Qammo.tbl clutter.tblcredits.tbleffects.tblTemitters.tblendgame.tbl! entity.tblpevents.tblexplosion.tbl8foley.tblkAfpgun.tblЧgame.tblx hud.tbl;>hud_personas.tblitems.tblJmaterials.tblT movemodes.tbl pc_multi.tblUpersonas.tblWponr.tblE!sounds.tblstrings.tblvclip.tbl-`weapons.tblZmaps.txt;5maps1.txt;maps2.txtRmaps3.txtmaps4.txt// // ammo.tbl // // file to specify ammo characteristics // // // $Name: name of the ammo type (wepaons.tbl references this name) // $HUD Icon Filename: disk filename for icon used on HUD // // ---------------------------------------------------------------------------------- #Ammo $Name: "12mm" $HUD Icon Filename: "bullet_icon.tga" // ---------------------------------------------------------------------------------- $Name: "5.65mm AP" $HUD Icon Filename: "bullet_icon_556.tga" // ---------------------------------------------------------------------------------- $Name: "7.62mm AP" $HUD Icon Filename: "bullet_icon.tga" // ---------------------------------------------------------------------------------- $Name: "10 gauge buckshot" $HUD Icon Filename: "bullet_icon_shotgun.tga" // ---------------------------------------------------------------------------------- $Name: ".50 cal AP" $HUD Icon Filename: "bullet_icon_50cal.tga" // ---------------------------------------------------------------------------------- $Name: "power cell" $HUD Icon Filename: "bullet_icon_powercell.tga" // ---------------------------------------------------------------------------------- $Name: "explosive AP" $HUD Icon Filename: "bullet_icon.tga" // ---------------------------------------------------------------------------------- $Name: "15cm rocket" $HUD Icon Filename: "bullet_icon_rocket.tga" // ---------------------------------------------------------------------------------- $Name: "rivet" $HUD Icon Filename: "" // ---------------------------------------------------------------------------------- $Name: "grenade" $HUD Icon Filename: "" // ---------------------------------------------------------------------------------- $Name: "remote charge" $HUD Icon Filename: "" // ---------------------------------------------------------------------------------- $Name: "gas" $Hud Icon Filename: "bullet_icon_gascanister.tga" // ---------------------------------------------------------------------------------- $Name: "aluminum slug" $Hud Icon Filename: "bullet_icon_aluminum.tga" // ---------------------------------------------------------------------------------- $Name: "shell" $HUD Icon Filename: "bullet_icon_rocket.tga" // ---------------------------------------------------------------------------------- $Name: "torpedo" $HUD Icon Filename: "" // ---------------------------------------------------------------------------------- $Name: "turret_ammo" $HUD Icon Filename: "bullet_icon.tga" #End // // clutter.tbl // // file to specify clutter characteristics // // $Class Name - The name of the clutter class // $V3D Filename - The name of the V3D file which is rendered for this item // $Debris Filename - (OPTIONAL) The name of the V3D file that is the debris for this item // $Debris Sound Set: - (OPTIONAL) The name of the custom sound set for the debris to use when colliding with the world // $Corpse Class Name - (OPTIONAL)The '$Class Name' of a clutter item used for the corpse // $Emitter - (OPTIONAL) The name of the particle emitter (from emitters.tbl) // $Emitter Life: - (OPTIONAL) How long the emitter lasts in seconds (-1 for forever) // $Material - Material type for object, one of: rock, metal, flesh, water, lava, solid, sand, ice, glass // $Radius - (OPTIONAL) the radius of this object, overrides the vmesh radius // $Life - Hit points of the clutter item (use -1 for invulnerable) // $Damage Type Factor: "damage type (see weapons.tbl)" // (OPTIONAL) damage by this type of weapon is scaled by this factor for this entity type // $Sound - (OPTIONAL) Looping sound attached to clutter // $Use Sound - (OPTIONAL) Sound played when clutter is used (trigger must contain clutter UID in the "Use Clutter UID" field) // $Explode Anim (OPTIONAL) - explosion that plays when object dies // $Explode Anim Radius (OPTIONAL) - radius of the explosion // $Explode Damage: (OPTIONAL) - damage applied to nearby objects when clutter explodes // $Explode Offset: (OPTIONAL) - offset (in local coords) of the explosion from the object center // $Glare: (OPTIONAL) - "TestGlare01a" // $Flags - "collectable" clutter can be collected by AI in AI_MODE_COLLECTING // - "collide_weapon" clutter only collides with weapons // - "collide_object" clutter collides with all sorts of stuff // - "is_screen" clutter object can be used for security camera output // - "shatters" if present, will switch to Corpse class when shot with a bullet (and spawn glass shards), but will switch to debris when shot with rocket // - "has_alpha" clutter has alpha in its textures, and needs to be sorted accordingly // - "can_carry" clutter can be carried by ai in their left or right hand // $Screen Width: (OPTIONAL) width of bitmap (in pixels) that is used to display image on screen (is_screen flag must be set) // $Screen Height: (OPTIONAL) height of bitmap (in pixels) that is used to display image on screen (is_screen flag must be set) // $Debris Velocity: (OPTIONAL) The velocity of the debris that spawns when the clutter is destroyed // $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. // $Light Color - (OPTIONAL) RGBA of light attached to this light fixture // $Light Type - (OPTIONAL) 'Omnidirectional', 'Circular', or 'Tube' // $Light Range - (OPTIONAL) // $Light FOV Range - (OPTONAL) for 'Circular' lights // $Light FOV Dropoff - (OPTIONAL) for 'Circular' lights // $Light Algo - (OPTIONAL) Attenuation algorithm - "linear", "squared", "cosine", or "sqrt" // $Light Width - (OPTIONAL) for 'Tube' lights // $Light On Intensity - (OPTIONAL) (0.00 - 10.00) Intensity of this light // $Light Off Intensity - (OPTIONAL) (0.00 - 10.00) Intensity of this light // $Light Dynamic - (OPTIONAL) is this light dynamic? true or false // $Light Shadow - (OPTIONAL) Light casts shadows? // $Light Runtime Shadow - (OPTIONAL) Does this light cast real-time shadows? // $Light Offset - (OPTIONAL) How much (in the forward direction) this clutter's light is offset from the prop point/center // $Skin: - (OPTIONAL) The list of skins that go with this piece of clutter // +Glare: - (OPTIONAL) a different glare for this skin // // ------------------------------------------------ #Clutter // ------------------------------------------------ // Furniture // ------------------------------------------------ $Class Name: "officebookcase" $V3D Filename: "officebookcase.V3D" $Material: "wood" $Life: 40 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Use Sound: "Use Book" $Flags: ("collide_object") $Use: "play_sound" +radius: 3.0 $RFE Level1: "Furniture" $Class Name: "Com_Chair01" $V3D Filename: "Com_Chair01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Corpse Class Name: "Com_Chair01_Corpse" $Material: "metal" $Life: 160 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "Grate Break" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 3.7 $RFE Level1: "Furniture" $Class Name: "Com_Chair01_Corpse" $V3D Filename: "Com_Chair01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "counter" $V3D Filename: "counter1.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Corpse Class Name: "counter_corpse" $Material: "metal" $Life: 200 $Flags: ("collide_object") $Debris Velocity: 3.7 $RFE Level1: "Furniture" $Class Name: "counter_corpse" $V3D Filename: "counter_corpse.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "coffeesmokedtbl_corpse" $V3D Filename: "coffeesmokedtbl_corpse.V3D" $Material: "rock" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "coffeetable1" $V3D Filename: "coffeesmokedtbl.V3D" $Debris Filename: "coffeesmoketbl_debris.V3D" $Debris Sound Set: "Wood Break" $Corpse Class Name: "coffeesmokedtbl_corpse" $Material: "glass" $Life: -1 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "glassboom" $Explode Anim Radius: 12 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Furniture" $Class Name: "coffeetable1Alt" $V3D Filename: "coffeesmokedtblAlt.V3D" $Debris Filename: "coffeesmoketbl_debris.V3D" $Debris Sound Set: "Wood Break" $Corpse Class Name: "coffeesmokedtbl_corpse" $Material: "glass" $Life: -1 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "glassboom" $Explode Anim Radius: 12 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Furniture" $Class Name: "coffeetable2" $V3D Filename: "coffeesmokedtbl2.V3D" $Debris Filename: "coffeesmoketbl_debris.V3D" $Debris Sound Set: "Wood Break" $Corpse Class Name: "coffeesmokedtbl_corpse" $Material: "glass" $Life: -1 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "glassboom" $Explode Anim Radius: 12 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Furniture" $Class Name: "bench01" $V3D Filename: "bench.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: 40 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "bench01ALT" $V3D Filename: "benchALT.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: 40 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Medical Bed" $V3D Filename: "medbed1.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Furniture" $Class Name: "officetable1" $V3D Filename: "cubetable1.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Cafeteria Table" $V3D Filename: "cafetable1.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Cafeteria Table ALT" $V3D Filename: "cafetable1ALT.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Cafeteria Chair" $V3D Filename: "cafechair1.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: 90 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "explosion 1" $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Doctor's Desk" $V3D Filename: "docdesk1.V3D" $Debris Filename: "bench_debris.v3d" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "offchair" $V3D Filename: "offchair01.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "explosion 1" $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "comfychair" $V3D Filename: "comfychair1.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "comfychair2" $V3D Filename: "comfychair2.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Guard Chair" $V3D Filename: "guardchair01.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: 80 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "swivchair" $V3D Filename: "swilchair01.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "explosion 1" $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Furniture" $Class Name: "offdoor" $V3D Filename: "officedoor.V3D" $Debris Sound Set: "Wood Break" $Material: "wood" $Life: 40 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "offbookcase" $V3D Filename: "bookcase1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "wood" $Life: 180 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Use Sound: "Use Book" $Flags: ("collide_object") $Debris Velocity: 3 $Use: "play_sound" +radius: 3.0 $RFE Level1: "Furniture" $Class Name: "file cabinet1" $V3D Filename: "filecabinet1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "wood" $Life: 200 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Furniture" $Class Name: "file cabinet2" $V3D Filename: "filecabinet2.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "wood" $Life: 180 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "offtable" $V3D Filename: "officetable.V3D" $Corpse Class Name: "tablecorpse" $Material: "wood" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Explode Damage: 20 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "tablecorpse" $V3D Filename: "offtable_corpse.V3D" $Debris Sound Set: "Metal Break" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Medical Lockers" $V3D Filename: "Medlockers1.V3D" $Debris Sound Set: "Metal Break" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Toilet" $V3D Filename: "toilet1.V3D" $Debris Filename: "toilet_debris.v3d" $Debris Sound Set: "solid clatter" $Material: "solid" $Life: 185 $Use Sound: "Use Toilet" $Flags: ("collide_weapon") $Use: "play_sound" +radius: 2.0 $Debris Velocity: 1 $RFE Level1: "Furniture" $Class Name: "Urinal" $V3D Filename: "toilet2.V3D" $Debris Filename: "toilet_debris.v3d" $Debris Sound Set: "solid clatter" $Material: "solid" $Life: 185 $Use Sound: "Use Urinal" $Flags: ("collide_weapon") $Use: "play_sound" +radius: 2.0 $Debris Velocity: 1 $RFE Level1: "Furniture" $Class Name: "Urinal2" $V3D Filename: "toilet4.V3D" $Debris Filename: "toilet_debris.v3d" $Debris Sound Set: "solid clatter" $Material: "solid" $Life: 185 $Use Sound: "Use Urinal" $Flags: ("collide_weapon") $Use: "play_sound" +radius: 2.0 $Debris Velocity: 1 $RFE Level1: "Furniture" $Class Name: "Toilet2" $V3D Filename: "toilet3.V3D" $Debris Filename: "toilet_debrisB.v3d" $Debris Sound Set: "solid clatter" $Material: "solid" $Life: 185 $Use Sound: "Use Toilet" $Flags: ("collide_weapon") $Use: "play_sound" +radius: 2.0 $Debris Velocity: 1 $RFE Level1: "Furniture" $Class Name: "posh_chair" $V3D Filename: "poshchair.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Metal Break" $Material: "metal" $Life: 90 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "explosion 1" $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "sofa2" $V3D Filename: "sofa2.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "sofa3" $V3D Filename: "sofa1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "sofa3ALT" $V3D Filename: "sofa1ALT.