//not in demo- server aliascache snd_panic4 "misc/civmale/panic4.wav" 1
//not in demo- server aliascache snd_panic5 "misc/civmale/panic5.wav" 1
//not in demo- server aliascache snd_panic6 "misc/civmale/panic6.wav" 1
server aliascache snd_beg1 "misc/civmale/beg1.wav" 1
server aliascache snd_beg2 "misc/civmale/beg2.wav" 1
server aliascache snd_beg3 "misc/civmale/beg3.wav" 1
server aliascache snd_beg4 "misc/civmale/beg4.wav" 1
//not in demo- server aliascache snd_beg5 "misc/civmale/beg5.wav" 1
//
// CLIENT Initialization Commands
//
// Sound Aliases
client aliascache snd_pain1 "misc/civmale/pain1.wav" 1
client aliascache snd_pain2 "misc/civmale/pain2.wav" 1
client aliascache snd_pain3 "misc/civmale/pain3.wav" 1
client aliascache snd_pain4 "misc/civmale/pain4.wav" 1
client aliascache snd_pain5 "misc/civmale/pain5.wav" .5
//not in demo- client aliascache snd_pain6 "misc/civmale/pain6.wav" 1
//not in demo- client aliascache snd_pain7 "misc/civmale/pain7.wav" 1
//not in demo- client aliascache snd_pain8 "misc/civmale/pain8.wav" 1
client aliascache snd_death1 "misc/civmale/death1.wav" 1
client aliascache snd_death2 "misc/civmale/death2.wav" 1
client aliascache snd_death3 "misc/civmale/death3.wav" 1
client aliascache snd_kneefall1 "impact/bodyfall/sml1.wav" 1
client aliascache snd_kneefall2 "impact/bodyfall/sml2.wav" 1
client aliascache snd_partfall1 "impact/bodyfall/med1.wav" 1
client aliascache snd_partfall2 "impact/bodyfall/med2.wav" 1
client aliascache snd_partfall3 "impact/bodyfall/med3.wav" 1
client aliascache snd_bodyfall1 "impact/bodyfall/lrg1.wav" 1
client aliascache snd_bodyfall2 "impact/bodyfall/lrg2.wav" 1
// -----------------------------------------------------------------------------
// MAIN SECTION
//
!main:
// Special Commands
server crouch_down last nextanim crouch_idle
// Normal Animations
server run 0 movementsound
server run 4 movementsound
client run 0 footstep
client run 4 footstep
server walk 0 movementsound
server walk 5 movementsound
client walk 0 footstep
client walk 5 footstep
server death1 first deathsound
client death1 first randomsound snd_death 1 2
client death1 3 randomsound snd_bodyfall 1 4
client death1 8 randomsound snd_kneefall 1 4
server death2 first deathsound
client death2 first randomsound snd_death 1 2
client death2 4 randomsound snd_partfall 1 4
client death2 8 randomsound snd_bodyfall 1 4
server crouch_death1 first deathsound
client crouch_death1 first randomsound snd_death 1 2
client crouch_death1 3 randomsound snd_partfall 1 4
client crouch_death1 7 randomsound snd_kneefall 1 4
server crouch_death2 first deathsound
client crouch_death2 first randomsound snd_death 1 2
client crouch_death2 2 randomsound snd_bodyfall 1 4
client crouch_death2 7 randomsound snd_kneefall 1 4
server pain_head first painsound
client pain_head first randomsound snd_pain 1 2
server pain_torso_upper first painsound
client pain_torso_upper first randomsound snd_pain 1 2
server pain_torso_lower first painsound
client pain_torso_lower first randomsound snd_pain 1 2
server pain_arm_right_upper first painsound
client pain_arm_right_upper first randomsound snd_pain 1 2
server pain_arm_right_lower first painsound
client pain_arm_right_lower first randomsound snd_pain 1 2
server pain_leg_left_lower first painsound
client pain_leg_left_lower first randomsound snd_pain 1 2
server pain_leg_left_upper first painsound
client pain_leg_left_upper first randomsound snd_pain 1 2
server pain_leg_right_upper first painsound
client pain_leg_right_upper first randomsound snd_pain 1 2
server pain_leg_right_lower first painsound
client pain_leg_right_lower first randomsound snd_pain 2
server pain_arm_left_upper first painsound
client pain_arm_left_upper first randomsound snd_pain 2
server pain_arm_left_lower first painsound
client pain_arm_left_lower first randomsound snd_pain 2
server crouch_pain1 first painsound
client crouch_pain1 first randomsound snd_pain 1 1
server crouch_pain2 first painsound
client crouch_pain2 first randomsound snd_pain 1 1
client crouch_down first randomsound snd_beg 1 1
// -----------------------------------------------------------------------------
// SOURCESAFE Update Log
//
// $Log:: /Quake 2 Engine/Sin/Base Sin Data/Models/Monster/guerilla.def $
//
// 22 9/13/98 5:46p Joeske
//
//
// -----------------------------------------------------------------------------