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Endtable" $V3D Filename: "endtable1.V3D" $Material: "wood" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "posh_desk" $V3D Filename: "poshdesk.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" $Class Name: "Food Trough" $V3D Filename: "trough1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Furniture" // ------------------------------------------------ // Lights // ------------------------------------------------ $Class Name: "chinese_lamp" $V3D Filename: "ChineseLamp01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Class Name: "lantern_ball" $V3D Filename: "lanternball.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Skin: "blue" ("lantern01_blu.tga") $Skin: "red" ("lantern01_red.tga") $Class Name: "lantern_box" $V3D Filename: "lanternbox.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .2 $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Skin: "blue" ("lantern02_blu.tga") $Skin: "red" ("lantern02_red.tga") $Class Name: "Dbl Fluorescent" $V3D Filename: "doubleflour1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "glass" $Life: 230 $Explode Anim: "yellboom" $Explode Anim Radius: .8 $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Class Name: "glowstick" $V3D Filename: "glowstick.V3D" $Material: "metal" $Life: 20 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "glowstickglare" $Flags: ("collide_object") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: 3 $Light Algo: "linear" $Light Color: {252,176,101,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Skin: "clean" ("mtl_archway04.tga" "LightVolume_Grad01.tga") $Skin: "dirty" ("dblflour2ndskin.tga" "LightVolume_Grad01.tga") $Class Name: "spot1" $V3D Filename: "spotlight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .2 $Glare: "barndoorglare2" $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Class Name: "securitylightcone" $V3D Filename: "securconelight.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "securityspot" $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Class Name: "securlightbox" $V3D Filename: "securlightbox.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "Mine Light 1" $V3D Filename: "MineLight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "TestGlare01a" $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Class Name: "Mine Light 1blue" $V3D Filename: "MineLight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "TestGlare01b" $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Skin: "Amber" ("MineLight01.tga") $Skin: "Blue" ("MineLight01Blue.tga") $Class Name: "Mine Light 1 no glare" $V3D Filename: "MineLight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "WarmWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: 2 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Skin: "Amber" ("MineLight01.tga") $Skin: "Blue" ("MineLight01Blue.tga") $Class Name: "Mine Light 2" $V3D Filename: "MineLight02.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .7 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .58 $Light Algo: "linear" $Light Color: {248,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.04 $Class Name: "Mine Light 2_Blue" $V3D Filename: "MineLight2_Blue.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .7 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .58 $Light Algo: "linear" $Light Color: {248,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.04 $Class Name: "Mine Light 2_Amber" $V3D Filename: "MineLight2_Amber.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .7 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .58 $Light Algo: "linear" $Light Color: {248,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.04 $Class Name: "minelight03" $V3D Filename: "minelight03.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "minelt03glare" $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Class Name: "Mine Light 3" $V3D Filename: "minelight03.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "minelt03glare" $Flags: ("collide_weapon") $Debris Velocity: 3 $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .32 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.08 $Class Name: "Mine Light 4" $V3D Filename: "MineLight04.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .24 $Light Algo: "linear" $Light Width: 1.23 $Light Color: {248,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Class Name: "Double Mine Light 4" $V3D Filename: "Double_MineLight04.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .24 $Light Algo: "linear" $Light Width: 1.23 $Light Color: {248,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false`l $Class Name: "Mine Light 5" $V3D Filename: "LightFixture02D.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .5 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .25 $Light Algo: "linear" $Light Color: {255,192,248,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.14 $Skin: "blue" ("LightFix02blu_Parts02.tga") $Skin: "green" ("LightFix02green_Parts02.tga") $Class Name: "BIGcanyon_Light01" $V3D Filename: "BIGcanyon_Light01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 200 $Explode Anim: "yellboom" $Explode Anim Radius: .8 $Glare: "BIGcanyon_Light01_Glow" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .25 $Light Algo: "linear" $Light Color: {255,192,248,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.14 $Class Name: "Mine Light 6" $V3D Filename: "LightFixture01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 140 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "WarmWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {248,252,184,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Skin: "Yellow" ("LightFix01_Parts01.tga") $Skin: "Blue" ("LightFix01_Parts02.tga") $Class Name: "Tube Light" $V3D Filename: "halllight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "WarmWedge01_NoVolume" //$Rod Glare: "Tube Light Rod Glare" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {232,252,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Skin: "Blue" ("halllight2.tga") $Class Name: "Tube Light 2" $V3D Filename: "halllight02.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .24 $Light Algo: "linear" $Light Width: 1.23 $Light Color: {248,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Class Name: "Tube Light No Glare" $V3D Filename: "halllight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {255,249,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Class Name: "Mine Light 8" $V3D Filename: "LightFixture_Red01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "RedWedge01_NoVolume_Small" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: .25 $Light Algo: "linear" $Light Color: {255,0,0,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.14 $Skin: "Red" ("LightFix_Red01_P01.tga") $Skin: "Blue" ("LightFix_Blue01_P01.tga") +Glare: "CoolWedge01_NoVolume_Small" $Skin: "Amber" ("LightFix_Amber01_P01.tga") +Glare: "AmberWedge01_NoVolume_Small" $Skin: "Yellow" ("LightFix_Yellow01_P01.tga") +Glare: "AmberWedge01_NoVolume_Small" $Skin: "Green" ("LightFix_Green01_P01.tga") +Glare: "GreenWedge01_NoVolume_Small" $Skin: "Pale" ("LightFix_Pale01_P01.tga") +Glare: "CoolWedge01_NoVolume_Small" $Class Name: "Wedge Light 1" $V3D Filename: "WedgeLight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "CoolWedge01_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge Light 1x" $V3D Filename: "WedgeLight01x.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "CoolWedge01_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge LightRED" $V3D Filename: "WedgeLight01RED.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "CoolWedge01_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge Light 2" $V3D Filename: "WedgeLight02.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge Light 3" $V3D Filename: "WedgeLight03.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 //$Glare: "Shoplight01_Glare01_WIDE" $Glare: "CoolWedge01_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge Light 3b" $V3D Filename: "WedgeLight03b.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "CoolWedge01_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge_Wide01" $V3D Filename: "Wedge_Wide01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .8 $Glare: "CoolWedge02_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Wedge Light 4" $V3D Filename: "WedgeLight04.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Pole_Light_1_Clean" $V3D Filename: "PoleLight01_Clean.V3D" $Material: "metal" $Life: 500 $Glare: "BigBeamLight_Glare02_Widest" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 15 $Light FOV Range: 45.00 $Light FOV Dropoff: 25.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.00 $Class Name: "Pole_Light_1_Dirty" $V3D Filename: "PoleLight01_Dirty.V3D" $Material: "metal" $Life: 500 $Glare: "BigBeamLight_Glare02_Widest" $Flags: ("collide_object") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 15 $Light FOV Range: 45.00 $Light FOV Dropoff: 25.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.00 $Class Name: "Long Light 1" $V3D Filename: "LongLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .4 $Glare: "CoolWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: 2 $Light Algo: "linear" $Light Color: {255,255,255,255} $Light On Intensity: 0.85 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Class Name: "Glare Test Fixture" $V3D Filename: "MineLight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Glare: "TestGlare01" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: 2 $Light Algo: "linear" $Light Color: {255,255,128,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Class Name: "Cargo Ship Light" $V3D Filename: "Cargoship_Light.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 180 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "TestGlare04" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 40 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "RedBarLight" $V3D Filename: "RedBarLight.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "RedWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Omnidirectional" $Light Range: 4 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,1,1,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Skin: "Red" ("LightFix04_Red_P01.tga") $Skin: "Blue" ("LightFix04_Blue_P01.tga") +Glare: "CoolWedge01_NoVolume" $Skin: "Light Blue" ("LightFix04_BlueA_P01.tga") +Glare: "CoolWedge01_NoVolume" $Skin: "Amber" ("LightFix04_Amber_P01.tga") +Glare: "WarmWedge01_NoVolume" $Skin: "Yellow" ("LightFix04_Yellow_P01.tga") //$Skin: "Green" ("LightFix04_Green_P01.tga") $Skin: "Pale" ("LightFix04_Pale_P01.tga") +Glare: "CoolWedge01_NoVolume" $Class Name: "SlatLight01" $V3D Filename: "SlatLight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "SlatLight01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Skin: "Amber" ("SlatLight01_P01.tga") $Skin: "Blue" ("SlatLight01_P01_Blue.tga") +Glare: "CoolWedge01_NoVolume" $Skin: "Blue" ("SlatLightBlue_01.tga") +Glare: "CoolWedge01_NoVolume" $Class Name: "Port_Light01" $V3D Filename: "Port_Light01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 150 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .4 $Glare: "CoolSpot_WideBeam" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 200 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Spotlight01" $V3D Filename: "spotlight01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 40 $Explode Anim: "yellboom" $Explode Anim Radius: .1 $Glare: "Shoplight01_Glare01_WIDE" $Flags: ("collide_weapon") $Debris Velocity: 1.5 $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 200 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Spotlight02" $V3D Filename: "spotlight02.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 40 $Glare: "Shoplight01_Glare01_WIDE" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 200 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "Spotlight03" $V3D Filename: "spotlight03.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 40 $Glare: "Shoplight01_Glare01_WIDE" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Circular" $Light Range: 200 $Light FOV Range: 1.00 $Light FOV Dropoff: 1.00 $Light Algo: "linear" $Light Color: {232,255,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: -0.04 $Class Name: "OfficeLight_Lg01" $V3D Filename: "LightFixture_OfficeLarge01.V3D" $Debris Filename: "LightFix_OffLge01_Debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .9 $Glare: "CoolWedge02_LG_NoVolume" $Flags: () $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {232,252,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Class Name: "OfficeLight_Lg01F" $V3D Filename: "LightFixture_OfficeLarge01F.V3D" $Debris Filename: "LightFix_OffLge01_Debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .9 $Glare: "CoolWedge02_LG_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {232,252,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Class Name: "OfficeLightCan01" $V3D Filename: "LightOfficeCan01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "metal" $Life: 100 $Explode Anim: "yellboom" $Explode Anim Radius: .9 $Flags: () $RFE Level1: "Lights" $Class Name: "OfficeLightCan01_Single" $V3D Filename: "LightOfficeCan01_Single.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "glass" $Life: 40 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Flags: () $RFE Level1: "Lights" $Class Name: "OfficeLightCan01_Tripleplay" $V3D Filename: "LightOfficeCan01_Tripleplay.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "glass" $Life: 75 $Explode Anim: "yellboom" $Explode Anim Radius: .7 $Flags: () $RFE Level1: "Lights" $Class Name: "OfficeLightCan01_Quad" $V3D Filename: "LightOfficeCan01_Quad.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "glass" $Life: 100 $Explode Anim: "yellboom" $Explode Anim Radius: .9 $Flags: () $RFE Level1: "Lights" $Class Name: "OfficeLightCan01_Zwei" $V3D Filename: "LightOfficeCan01_Zwei.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "glass" $Life: 55 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Flags: () $RFE Level1: "Lights" $Class Name: "Ball Light01" $V3D Filename: "balllight01.v3d" $Debris Filename: "ballight_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 40 $Explode Anim: "yellboom" $Explode Anim Radius: 0.5 $Glare: "CoolWedge01_SmallCone_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {232,252,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Skin: "red" ("light_fixture3.tga") +Glare: "Light_RedLargeGlo01" $Skin: "Blue" ("light_fixture4.tga") +Glare: "CoolWedge01_NoVolume_Small" $Class Name: "Admin_PoshLight01" $V3D Filename: "Admin_PoshLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 200 $Explode Anim: "yellboom" $Explode Anim Radius: .55 $Glare: "WarmWedge01_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {232,252,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Skin: "red" ("Admin_PoshLight03_P01.tga") +Glare: "Light_RedLargeGlo01" $Skin: "Blue" ("Admin_PoshLight02_P01.tga") +Glare: "CoolWedge01_NoVolume_Small" $Class Name: "BigBeamLight01" $V3D Filename: "BigBeamLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 200 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .8 $Glare: "BigBeamLight_Glare01" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "RunwayLight01" $V3D Filename: "RunwayLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .3 $Glare: "RedWedge01_NoVolume_Small" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Skin: "Yellowish" ("RunwayLight01_P01_Yellowish.tga") $Skin: "Blue" ("RunwayLight01_P01_Blue.tga") $Class Name: "BigBeamLight01_SmallBeam" $V3D Filename: "BigBeamLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 200 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .8 $Glare: "BigBeamLight_Glare01_SmallBeam" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "RunwayLight01_Larger" $V3D Filename: "RunwayLight01_Larger.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .3 $Glare: "RedWedge01_NoVolume_Small" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Skin: "Yellowish" ("RunwayLight01_P01_Yellowish.tga") +Glare: "WarmWedge01_NoVolume" $Skin: "Blue" ("RunwayLight01_P01_Blue.tga") +Glare: "CoolWedge01_NoVolume_Small" $Class Name: "Wedge_TargetRange01" $V3D Filename: "Wedge_TargetRange01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Glare: "BigBeamLight_Glare02_Wider" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "ShopLight01" $V3D Filename: "ShopLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "Shoplight01_Glare01" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "ShopLight01_WIDE" $V3D Filename: "ShopLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "Shoplight01_Glare01_WIDE" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "ShopLight01_WIDE_LONG" $V3D Filename: "ShopLight01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "Shoplight01_Glare01_WIDE_LONG" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "ShopLight01_WARM_WIDE" $V3D Filename: "ShopLight01_Warm.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .6 $Glare: "ShopLight01_WARM_WIDE" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "Shoplight01_BIG" $V3D Filename: "Shoplight01_BIG.V3D" $Debris Filename: "LightFix_OffLge01_Debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom" $Explode Anim Radius: .9 $Glare: "Shoplight01_Glare01" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Class Name: "TramLights01" $V3D Filename: "TramLights01.V3D" $Material: "metal" $Life: -1 $Glare: "TramLights01" $Flags: () $RFE Level1: "Lights" // $Skin: "Blue" ("LightFix04_Amber_P01.tga") $Class Name: "glare_center" $V3D Filename: "glare_center.V3D" $Material: "metal" $Life: -1 $Glare: "glare_center" $Flags: () $RFE Level1: "Lights" $Class Name: "TramLights01_Lights" $V3D Filename: "TramLights01_Lights.V3D" $Material: "metal" $Life: -1 $Glare: "TramLights01" $Flags: () $RFE Level1: "Lights" $Class Name: "TramLights01_Express" $V3D Filename: "TramLights01_Express.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Lights" $Class Name: "Floor Lamp" $V3D Filename: "officelamp.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Glare: "CoolWedge02_LG_NoVolume" $Flags: ("collide_weapon") $RFE Level1: "Lights" $Light Type: "Tube" $Light Range: .25 $Light Algo: "linear" $Light Color: {232,252,255,255} $Light On Intensity: 1.00 $Light Dynamic: false $Light Shadow: true $Light Runtime Shadow: false $Light Offset: 0.0 $Class Name: "volumelight10X10_01" $V3D Filename: "volumelight10X10_01.v3d" $Material: "" $Life: -1 $Flags: () $RFE Level1: "Lights" $Class Name: "volumelight10X37_01" $V3D Filename: "volumelight10X37_01.v3d" $Material: "" $Life: -1 $Flags: () $RFE Level1: "Lights" $Class Name: "volumeplane01_BIIG" $V3D Filename: "volumeplane01_BIIG.V3D" $Material: "" $Life: -1 $Flags: () $RFE Level1: "Lights" volumeplane01_BIIG.V3D // ------------------------------------------------ // Computers // ------------------------------------------------ $Class Name: "big_meddesk" $V3D Filename: "big_meddesk.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Corpse Class Name: "meddesk_Corpse" $Material: "metal" $Life: 300 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 8 $RFE Level1: "Computers" $Class Name: "meddesk_corpse" $V3D Filename: "meddesk_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "cable" $V3D Filename: "cables.v3d" $Material: "metal" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Computers" $Class Name: "robotic_arm_corpse" $V3D Filename: "robotic_arm_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "robot_arm" $V3D Filename: "roboticarm.V3D" $Corpse Class Name: "robotic_arm_corpse" $Material: "metal" $Life: 90 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "catscan" $V3D Filename: "catscanner01.V3D" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Com_Scom01" $V3D Filename: "Com_Scom01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Com_Scom01_Corpse" $Material: "metal" $Life: 400 $Explode Anim: "objectboom" $Explode Anim Radius: 3.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 8 $RFE Level1: "Computers" $Class Name: "Com_Scom01_Corpse" $V3D Filename: "Com_Scom01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Com_Scom_Memory01" $V3D Filename: "Com_Scom_Memory01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Com_Scom_Mem01_Corpse" $Material: "metal" $Life: 180 $Explode Anim: "objectboom" $Explode Anim Radius: 2.7 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 5 $RFE Level1: "Computers" $Class Name: "Com_Scom_Mem01_Corpse" $V3D Filename: "Com_Scom_Mem01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Com_CtrlPanel01" $V3D Filename: "Com_CtrlPanel01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Com_CtrlPanel01_Corpse" $Material: "metal" $Life: 290 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 4 $RFE Level1: "Computers" $Class Name: "Com_CtrlPanel01_Corpse" $V3D Filename: "Com_CtrlPanel01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "clean_comp" $V3D Filename: "clean_comp.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "cleancomp_corpse" $Material: "metal" $Life: 120 $Explode Anim: "objectboom" $Explode Anim Radius: 1.2 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 6 $RFE Level1: "Computers" $Class Name: "cleancomp_corpse" $V3D Filename: "cleancomp_corpse.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "clean_comp2" $V3D Filename: "cleancomp1.v3d" $Corpse Class Name: "cleancomp_corpse" $Material: "metal" $Life: 10 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "CentralComp_Slave01" $V3D Filename: "CentralComp_Slave01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "CentralComp_Slave01_corpse" $Material: "metal" $Life: 300 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 4 $RFE Level1: "Computers" $Class Name: "CentralComp_Slave01_corpse" $V3D Filename: "CentralComp_Slave01_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Wall_Computer01" $V3D Filename: "Wall_Computer01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Wall_Computer01_corpse" $Material: "metal" $Life: 300 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 4 $RFE Level1: "Computers" $Class Name: "Wall_Computer02" $V3D Filename: "wallcomputer1.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 4 $RFE Level1: "Computers" $Class Name: "Wall_Computer03" $V3D Filename: "wallcomputer2.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 4 $RFE Level1: "Computers" $Class Name: "Satellite Computer1" $V3D Filename: "satcomputer1.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Satellite Computer2" $V3D Filename: "satcomputer2.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Satellite Computer3" $V3D Filename: "satcomputer3.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Missile Console1" $V3D Filename: "missileconsole1.v3d" $Corpse Class Name: "missile1_corpse" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Missile Console2" $V3D Filename: "missileconsole2.v3d" $Corpse Class Name: "missile2_corpse" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Missile Console3" $V3D Filename: "missileconsole3.v3d" $Corpse Class Name: "missile3_corpse" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "missile1_corpse" $V3D Filename: "missile1_corpse.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "missile2_corpse" $V3D Filename: "missile2_corpse.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "missile3_corpse" $V3D Filename: "missile3_corpse.v3d" $Material: "metal" $Life: -1 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "DesktopPC_Monitor" $V3D Filename: "desktopPC_mon.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "glass" $Life: 80 $Explode Anim: "yellboom" $Explode Anim Radius: .5 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Computers" $Class Name: "DesktopPC_CPU" $V3D Filename: "desktopPC_CPU.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .5 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Computers" $Class Name: "DesktopPC_Keyboard" $V3D Filename: "desktopPC_key.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .4 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Computers" $Class Name: "Standalone Console1" $V3D Filename: "standalone1.v3d" $Material: "metal" $Life: 90 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Standalone Console2" $V3D Filename: "standalone2.v3d" $Material: "metal" $Life: 90 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Wall_Computer01_corpse" $V3D Filename: "Wall_Computer01_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "TechTube01" $V3D Filename: "TechTube01.v3d" $Corpse Class Name: "TechTube01_corpse" $Material: "metal" $Life: 400 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "TechTube01_corpse" $V3D Filename: "TechTube01_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Computers" $Class Name: "Disk" $V3D Filename: "Disk.v3d" $Material: "metal" $Life: -1 $Flags: ("can_carry") $RFE Level1: "Keys" // ------------------------------------------------ // Consoles // ------------------------------------------------ $Class Name: "Blulitetechno" $V3D Filename: "blulitetechno.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Blulitetechno_Corpse" $Material: "metal" $Life: 120 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .5 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Consoles" $Class Name: "Blulitetechno_Corpse" $V3D Filename: "blulitetechno_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Consoles" $Class Name: "Console_large01" $V3D Filename: "Console_Large01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Console_Large01_Corpse" $Material: "metal" $Life: 250 $Explode Anim: "objectboom" $Explode Anim Radius: 1.2 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 5 $RFE Level1: "Consoles" $Class Name: "Console_Large01_Corpse" $V3D Filename: "Console_Large01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Consoles" $Class Name: "Console_Small01" $V3D Filename: "Console_Small01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Console_Small01_Corpse" $Material: "metal" $Life: 200 $Explode Anim: "objectboom" $Explode Anim Radius: 1.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 1.9 $RFE Level1: "Consoles" $Class Name: "Console_Small01_Corpse" $V3D Filename: "Console_Small01_Corpse.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Consoles" $Class Name: "ControlPanel01" $V3D Filename: "ControlPanel01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "ControlPanel01_Corpse" $Material: "metal" $Life: 210 $Explode Anim: "objectboom" $Explode Anim Radius: 2 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Consoles" $Class Name: "ControlPanel01_Corpse" $V3D Filename: "ControlPanel01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Consoles" $Class Name: "Console_Thin01" $V3D Filename: "Console_Thin01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Console_Thin01_corpse" $Material: "metal" $Life: 200 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Flags: ("collide_object") $Debris Velocity: 6 $RFE Level1: "Consoles" $Class Name: "Console_Thin01_corpse" $V3D Filename: "Console_Thin01_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Consoles" // ------------------------------------------------ // Keys // ------------------------------------------------ $Class Name: "keycard_demoK000" $V3D Filename: "keycard_demoK000.VFX" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Keys" $Class Name: "keycard" $V3D Filename: "keycard.v3d" $Material: "metal" $Life: -1 $Flags: ("can_carry" "is_switch") $RFE Level1: "Keys" // ------------------------------------------------ // Machinery // ------------------------------------------------ $Class Name: "apclifter" $V3D Filename: "Apclifter.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "vending_machine" $V3D Filename: "vending_machine01.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Corpse Class Name: "vending_corpse" $Material: "metal" $Life: 250 $Explode Anim: "objectboom" $Explode Anim Radius: 1.5 $Flags: ("collide_object") $Debris Velocity: 3.5 $RFE Level1: "Machinery" $Class Name: "vending_corpse" $V3D Filename: "vending_machine_corpse.V3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "liquid_canister" $V3D Filename: "liquid_canister.V3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Corpse Class Name: "can_corpse" $Material: "metal" $Life: 250 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Flags: ("collide_object") $Debris Velocity: 3.5 $RFE Level1: "Machinery" $Class Name: "can_corpse" $V3D Filename: "can_corpse.V3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Valve Wheel" $V3D Filename: "valve.v3d" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Machinery" $Class Name: "AirCompressor01" $V3D Filename: "AirCompressor01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "AirCompressor01 Corpse" $Material: "metal" $Life: 300 $Explode Anim: "objectboom" $Explode Anim Radius: 1.2 $Flags: ("collide_object") $Debris Velocity: 4 $RFE Level1: "Machinery" $Class Name: "AirCompressor01 Corpse" $V3D Filename: "AirCompressor01_dam.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Com_BKgenerator01" $V3D Filename: "Com_BKgenerator01.V3D" $Corpse Class Name: "Com_BKgenerator01_corpse" $Material: "metal" $Life: 90 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Com_BKgenerator01_Corpse" $V3D Filename: "Com_BKgenerator01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Generator_Small01" $V3D Filename: "Generator_Small01.v3d" $Corpse Class Name: "Generator_Small01_Corpse" $Material: "metal" $Life: 350 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Generator_Small02" $V3D Filename: "Generator_Small02.v3d" $Corpse Class Name: "Generator_Small02_Corpse" $Material: "metal" $Life: 90 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Generator_Small01_Corpse" $V3D Filename: "Generator_Small01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Turbine01" $V3D Filename: "Turbine01.V3d" $Corpse Class Name: "Turbine01_Corpse" $Material: "metal" $Life: 600 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Turbine01_Corpse" $V3D Filename: "Turbine01_Corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Pump01" $V3D Filename: "Pump01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Pump01_corpse" $Material: "metal" $Life: 400 $Damage Type Factor: "explosive" 3.0 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Pump01_corpse" $V3D Filename: "Pump01_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "Pump02" $V3D Filename: "Pump02.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "Pump02_corpse" $Material: "metal" $Life: 450 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $Debris Velocity: 2.5 $RFE Level1: "Machinery" $Class Name: "Pump02_corpse" $V3D Filename: "Pump02_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "LavaTester01" $V3D Filename: "LavaTester01.v3d" $Corpse Class Name: "LavaTester01_corpse" $Material: "metal" $Life: 600 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Glare: "RedMini01_NoVolume" $Flags: ("collide_object") $RFE Level1: "Machinery" $Class Name: "LavaTester01_corpse" $V3D Filename: "LavaTester01_dbris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Machinery" // ------------------------------------------------ // Misc // ------------------------------------------------ $Class Name: "cablesdang1" $V3D Filename: "cables_dangling01.V3D" $Material: "solid" $Life: 19 $Flags: () $RFE Level1: "misc" $Class Name: "Shuttle Seat" $V3D Filename: "shuttleseat1.V3D" $Material: "solid" $Life: -1 $Flags: () $RFE Level1: "misc" $Class Name: "cablesdang2" $V3D Filename: "cables_dangling02.V3D" $Material: "solid" $Life: 19 $Flags: () $RFE Level1: "misc" $Class Name: "cablesdang3" $V3D Filename: "cables_dangling03.V3D" $Material: "solid" $Life: 19 $Flags: () $RFE Level1: "misc" $Class Name: "gas_can" $V3D Filename: "gas_can.V3D" $Material: "metal" $Life: 19 $Explode Anim: "oil drum explode" $Explode Anim Radius: 3.0 $Flags: ("collide_object") $RFE Level1: "misc" $Class Name: "phone" $V3D Filename: "phone.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 100 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .7 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "steelcan" $V3D Filename: "SteelTrashCan.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Tin Hit" $Material: "metal" $Life: 90 $Explode Anim: "Tin Hit Sound" $Explode Anim Radius: .1 $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Office Stuff" $Class Name: "nuke" $V3D Filename: "nuke.V3D" $Debris Filename: "" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "cart" $V3D Filename: "cart.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "Wood Break" $Material: "metal" $Life: 90 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Gun1" $V3D Filename: "gun1.V3D" $Debris Filename: "" $Material: "metal" $Life: 30 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Gun2" $V3D Filename: "gun2.V3D" $Debris Filename: "" $Material: "metal" $Life: 30 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Gun3" $V3D Filename: "gun3.V3D" $Debris Filename: "" $Material: "metal" $Life: 30 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "pot1" $V3D Filename: "pot1.V3D" $Debris Filename: "" $Material: "metal" $Life: 30 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "pingpong" $V3D Filename: "pingpongtbl.V3D" $Corpse Class Name: "pingpongcorpse" $Material: "wood" $Life: 300 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "pingpongcorpse" $V3D Filename: "pingpongtbl_corpse.V3D" $Material: "wood" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "pooltable" $V3D Filename: "pooltable.V3D" $Corpse Class Name: "pooltblcorpse" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "pooltblcorpse" $V3D Filename: "pooltable_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "coffeemaker" $V3D Filename: "coffeemaker.V3D" $Debris Filename: "coffeemaker_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Use Sound: "Use Coffee Maker" $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_object") $Use: "play_sound" +radius: 2.0 $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "Mars" $V3D Filename: "mars.vfx" $Material: "" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Mars2" $V3D Filename: "mars02.v3d" $Material: "" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "beerbottle01" $V3D Filename: "beerbottle01.V3D" $Debris Filename: "beerbottle01_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 10 $Explode Anim: "beerbottleboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "Soda Can1" $V3D Filename: "sodacan1.V3D" $Debris Filename: "beerbottle01_debris.v3d" $Debris Sound Set: "glass break" $Material: "metal" $Life: 10 $Explode Anim: "beerbottleboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "Soda Can2" $V3D Filename: "sodacan2.V3D" $Debris Filename: "beerbottle01_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 10 $Explode Anim: "beerbottleboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "bottle1" $V3D Filename: "bottle1.V3D" $Debris Filename: "beerbottle01_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 10 $Explode Anim: "beerbottleboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "coffee mug01" $V3D Filename: "mug1.V3D" $Debris Filename: "mug_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 1 $Explode Anim: "genericsmallboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "coffee mug02" $V3D Filename: "mug2.V3D" $Debris Filename: "mug_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 1 $Explode Anim: "genericsmallboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "Pillow1" $V3D Filename: "pillow1.V3D" $Material: "solid" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Books1" $V3D Filename: "books1.V3D" $Material: "solid" $Life: 1 $Use Sound: "Use Book" $Flags: ("collide_object") $Use: "play_sound" +radius: 2.0 $RFE Level1: "Misc" $Class Name: "Books2" $V3D Filename: "books2.V3D" $Material: "solid" $Life: 1 $Use Sound: "Use Book" $Flags: ("collide_object") $Use: "play_sound" +radius: 2.0 $RFE Level1: "Misc" $Class Name: "Bones" $V3D Filename: "bones1.V3D" $Material: "rock" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Cafeteria Tray" $V3D Filename: "cafetray1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Clipboard" $V3D Filename: "clipboard1.V3D" $Debris Filename: "clipboard_debris.v3d" $Material: "wood" $Life: 1 $Flags: ("collide_object" "can_carry") $RFE Level1: "Misc" $Class Name: "Robot Part1" $V3D Filename: "robotpart1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Robot Part2" $V3D Filename: "robotpart2.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Robot Part3" $V3D Filename: "robotpart3.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Robot Part4" $V3D Filename: "robotpart4.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Dice" $V3D Filename: "dice1.V3D" $Material: "solid" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Shower Head" $V3D Filename: "showerhead1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Luggage1" $V3D Filename: "luggage1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 400 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "Tin Hit Sound" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "Luggage2" $V3D Filename: "luggage2.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 400 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "Tin Hit Sound" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "Luggage3" $V3D Filename: "luggage3.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 400 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "Tin Hit Sound" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "Trash Can1" $V3D Filename: "trashcan1.V3D" $Debris Filename: "trash_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 300 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "Trash Can2" $V3D Filename: "trashcan2.V3D" $Debris Filename: "trash_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 300 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "pencil" $V3D Filename: "pencil1.V3D" $Material: "solid" $Life: 10 $Explode Anim: "beerbottleboom" $Flags: ("collide_object") $Debris Velocity: 2.0 $RFE Level1: "Misc" $Class Name: "Space Phone" $V3D Filename: "spacephone1.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object") $RFE Level1: "Misc" // $Skin: "Broken2" ("spacephone2.tga") // $Skin: "Broken3" ("spacephone3.tga") $Class Name: "Firehose" $V3D Filename: "Firehose.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 700 $Explode Anim: "yellboom_metal" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 3 $RFE Level1: "Misc" $Class Name: "Missile Console Glass" $V3D Filename: "missileglass1.V3D" $Material: "glass" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Missile Console Button" $V3D Filename: "missilebutton1.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Mop" $V3D Filename: "mop1.V3D" $Debris Filename: "mop_debris.v3d" $Material: "solid" $Life: 10 $Flags: () $RFE Level1: "Misc" $Class Name: "Bucket" $V3D Filename: "bucket1.V3D" $Debris Filename: "bucket_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "metal" $Life: 40 $Flags: ("collide_object") $Debris Velocity: 5 $RFE Level1: "Misc" $Class Name: "Cardboard Box" $V3D Filename: "cardboardbox1.V3D" $Debris Filename: "cardboard_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 80 $Explode Anim: "crateboom" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Misc" $Class Name: "Wall_Calendar1" $V3D Filename: "wallcal1.V3D" $Material: "solid" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Paper1" $V3D Filename: "paper1.V3D" $Material: "solid" $Life: 1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Paper2" $V3D Filename: "paper2.V3D" $Material: "solid" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Paper3" $V3D Filename: "paper3.V3D" $Material: "solid" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "DrillBit" $V3D Filename: "drillbit1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Watercooler" $V3D Filename: "watercooler1.V3D" $Debris Filename: "watercooler_debris.v3d" $Material: "glass" $Life: 210 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 2 $Use Sound: "Use Water Cooler" $Use: "play_sound" +radius: 2.0 $RFE Level1: "Misc" $Class Name: "Cooking Pan" $V3D Filename: "pan1.V3D" $Debris Filename: "pan_debris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Cart" $V3D Filename: "cart1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Cooking Pot" $V3D Filename: "pot1.V3D" $Debris Filename: "pot_debris.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Drone Robot Dead" $V3D Filename: "drone1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Vehicle Part 1" $V3D Filename: "vehiclepart1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Vehicle Part 2" $V3D Filename: "vehiclepart2.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Admin Robot Dead" $V3D Filename: "adminbot1.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Wall_Calendar2" $V3D Filename: "wallcal2.V3D" $Material: "solid" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Elevator Button" $V3D Filename: "elevatorbutton1.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Misc" $Class Name: "Elevator Button2" $V3D Filename: "elevatorbutton3.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Misc" $Class Name: "Elevator Indicator" $V3D Filename: "elevatorbutton2.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Tool1" $V3D Filename: "tools1.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Tool2" $V3D Filename: "tools2.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Tool3" $V3D Filename: "tools3.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Body Bag" $V3D Filename: "bodybag1.V3D" $Material: "flesh" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Bag of Chow" $V3D Filename: "bagofchow1.V3D" $Material: "flesh" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Escape Pod" $V3D Filename: "escapepod.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "BustedEscapePod" $V3D Filename: "BustedEscapePod.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Reeper Skeleton" $V3D Filename: "reeperskel1.V3D" $Material: "rock" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "Clock" $V3D Filename: "clock01.V3D" $Debris Filename: "clock01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "glass" $Life: 10 //$Sound: "Tick" $Explode Anim: "yellboom_metal" $Explode Anim Radius: .1 $Flags: ("collide_object" "is_clock") $Debris Velocity: .5 $RFE Level1: "Misc" $Class Name: "camerabase" $V3D Filename: "camerabase1.v3d" $Material: "metal" $Life: 50 $Flags: () $RFE Level1: "Misc" $Class Name: "driller_cam" $V3D Filename: "drillcam1.v3d" $Material: "metal" $Life: 40 $Damage Type Factor: "explosive" 0.0 $Explode Anim: "explosion 1" $Explode Anim Radius: 0.2 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Transport01_Tmp" $V3D Filename: "Torpedo01.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Misc" $Class Name: "riot_shield" $V3D Filename: "Weapon_RiotShield.v3d" $Material: "solid" $Life: 1250 $Flags: ("collide_object" "collide_weapon") $RFE Level1: "Misc" $Class Name: "Syringe" $V3D Filename: "syringe1.v3d" $Material: "metal" $Life: 50 $Flags: ("can_carry") $RFE Level1: "Misc" $Class Name: "Welding Torch" $V3D Filename: "welder1.v3d" $Material: "metal" $Life: 50 $Flags: ("can_carry") $RFE Level1: "Misc" $Class Name: "Syringe 2" $V3D Filename: "syringe2.v3d" $Material: "metal" $Life: 50 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "Scissors" $V3D Filename: "scissors1.v3d" $Material: "metal" $Life: 50 $Flags: ("collide_object") $RFE Level1: "Misc" $Class Name: "firehose" $V3D Filename: "firehose.V3D" $Material: "solid" $Life: 60 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "misc" $Class Name: "fake sub" $V3D Filename: "fake_sub01.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "misc" // ------------------------------------------------ // Office Stuff // ------------------------------------------------ $Class Name: "inout_box" $V3D Filename: "inout_box.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Flags: ("collide_object") $RFE Level1: "Office Stuff" $Class Name: "officelamp" $V3D Filename: "officelamp.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 20 $Glare: "officelampglare" $Flags: ("collide_object") $RFE Level1: "Office Stuff" $Class Name: "Waste Basket" $V3D Filename: "wastebasket1.V3D" $Debris Filename: "wastebasket1.V3D" $Debris Sound Set: "Tin Hit" $Material: "metal" $Life: 10 $Explode Anim: "Tin Hit Sound" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 6 $RFE Level1: "Office Stuff" $Class Name: "Office Picture1" $V3D Filename: "portrait1.V3D" $Debris Filename: "portrait_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 10 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "Office Picture2" $V3D Filename: "portrait2.V3D" $Debris Filename: "portrait_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 10 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "Ashtray1" $V3D Filename: "ashtray1.V3D" $Debris Filename: "ashtray_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 10 $Flags: ("collide_object") $RFE Level1: "Office Stuff" $Class Name: "Mini Fridge" $V3D Filename: "minifridge1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Corpse Class Name: "minifridge_corpse" $Material: "metal" $Life: 200 $Explode Anim: "yellboom" $Explode Anim Radius: .3 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "minifridge_corpse" $V3D Filename: "minifridge_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Office Stuff" $Class Name: "Microwave" $V3D Filename: "microwave1.V3D" $Debris Filename: "microwave_debris.V3D" $Material: "metal" $Life: 145 $Use Sound: "Use Microwave" $Explode Anim: "yellboom_metal" $Explode Anim Radius: .5 $Flags: ("collide_object") $Use: "play_sound" +radius: 2.0 $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "Plate1" $V3D Filename: "plate1.V3D" $Material: "solid" $Life: 10 $Flags: ("collide_object") $RFE Level1: "Office Stuff" $Class Name: "Coffee Machine" $V3D Filename: "coffeemachine1.V3D" $Material: "metal" $Life: 25 $Use Sound: "Use Coffee Maker" $Flags: ("collide_object") $Use: "play_sound" +radius: 2.0 $RFE Level1: "Office Stuff" $Class Name: "Name Plate1" $V3D Filename: "nameplate1.V3D" $Debris Filename: "mug_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 10 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "Name Plate2" $V3D Filename: "nameplate2.V3D" $Debris Filename: "mug_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 10 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "Name Plate3" $V3D Filename: "nameplate3.V3D" $Debris Filename: "mug_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 10 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Office Stuff" $Class Name: "Water Fountain" $V3D Filename: "waterfountain1.V3D" $Debris Filename: "waterfount_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 190 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .6 $Flags: ("collide_object") $RFE Level1: "Office Stuff" // ------------------------------------------------ // Screens // ------------------------------------------------ $Class Name: "screenhen7" $V3D Filename: "screenhenbig3.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "screenhen6" $V3D Filename: "screenhenbig2.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "screenhen5" $V3D Filename: "screenhenbig1.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "screenhen4" $V3D Filename: "screen_hensmall4.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "screenhen3" $V3D Filename: "screen_hensmall3.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "screenhen2" $V3D Filename: "screen_hen2.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "screenhen1" $V3D Filename: "screen_hen1.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "medscreen01" $V3D Filename: "medtv01.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.5 $RFE Level1: "Screens" $Class Name: "Mirror01" $V3D Filename: "mirror01.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Screen Width: 128 $Screen Height: 128 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "screen1" $V3D Filename: "screen1.v3d" $Material: "metal" $Life: 50 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $RFE Level1: "Misc" $Class Name: "smallscreen" $V3D Filename: "smallscreen01.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "medscreen02" $V3D Filename: "medtv02.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "Screen01" $V3D Filename: "redglobescreen.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "Screen02" $V3D Filename: "blugridscreen01.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "Screen03" $V3D Filename: "monitor01.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Screen Width: 128 $Screen Height: 128 $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "Screen04" $V3D Filename: "monitor02.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "Screen05" $V3D Filename: "monitor03.V3D" $Debris Filename: "screen_debris.v3d" $Debris Sound Set: "glass break" $Material: "glass" $Life: 30 $Explode Anim: "screenboom" $Explode Anim Radius: 0.5 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Class Name: "CommScreen" $V3D Filename: "CommScreen.V3D" $Debris Filename: "screen_debris.v3d" $Material: "glass" $Life: 30 $Explode Anim: "yellboom" $Explode Anim Radius: 1 $Flags: ("is_screen" "collide_object") $Use: "monitor" +radius: 2.5 $Debris Velocity: 1 $RFE Level1: "Screens" $Skin: "Static01" ("ComScreen01.tga") $Skin: "Static02" ("ComScreen02.tga") $Skin: "Animated01" ("ComAnim01.vbm") $Skin: "Animated01" ("ComAnim02.vbm") // ------------------------------------------------ // Structural // ------------------------------------------------ $Class Name: "lightsupport" $V3D Filename: "hanginglitesupport.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: -1 $Explode Anim: "gatsmoke" $Flags: ("has_alpha" "collide_object") $Debris Velocity: 1 $RFE Level1: "Structural" $Class Name: "grate" $V3D Filename: "grate.V3D" $Debris Filename: "grate_debris.v3d" $Material: "metal" $Life: 30 $Explode Anim: "grate break" $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Structural" $Class Name: "Duct Grate Cover" $V3D Filename: "grateduct1.V3D" $Material: "metal" $Life: 30 $Explode Anim: "grate break" $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Structural" $Class Name: "stationglass" $V3D Filename: "sstat_glass.v3d" $Debris Filename: "sstat_glass_debris.v3d" $Material: "glass" $Life: 10 $Explode Anim: "Glassboom" $Flags: ("collide_object") $RFE Level1: "Structural" $Class Name: "I-Beam" $V3D Filename: "I-Beam01.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Structural" $Class Name: "girder_01" $V3D Filename: "girder_01.v3d" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Structural" $Class Name: "fence" $V3D Filename: "fence.V3D" $Material: "metal" $Life: 40 $Flags: () $RFE Level1: "Structural" $Class Name: "pylon01" $V3D Filename: "pylon01.v3d" $Corpse Class Name: "pylon01 corpse" $Material: "rock" $Life: 100 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Structural" $Class Name: "pylon01 corpse" $V3D Filename: "pylon01_corpse.v3d" $Emitter: "pylon smoke" $Emitter Life: 10.0 $Material: "rock" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Structural" // ------------------------------------------------ // Tools // ------------------------------------------------ $Class Name: "weldingequip" $V3D Filename: "weldingequip1.V3D" $Material: "metal" $Life: 100 $Damage Type Factor: "bash" 0.0 $Explode Anim: "objectboom3" $Explode Anim Radius: 3 $Flags: ("collide_object") $RFE Level1: "Tools" $Class Name: "bigtoolbox" $V3D Filename: "bigtoolbox.V3D" $Debris Filename: "genericlight01_debris.V3D" $Corpse Class Name: "bigtoolcorpse" $Material: "metal" $Life: 180 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Explode Anim: "Grate Break" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 2.3 $RFE Level1: "Tools" $Class Name: "bigtoolcorpse" $V3D Filename: "bigtoolbox_corpse.V3D" $Emitter: "bigtoolbox" $Emitter Life: 10.0 $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Tools" $Class Name: "Miner Tool 1" $V3D Filename: "minertool1.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object" "can_carry") $RFE Level1: "Tools" $Class Name: "Miner Tool 1 Destroy" $V3D Filename: "minertool1destroy.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object") $RFE Level1: "Tools" $Class Name: "Miner Tool 2" $V3D Filename: "minertool2.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object" "can_carry") $RFE Level1: "Tools" $Class Name: "Miner Tool 2 Destroy" $V3D Filename: "minertool2destroy.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object") $RFE Level1: "Tools" $Class Name: "Miner Tool 3" $V3D Filename: "minertool3.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object" "can_carry") $RFE Level1: "Tools" $Class Name: "Miner Tool 3 Destroy" $V3D Filename: "minertool3destroy.V3D" $Material: "metal" $Life: 40 $Flags: ("collide_object") $RFE Level1: "Tools" $Class Name: "Fire Extinguisher" $V3D Filename: "firextinguisher1.V3D" $Debris Filename: "firext_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 80 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .4 $Flags: ("collide_object" "can_carry") $RFE Level1: "Tools" // ------------------------------------------------ // Natural // ------------------------------------------------ // ------------------------------------------------ // Natural -> Plants // ------------------------------------------------ $Class Name: "largevine02" $V3D Filename: "largevine02.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "largevines" $V3D Filename: "largevines.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "danglingplant1" $V3D Filename: "veg_dangling1.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "danglingplant2" $V3D Filename: "veg_dangling2.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "danglingplant3" $V3D Filename: "veg_dangling3.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "danglingplant4" $V3D Filename: "veg_dangling4.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "danglingplant5" $V3D Filename: "veg_dangling5.V3D" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "marsblob" $V3D Filename: "veg_marsblob.V3D" $Material: "flesh" $Life: 20 $Explode Anim: "marsblobdeath" $Explode Anim Radius: 1 $Flags: ("has_alpha" "collide_object") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "waterplant01" $V3D Filename: "waterplants01.VFX" $Material: "flesh" $Life: 20 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Grass 1" $V3D Filename: "grass_v02.V3D" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Veg_FernLeaf01" $V3D Filename: "Veg_FernLeaf01.V3D" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Veg_Plant01" $V3D Filename: "Veg_Plant01.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Veg_Plant02" $V3D Filename: "Veg_Plant02.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Potted Plant01" $V3D Filename: "pottedplant01.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 80 $Explode Anim: "Glass Explode_B" $Explode Anim Radius: 1 $Flags: ("has_alpha" "collide_object") $Debris Velocity: 3.6 $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Potted Plant02" $V3D Filename: "pottedplant02.v3d" $Debris Filename: "pottedplant02_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 80 $Explode Anim: "Glass Explode_B" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 3.6 $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Potted Plant03" $V3D Filename: "pottedplant03.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 80 $Explode Anim: "Glass Explode_B" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.6 $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Potted Plant04" $V3D Filename: "pottedplant04.v3d" $Debris Filename: "pottedplant04_debris.v3d" $Debris Sound Set: "small debris bounce" $Material: "rock" $Life: 80 $Explode Anim: "Glass Explode_B" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.6 $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Veg_Bush01" $V3D Filename: "Veg_Bush01.V3D" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Veg_Bush02" $V3D Filename: "Veg_Bush02.V3D" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Veg_Tree01" $V3D Filename: "Veg_Tree01.V3D" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Tall Tree" $V3D Filename: "talltree1.V3D" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Vines" $V3D Filename: "vines01.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Vines Brown" $V3D Filename: "vines01_v1.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Vines Blue" $V3D Filename: "vines01_v2.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Vines02" $V3D Filename: "vines02.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Vines02 Brown" $V3D Filename: "vines02_v1.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" $Class Name: "Vines02 Blue" $V3D Filename: "vines02_v2.v3d" $Material: "flesh" $Life: -1 $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Plants" // ------------------------------------------------ // Natural - Rocks // ------------------------------------------------ $Class Name: "Shard 1" $V3D Filename: "shard00.v3d" $Material: "rock" $Life: 4 $Explode Anim: "rock crumble" $Explode Anim Radius: 0.5 $Flags: () $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Shard 2" $V3D Filename: "shard01.v3d" $Material: "rock" $Life: 4 $Explode Anim: "rock crumble" $Explode Anim Radius: 1 $Flags: ("collectable") $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Shard 3" $V3D Filename: "shard02.v3d" $Material: "rock" $Life: 4 $Explode Anim: "rock crumble" $Explode Anim Radius: 1.5 $Flags: ("collectable") $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Shard 4" $V3D Filename: "shard03.v3d" $Material: "rock" $Life: 4 $Explode Anim: "rock crumble" $Explode Anim Radius: 2 $Flags: () $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Shard 5" $V3D Filename: "shard04.v3d" $Material: "rock" $Life: 4 $Explode Anim: "rock crumble" $Explode Anim Radius: 2.5 $Flags: () $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Shard 6" $V3D Filename: "shard05.v3d" $Material: "rock" $Life: 40 $Explode Anim: "rock crumble" $Explode Anim Radius: 3 $Flags: () $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Cement Chunk Burnt" $V3D Filename: "cemshardburnt.v3d" $Material: "rock" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Small Cement Chunk" $V3D Filename: "cemshardsml.v3d" $Material: "rock" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Rocks" $Class Name: "Hard Cement Chunk" $V3D Filename: "cemshardrok.v3d" $Material: "rock" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Rocks" // ------------------------------------------------ // Natural -> Water // ------------------------------------------------ $Class Name: "fountain" $V3D Filename: "Ultor_fountain.VFX" $Material: "water" $Life: -1 $Explode Anim: "icicleboom" $Flags: ("has_alpha") $RFE Level1: "Natural" $RFE Level2: "Water" $Class Name: "icicle1" $V3D Filename: "icicle01.V3D" $Material: "glass" $Life: 10 $Explode Anim: "icicleboom" $Explode Anim Radius: 1.0 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Water" $Class Name: "icicle2" $V3D Filename: "icicle02.V3D" $Material: "glass" $Life: 10 $Explode Anim: "icicleboom" $Explode Anim Radius: 1.0 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Water" $Class Name: "icicle3" $V3D Filename: "icicle03.V3D" $Material: "glass" $Life: 10 $Explode Anim: "icicleboom" $Explode Anim Radius: 1.0 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Water" $Class Name: "icicle4" $V3D Filename: "icicle04.V3D" $Material: "glass" $Life: 10 $Explode Anim: "icicleboom" $Explode Anim Radius: 1.0 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Water" $Class Name: "icicle5" $V3D Filename: "icicle05.V3D" $Material: "glass" $Life: 10 $Explode Anim: "icicleboom" $Explode Anim Radius: 1.0 $Flags: ("collide_object") $RFE Level1: "Natural" $RFE Level2: "Water" // ------------------------------------------------ // Storage // ------------------------------------------------ $Class Name: "nano_canister" $V3D Filename: "nanotech.v3d" $Debris Filename: "plastic_crate01_debris.v3d" $Material: "solid" $Life: 180 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .7 $Flags: ("collide_object" "is_switch") $Debris Velocity: 2 $RFE Level1: "Storage" $Class Name: "Square Plastic Crate" $V3D Filename: "plastic_crate01.V3D" $Debris Filename: "plastic_crate01_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 150 $Explode Anim: "crateboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Storage" $Class Name: "Long Plastic Crate" $V3D Filename: "plastic_crate02.V3D" $Debris Filename: "plastic_crate01_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 150 $Explode Anim: "crateboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1.6 $RFE Level1: "Storage" $Class Name: "Ultor Crate Small" $V3D Filename: "crate.v3d" $Debris Filename: "crate_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 190 $Explode Anim: "crateboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Storage" $Class Name: "Ultor Crate Yellow" $V3D Filename: "crate.v3d" $Debris Filename: "crate_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 150 $Explode Anim: "crateboom" $Explode Anim Radius: 1 $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Storage" $Class Name: "Ultor Barrel Yellow" $V3D Filename: "barrel.v3d" $Debris Filename: "barrel_debris.v3d" $Debris Sound Set: "large debris bounce" $Material: "solid" $Life: 200 $Explode Anim: "crateboom" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 1.9 $RFE Level1: "Storage" $Class Name: "Oil Drum" $V3D Filename: "OilDrum01.v3d" $Debris Filename: "oildrum01_debris.v3d" $Material: "metal" $Life: 19 $Explode Anim: "oil drum explode" $Explode Anim Radius: 3.0 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Oil Drum Fire" $V3D Filename: "oildrumflamer.v3d" $Emitter: "barrelfire" $Emitter: "barrelfire" $Emitter: "barrelfire" $Emitter: "barrelfire" $Emitter: "barrelsmoke" $Material: "metal" $Life: 19 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Sound: "Burning" $Explode Anim: "oil drum explode" $Explode Anim Radius: 3.0 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Icy OilDrum" $V3D Filename: "icyoildrum.V3D" $Material: "metal" $Life: 19 $Explode Anim: "oil drum explode" $Explode Anim Radius: 3.0 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Pallet" $V3D Filename: "Pallet.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Cable Spool" $V3D Filename: "CableSpool.v3d" $Debris Filename: "spool_debris.V3D" $Material: "metal" $Life: -1 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Explode Anim: "objectboom" $Explode Anim Radius: 2.0 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Fuel Tank" $V3D Filename: "FuelTank.v3d" $Debris Filename: "genericbigdebris.V3D" $Corpse Class Name: "Fuel Tank Corpse" $Material: "metal" $Life: 125 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Explode Anim: "objectboom2" $Explode Anim Radius: 6 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Fuel Tank Corpse" $V3D Filename: "FuelTank_corpse.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Lockers" $V3D Filename: "Lockers.v3d" $Corpse Class Name: "Lockers Corpse" $Material: "metal" $Life: 125 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Lockers Corpse" $V3D Filename: "locker_corpse.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Turret Barricade" $V3D Filename: "turret_barracade.v3d" $Material: "rock" $Life: -1 $Flags: () $RFE Level1: "Storage" $Class Name: "Metal Debris 1" $V3D Filename: "flatmtl02.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Storage" $Class Name: "Metal Debris 2" $V3D Filename: "flatmtlshrapnel02.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Storage" // ------------------------------------------------ // Medical Equipment // ------------------------------------------------ $Class Name: "cryotube" $V3D Filename: "cryotube.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "cryotube_corpse" $Material: "metal" $Life: 160 $Explode Anim: "yellboom_metal" $Explode Anim Radius: .9 $Flags: ("collide_object") $Debris Velocity: 6 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $RFE Level1: "Medical Equipment" $Class Name: "cryotube_corpse" $V3D Filename: "cryotube_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "mutant_patient" $V3D Filename: "mutant_patient.V3D" $Debris Filename: "" $Material: "flesh" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "IV" $V3D Filename: "IV.V3D" $Debris Filename: "iv_debris.v3d" $Material: "metal" $Life: 120 $Explode Anim: "Glass Explode_B" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 1 $RFE Level1: "Medical Equipment" $Class Name: "Vat1" $V3D Filename: "Vat1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Material: "metal" $Life: 10 $Flags: ("collide_object" "is_switch") $RFE Level1: "Medical Equipment" $Class Name: "surgical_light" $V3D Filename: "surgical_light.v3d" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 160 $Explode Anim: "yellboom_metal" $Explode Anim Radius: 0.8 $Glare: "surgical_light" $Flags: ("collide_object") $Debris Velocity: 2 $RFE Level1: "Medical Equipment" $Class Name: "surgical_corpse" $V3D Filename: "surgical_corpse.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Med Desk" $V3D Filename: "meddesk1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Doctor Tool1" $V3D Filename: "doctools1.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Medical Equipment" $Class Name: "Doctor Tool2" $V3D Filename: "doctools2.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Medical Equipment" $Class Name: "medical_cabinet" $V3D Filename: "medical_cabinet.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "work_table" $V3D Filename: "work_table.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Doctor Tool3" $V3D Filename: "doctools3.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Medical Equipment" $Class Name: "Doctor Tray" $V3D Filename: "doctray1.V3D" $Debris Filename: "doctray1.V3D" $Debris Sound Set: "Tin Hit" $Material: "metal" $Life: -1 $Explode Anim: "Tin Hit Sound" $Explode Anim Radius: .4 $Flags: ("collide_object") $Debris Velocity: 3.7 $RFE Level1: "Medical Equipment" $Class Name: "Operating Table" $V3D Filename: "opertable1.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Operating Table2" $V3D Filename: "opertable2.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Operating patient2" $V3D Filename: "optable2_patient.V3D" $Material: "flesh" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Operation Patient" $V3D Filename: "op_patient.V3D" $Material: "flesh" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Medical Cabinet1" $V3D Filename: "medcase1.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "medcase1_corpse" $Material: "metal" $Life: 150 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $Debris Velocity: 6 $RFE Level1: "Medical Equipment" $Class Name: "Medical Cabinet2" $V3D Filename: "medcase2.V3D" $Debris Filename: "genericlight01_debris.V3D" $Debris Sound Set: "large debris bounce" $Corpse Class Name: "medcase2_corpse" $Material: "metal" $Life: 150 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "energy" 0.0 $Flags: ("collide_object") $Debris Velocity: 6 $RFE Level1: "Medical Equipment" $Class Name: "medcase1_corpse" $V3D Filename: "medcase1_corp.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "medcase2_corpse" $V3D Filename: "medcase2_corp.V3D" $Material: "metal" $Life: -1 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Medical Monitor" $V3D Filename: "medmonitor1.V3D" $Debris Filename: "screen_debris.V3D" $Debris Sound Set: "small debris bounce" $Material: "metal" $Life: 120 $Explode Anim: "yellboom" $Explode Anim Radius: .4 $Flags: ("collide_object") $RFE Level1: "Medical Equipment" $Class Name: "Medical Hologram1" $V3D Filename: "hologram1.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Medical Equipment" $Class Name: "Medical Hologram2" $V3D Filename: "hologram2.V3D" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Medical Equipment" // ------------------------------------------------ // Switches // ------------------------------------------------ $Class Name: "hitechswitch2" $V3D Filename: "hitechswitch2.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("elevatorbutton1.tga") $Skin: "On" ("elevatorbutton2.tga") $Class Name: "hitechswitch1" $V3D Filename: "hitechswitch1.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("hitech2prtswitch_off.tga") $Skin: "On" ("hitech2prtswitch_on.tga") $Class Name: "Console Button01" $V3D Filename: "consolebutton1.v3d" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("consolebutton1.tga") $Skin: "On" ("consolebutton1A.tga") $Class Name: "Console Button02" $V3D Filename: "consolebutton2.v3d" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("consolebutton2.tga") $Skin: "On" ("consolebutton2A.tga") $Class Name: "switchyellow1" $V3D Filename: "switchyellow1.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("switchyellow1_off.tga") $Skin: "On" ("switchyellow1_on.tga") $Class Name: "switchblu2" $V3D Filename: "switchblu2.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("switchblu2_off.tga") $Skin: "On" ("switchblu2_on.tga") $Class Name: "switchblu1" $V3D Filename: "switchblu1.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("switchblu1_off.tga") $Skin: "On" ("switchblu1_on.tga") $Class Name: "mushbutton" $V3D Filename: "mushbutton.V3D" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Class Name: "AirlockSwitch" $V3D Filename: "AirlockSwitch.v3d" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("AirSwitch_Front.tga" "AirSwitch_Off.tga") $Skin: "On" ("AirSwitch_Front.tga" "AirSwitch_On.tga") $Class Name: "2PartSwitch" $V3D Filename: "2PartSwitch.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object" "is_switch") $RFE Level1: "Switches" $Skin: "Off" ("2partswitch_Back.tga" "2partswitch_Off.tga" "2partswitch_Sides.tga") $Skin: "On" ("2partswitch_Back.tga" "2partswitch_On.tga" "2partswitch_Sides.tga") $Class Name: "2PartSwitch02" $V3D Filename: "2PartSwitch02.v3d" $Material: "metal" $Life: -1 $Flags: ("collide_object" "is_switch") $RFE Level1: "Switches" $Skin: "Off" ("2pt_Switch02_Off.tga") $Skin: "On" ("2pt_Switch02_On.tga") $Class Name: "ElevatorSwitch" $V3D Filename: "Elev_Switch.v3d" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("elevbutton_off.tga") $Skin: "Up" ("elevbutton_up.tga") $Skin: "Down" ("elevbutton_down.tga") $Class Name: "ElevatorSwitch2" $V3D Filename: "Elev_Switch.v3d" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Skin: "Off" ("elevbutt02_on.tga") $Skin: "On" ("elevbutt02_off.tga") $Class Name: "LightSwitch01" $V3D Filename: "LightSwitch01.VFX" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Class Name: "LightSwitch_Off" $V3D Filename: "LightSwitch_Standin_Off.VFX" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" $Class Name: "LightSwitch_On" $V3D Filename: "LightSwitch_Standin_on.VFX" $Material: "metal" $Life: -1 $Flags: ("is_switch") $RFE Level1: "Switches" // ------------------------------------------------ // Weapons // ------------------------------------------------ $Class Name: "turret_base" $V3D Filename: "sturret_body.v3d" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Weapons" $Class Name: "turret_base_plain" $V3D Filename: "sturret_body_plain.v3d" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Weapons" $Class Name: "turret_head_damaged" $V3D Filename: "sentry_turret01_dam.v3d" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Weapons" // ------------------------------------------------ // Cutscenes // ------------------------------------------------ $Class Name: "Cutscene06_fx" $V3D Filename: "Cutscene06_fx.vfx" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Cutscenes" $Class Name: "Cutscene07_fx" $V3D Filename: "Cutscene07_fx.vfx" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Cutscenes" $Class Name: "Cutscene07A_fx" $V3D Filename: "Cutscene07A_fx.vfx" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Cutscenes" $Class Name: "Cutscene07B_fx" $V3D Filename: "Cutscene07B_fx.vfx" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Cutscenes" $Class Name: "Cutscene08_fx" $V3D Filename: "Cutscene08_fx.vfx" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Cutscenes" $Class Name: "Cutscene09_fx" $V3D Filename: "Cutscene09_fx.vfx" $Material: "metal" $Life: -1 $Flags: () $RFE Level1: "Cutscenes" #End#English Volition, Inc. PC Team Jeff Farris Matt Boynton Brian Keron Dave Baranec John Slagel Mark Lewis Brad Johnson Jasen Whiteside James Tsai Adam Pletcher Tim Schroeder Josh Nizzi Chris Helvig Mike Rubin Pete Panaia Eric Arnold Dan Wentz With Andrew Wu Joel Hunter Matt Kresge Alex Velazquez Geoff Smith Jiovanie Velazquez PC Testers Alvan Monje Daniel Behrns Lorcan Murphy Doug Nelson Rick Coates Suzanne Zelle Mark Shapiro Macintosh Team Andrew Wu Mark Allender Original PS2 Team Lead Designer Alan Lawrance Lead Programmer John Slagel Lead Artist Frank Capezzuto III Lead Level Designer Matt Boynton Programmers Alan Lawrance Chris Helvig Tim Schroeder Jeff Farris Joel Hunter Mike Rubin Artists Josh Nizzi Geoff Smith Alex Velazquez Matt Kresge Nathan Camarillo Level Designers Jasen Whiteside Brad Johnson Mark Lewis Nathan Camarillo Animators Tim Borrelli Pete Panaia Jason Shum Josh Nizzi Writers Mike Breault with Jason Scott Maureen Tan Level Scripting James Agay Mike Breault Rob Loftus Composer/Sound Designer Dan Wentz with Wally Shaw Additional Design Mike Breault and The Red Faction Team Additional Programming Dave Baranec Brian Keron Mike Kulas Additional Art Adam Pletcher Peter Han Matt Flegel Assistant Producer James Tsai Executive Producer Mike Kulas Vice President of Product Development Philip Holt QA Test Lead Alvan Monje QA Testers Mark Shapiro Suzanne Zelle Daniel Behrns Lorcan Murphy Doug Nelson Rick Coates Brian Davis Web Designers/Programmers Nathan Camarillo Todd Miller Network Administrator Mark Muller Technical Support Rory Prendergast Office Manager Ginny Gee Receptionists Kris Moskwa Sandy Fretty Barber cowboy tim Voice Recording in Chicago at EKO Media Design Recording Engineer Walter Shaw Voice Actors Dale Inghram......Parker Loredo Shepard....Hendrix Sue Messing.......Eos Ilyssa Fradin.....Colonel Masako Brad Armacost.....Dr. Capek Joel Cory.........Orion/Instructor Deb Doetzer.......PA Announcer Kurt Naebig.......Medic B. J. Jones.......Gryphon Jeff Lupetin......Technician/Scientist Stan Adams........Miner Tim Dadabo........Commander/Elite Guard Donna Jay Fulks...Admin/Nurse Jim McCance.......Admin/Doctor Derrick Procell...Guard/Riot Guard Laura Russell.....Miner Pete Stacker......Mercenary Special Thanks Heiko Herrmann Voices Unlimited Stewart Talent Daryle Albert at Creative Associates, LLC Scott Blinn David Gulisano Jacob Thompson Rob Wentz David Slagel Erick Burtness Carl Crusius Chris Malone Rob Montague David Westermann Robert Womack Outrage Entertainment The Summoner Team THQ Vice President of Product Development Michael Rubinelli Senior Producer Jim Boone Producer Rob Loftus Associate Producer Greg Donovan Director of Quality Assurance Jeremy S. Barnes Lead Testers Julian Brummitt Ron Hodge Testers Stephen "Yoshi" Florida Brian McElroy Alex Plachowski Jason Tani Ryan Winterholler Product Development Executive Assistant Shannon Gamboa Vice President of Marketing Peter Dille Group Marketing Manager Craig Rechenmacher Product Manager Laura Naviaux Marketing Coordinator Devin Knudsen Public Relations Director Liz Pieri Media Relations Manager Reilly Brennan Director of Creative Services Howard Libeskind Associate Manager of Creative Services Kirk Somdal Sounds included in the musical pieces of this game include samples from the following libraries: the Percussive Adventures Sound Library, produced by Christopher Page for East West Communications, Inc. Advanced Orchestra Library produced by Peter Siedlaczek. Symphony of Voice produced by Spectrasonics. Dedications: To Alia for her boundless love and support. - Jeff Farris Thanks to Chelle for putting up with me and for making sushi. - Matt Boynton To Dad. To Brian Kernighan and Dennis Ritchie. - Brian Keron To Tom Roenspies, for showing me there was more to life than just sitting through class. Rest in peace, friend. - James Tsai To my parents and to Megan, for all of their support. - Chris Helvig To the team, for their support and dedication. - Dan Wentz To my family and friends for all of their support. - Mark Lewis To my girls, because they love me. - Jasen Whiteside To Andy, for not being taller than me....yet. :) - Dave Baranec To my family, with love. - Alvan Monje To my family and everyone here at Volition for giving me a chance to do what I love. - Eric Arnold #End #French Insert French credits here. #End #German Insert German credits here. #End// // Table to handle various and sundry effects-related stuff // // // --------------------------------------------------- // Glares and Light Coronas. Parsed in glare.cpp. // --------------------------------------------------- // *** Some field explanation here *** // // $Name: "TestGlare01" // unique name for the glare // $Light Color: {255, 255, 128} // color of the light, used for screen glows. {0,0,0} disables screen flashing (washing out) // $Corona Bitmap: "LightCorona01.tga" // bitmap to use for the corona // $Cone Angle: 90.0 // glare visibility cone. this is full angle. 360 degrees for all angle visibility. // $Intensity: 1.0 // brightness. higher means corona is drawn full alpha more often // $Radius Distance Factor: 0.6 // how fast the corona gets bigger as you get further from it. follows a sqrt(), in case you were wondering // $Radius Scale Factor: 0.8 // scales how large the corona is overall. // $Diminish Distance: -0.05 // distance at which the corona is no longer visible. negative means always visible, more negative means less shrinking with closeness // // $Volumetric Bitmap: "LightBeam01.tga" // volumetric bitmap, visible outside visibility cone // $Volumetric Height: 0.6 // how high/wide the volumetric bitmap should be in world units // $Volumetric Length: 2.4 // how long the volumetric bitmap should be in world units // // $Reflection Bitmap: "LightCorona02.tga" // the bitmap that will get displayed as the reflection of this corona in a mirrored floor // NOTES: 1) You do not have to have both a corona and a volumetric bitmap, you may have one or the other singly. // 2) If you do not specify a reflection bitmap, the code will not attempt to render a reflection for that glare // 3) FOR GLARES USED AS A MUZZLE FLASH ONLY: // - Cone angle is valid both forward and reverse. This means you will see the Corona Bitmap from behind the gun as well. // - Radius Distance Factor and Diminish Distance are ignored (but must still be in the table) // - Radius Scale Factor is the radius of the corona in WORLD units (ie meters). It is not scaled. // - Light Color is also ignored, since we dont flash the screen with these. // #Glares $Name: "lanternglow" $Light Color: {255, 255, 255} $Corona Bitmap: "LightCorona05.tga" $Cone Angle: 105.0 $Intensity: .04 $Radius Distance Factor: 0.6 $Radius Scale Factor: 1.0 $Diminish Distance: -0.05 $Name: "whitelightcorona" $Light Color: {180, 180, 220} $Corona Bitmap: "flourescentglow.tga" $Cone Angle: 180 $Intensity: .2 $Radius Distance Factor: 0.5 $Radius Scale Factor: 1 $Diminish Distance: -0.05 $Name: "officelampglare" $Light Color: {255, 255, 128} $Corona Bitmap: "Light_BlueGlo01_Dim.tga" $Cone Angle: 90.0 $Intensity: 0.02 $Radius Distance Factor: 0.2 $Radius Scale Factor: 1.5 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam03.tga" $Volumetric Height: 2.5 $Volumetric Length: 1 $Name: "glowstickglare" $Light Color: {0, 182, 255} $Corona Bitmap: "Light_BrownGlo01.tga" $Cone Angle: 180 $Intensity: 0.02 $Radius Distance Factor: 0.5 $Radius Scale Factor: 1.0 $Diminish Distance: -0.05 $Name: "Sub Headlamp" $Light Color: {0, 182, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 105.0 $Intensity: 1.0 $Radius Distance Factor: 0.4 $Radius Scale Factor: 0.6 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 0.6 $Volumetric Length: 3.4 $Reflection Bitmap: "LightCorona04.tga" $Name: "Glock Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash01.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.3 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_side01.tga" $Volumetric Height: 1.0 $Volumetric Length: 1.0 $Name: "Shotgun Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash08.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.4 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideSHTGN.tga" $Volumetric Height: 1.0 $Volumetric Length: 1.0 $Name: "Sniper Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash02.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.6 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideSNPR.tga" $Volumetric Height: 1.0 $Volumetric Length: 1.0 $Name: "Assault Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash04.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.5 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideASSLT.tga" $Volumetric Height: .8 $Volumetric Length: .8 $Name: "MachinePistol01 Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash05.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.3 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideMCHNPIS01.tga" $Volumetric Height: .6 $Volumetric Length: .4 $Name: "MachinePistol02 Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash06.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.3 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideMCHNPIS02.tga" $Volumetric Height: .5 $Volumetric Length: .4 $Name: "HeavyMachineGun Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash07.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.4 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideHVYMCHN.tga" $Volumetric Height: .9 $Volumetric Length: .9 $Name: "AssaultScope Muzzle Flash" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash04.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: 0.3 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideASSLT.tga" $Volumetric Height: .6 $Volumetric Length: .7 $Name: "DroneChainGun" $Light Color: {255, 255, 128} $Corona Bitmap: "muzzleflash07.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.0 $Radius Scale Factor: .7 $Diminish Distance: 0.0 $Volumetric Bitmap: "muzzleflash_sideHVYMCHN.tga" $Volumetric Height: 1.2 $Volumetric Length: 1.2 $Name: "Tube Light Rod Glare" $Light Color: {220, 220, 255} $Corona Bitmap: "whiteblu01.tga" $Cone Angle: 360.0 $Intensity: 0.8 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.30 $Diminish Distance: -0.05 $Name: "fp_gren_glare" $Light Color: {255, 0, 0} $Corona Bitmap: "Light_RedLargeGlo01.tga" $Cone Angle: 90.0 $Intensity: 0.3 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.05 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam01.tga" $Volumetric Height: 0.025 $Volumetric Length: 0.070 $Name: "barndoorglare2" $Light Color: {255, 255, 128} $Corona Bitmap: "LightCorona01.tga" $Cone Angle: 90.0 $Intensity: .6 $Radius Distance Factor: 0.6 $Radius Scale Factor: 1 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam01.tga" $Volumetric Height: .75 $Volumetric Length: 5 $Reflection Bitmap: "LightCorona01.tga" $Name: "barndoorglare" $Light Color: {255, 255, 128} $Corona Bitmap: "LightCorona01.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 1 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam01.tga" $Volumetric Height: 2 $Volumetric Length: 2.4 $Reflection Bitmap: "LightCorona01.tga" // This one is for the vehicles (APC, Sub) $Name: "TestGlare01" $Light Color: {255, 255, 128} $Corona Bitmap: "LightCorona01.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam01.tga" $Volumetric Height: 0.6 $Volumetric Length: 2.4 $Reflection Bitmap: "LightCorona01.tga" // This one is for the Security Spotlight $Name: "securityspot" $Light Color: {255, 255, 128} $Corona Bitmap: "smokyCorona04.tga" $Cone Angle: 90 $Intensity: .3 $Radius Distance Factor: .6 $Radius Scale Factor: .8 $Diminish Distance: -0.05 $Volumetric Bitmap: "smokebeam.tga" $Volumetric Height: 2 $Volumetric Length: 15 $Reflection Bitmap: "smokyCorona04.tga" $Name: "minelt03glare" $Light Color: {255, 255, 128} $Corona Bitmap: "smokyCorona04.tga" $Cone Angle: 180 $Intensity: 0.1 $Radius Distance Factor: 0.8 $Radius Scale Factor: 0.8 $Diminish Distance: 0.05 $Reflection Bitmap: "smokyCorona04.tga" // This one is for the orange light fixture and others. $Name: "TestGlare01a" $Light Color: {255, 255, 128} $Corona Bitmap: "LightCorona01.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.8 $Radius Scale Factor: 1.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam01.tga" $Volumetric Height: 2.0 $Volumetric Length: 7.4 $Reflection Bitmap: "LightCorona01.tga" // This one is for the Blue light fixture and others. $Name: "TestGlare01b" $Light Color: {128, 128, 128} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 90.0 $Intensity: 0.1 $Radius Distance Factor: 0.8 $Radius Scale Factor: 1.4 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 2.0 $Volumetric Length: 7.4 $Name: "TestGlare02" $Light Color: {255, 255, 255} $Corona Bitmap: "LightCorona_Blue01.tga" $Cone Angle: 30.0 $Intensity: 1.0 $Radius Distance Factor: 0.4 $Radius Scale Factor: 1.0 $Diminish Distance: 0.8 $Volumetric Bitmap: "LightCorona_Blue01.tga" $Volumetric Height: 0.3 $Volumetric Length: 1.3 $Reflection Bitmap: "LightCorona_Blue01.tga" $Name: "TestGlare03" $Light Color: {0, 182, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 105.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 0.6 $Volumetric Length: 3.4 $Reflection Bitmap: "LightCorona04.tga" $Name: "TestGlare03_novolume" $Light Color: {0, 182, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 105.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Name: "TestGlare04" $Light Color: {0, 182, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 105.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam03.tga" $Volumetric Height: 2.0 $Volumetric Length: 6.5 $Reflection Bitmap: "LightCorona04.tga" $Name: "RedWedge01_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_RedLargeGlo01.tga" $Cone Angle: 150.0 $Intensity: 0.3 $Radius Distance Factor: 0.6 $Radius Scale Factor: 1.3 $Diminish Distance: -0.05 $Name: "RedWedge01_NoVolume_Small" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_RedLargeGlo01.tga" $Cone Angle: 220.0 $Intensity: 0.2 $Radius Distance Factor: 1.0 $Radius Scale Factor: 0.3 $Diminish Distance: -0.6 $Reflection Bitmap: "Light_RedLargeGlo01.tga" $Name: "GreenWedge01_NoVolume_Small" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_LilGreenFlare01.tga" $Cone Angle: 220.0 $Intensity: 0.2 $Radius Distance Factor: 1.0 $Radius Scale Factor: 0.3 $Diminish Distance: -0.6 $Reflection Bitmap: "Light_RedLargeGlo01.tga" $Name: "AmberWedge01_NoVolume_Small" $Light Color: {0, 0, 0} $Corona Bitmap: "LightCorona01.tga" $Cone Angle: 220.0 $Intensity: 0.2 $Radius Distance Factor: 1.0 $Radius Scale Factor: 0.3 $Diminish Distance: -0.6 $Reflection Bitmap: "Light_RedLargeGlo01.tga" $Name: "WarmWedge01_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BrownGlo01_Dim.tga" $Cone Angle: 170.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Reflection Bitmap: "Light_BrownGlo01_Dim.tga" $Name: "CoolSpot_WideBeam" $Light Color: {0, 182, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 140.0 $Intensity: 0.4 $Radius Distance Factor: 1.2 $Radius Scale Factor: 0.2 $Diminish Distance: -0.01 $Volumetric Bitmap: "LightBeam02_Wide.tga" $Volumetric Height: 3.8 $Volumetric Length: 3.4 $Reflection Bitmap: "LightCorona04.tga" $Name: "CoolWedge01_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BlueGlo01_Dim.tga" $Cone Angle: 170.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Name: "CoolWedge01_NoVolume_Small" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BlueGlo01_Dim.tga" $Cone Angle: 220.0 $Intensity: 0.2 $Radius Distance Factor: 1.0 $Radius Scale Factor: 0.3 $Diminish Distance: -0.6 $Reflection Bitmap: "Light_BlueGlo01_Dim.tga" $Name: "SlatLight01_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BrownGlo01.tga" $Cone Angle: 155.0 $Intensity: 0.08 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Reflection Bitmap: "Light_BrownGlo01.tga" $Name: "CoolWedge02_LG_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BlueGlo01_Dim.tga" $Cone Angle: 170.0 $Intensity: 0.080 $Radius Distance Factor: 1.6 $Radius Scale Factor: 1.8 $Diminish Distance: -0.05 $Reflection Bitmap: "Light_BlueGlo01_Dim.tga" $Name: "BIGcanyon_Light01_Glow" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BrownGlo01.tga" $Cone Angle: 170.0 $Intensity: 0.3 $Radius Distance Factor: 1.3 $Radius Scale Factor: 0.37 $Diminish Distance: -0.05 $Name: "CoolWedge01_SmallCone_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_BlueGlo01_Dim.tga" $Cone Angle: 165.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.6 $Diminish Distance: -0.05 $Reflection Bitmap: "Light_BlueGlo01_Dim.tga" $Name: "surgical_light" $Light Color: {0, 0, 0} $Corona Bitmap: "LightCorona03.tga" $Cone Angle: 150.0 $Intensity: 1 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.3 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam01.tga" $Volumetric Height: 1.0 $Volumetric Length: 1.0 $Reflection Bitmap: "Light_RedLargeGlo01.tga" $Name: "RedMini01_NoVolume" $Light Color: {0, 0, 0} $Corona Bitmap: "Light_RedLargeGlo01.tga" $Cone Angle: 150.0 $Intensity: 0.8 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.3 $Diminish Distance: -0.05 $Reflection Bitmap: "Light_RedLargeGlo01.tga" $Name: "TransportThrusterGLO" $Light Color: {0, 182, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 105.0 $Intensity: 1.0 $Radius Distance Factor: 2.0 $Radius Scale Factor: 0.7 $Diminish Distance: -0.05 $Reflection Bitmap: "LightCorona04.tga" $Name: "FighterEngine01_NoVolume" $Light Color: {255, 255, 255} $Corona Bitmap: "thruster02_cor.vbm" $Cone Angle: 180.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.4 $Diminish Distance: -0.05 $Name: "FighterEngine01" $Light Color: {255, 255, 255} $Volumetric Bitmap: "thruster02_vol.vbm" $Volumetric Height: 1.0 $Volumetric Length: 2.0 $Name: "EDFEngine01" $Light Color: {255, 255, 255} $Volumetric Bitmap: "thruster02_vol.vbm" $Volumetric Height: 9.0 $Volumetric Length: 7.0 $Name: "EDFEngine01_NoVolume" $Light Color: {255, 255, 255} $Corona Bitmap: "thruster02_cor.vbm" $Cone Angle: 180.0 $Intensity: 1.0 $Radius Distance Factor: 1.5 $Radius Scale Factor: 1.3 $Diminish Distance: -0.09 $Name: "TramLights01" $Light Color: {200, 200, 255} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 90.0 $Intensity: 1.0 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 1.6 $Volumetric Length: 8.6 $Reflection Bitmap: "LightCorona04.tga" $Name: "BigBeamLight_Glare01" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 90.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 1.6 $Volumetric Length: 18.4 $Reflection Bitmap: "LightCorona04.tga" $Name: "BigBeamLight_Glare01_SmallBeam" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 90.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.5 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 1.6 $Volumetric Length: 6.9 $Reflection Bitmap: "LightCorona04.tga" $Name: "BigBeamLight_Glare02_Wider" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 90.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02_Wide.tga" $Volumetric Height: 4.6 $Volumetric Length: 13.4 $Reflection Bitmap: "LightCorona04.tga" $Name: "BigBeamLight_Glare02_Widest" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 140.0 $Intensity: 0.3 $Radius Distance Factor: 1.3 $Radius Scale Factor: 0.6 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02_Wide.tga" $Volumetric Height: 12.6 $Volumetric Length: 20.4 $Reflection Bitmap: "LightCorona04.tga" $Name: "Shoplight01_Glare01" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 83.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam02.tga" $Volumetric Height: 1.6 $Volumetric Length: 3.2 $Reflection Bitmap: "LightCorona04.tga" $Name: "Shoplight01_Glare01_WIDE" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 83.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam03.tga" $Volumetric Height: 3.6 $Volumetric Length: 5.2 $Reflection Bitmap: "LightCorona04.tga" $Name: "Shoplight01_Glare01_WIDE_LONG" $Light Color: {200, 154, 228} $Corona Bitmap: "LightCorona04.tga" $Cone Angle: 83.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam03.tga" $Volumetric Height: 7.2 $Volumetric Length: 10.2 $Reflection Bitmap: "LightCorona04.tga" $Name: "ShopLight01_WARM_WIDE" $Light Color: {238, 156, 0} $Corona Bitmap: "LightCorona02.tga" $Cone Angle: 83.0 $Intensity: 0.5 $Radius Distance Factor: 0.6 $Radius Scale Factor: 0.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "LightBeam03_Warm.tga" $Volumetric Height: 3.6 $Volumetric Length: 5.2 $Reflection Bitmap: "LightCorona04.tga" $Name: "glare_center" $Light Color: {238, 156, 0} $Corona Bitmap: "glare_center_glow.tga" $Cone Angle: 83.0 $Intensity: 1.0 $Radius Distance Factor: 1.6 $Radius Scale Factor: 1.8 $Diminish Distance: -0.05 $Volumetric Bitmap: "glare_center.tga" $Volumetric Height: 3.2 $Volumetric Length: 9.2 $Reflection Bitmap: "LightCorona04.tga" #End// // emitters.tbl - file to specify particle emitter properties // // ---------- // // valid values for dir_rand are between 1 (no randomization) to -1 (completely random) // // spawn_delay values are in seconds // // pradius is the radius of the particle in the world // // valid values for emitter flags: // plane - spew from plane rather than sphere // immediate - spew first particle when emitter is created // continuous - spew a particle every frame // dirdepend - velocity of particle is dependent on dot product with spew axis // dont_move_with_parent - emitter doesn't move with parent object // accel_with_parent - particles add velocity of parent to their own velocity // // valid values for particle flags // clr_change - bitmap color changes over life of particle // gravity - particle is affected by gravity // wind - particle is affected by wind // collide - particle collides with the world // glow - particle bitmap is drawn additive // loop - animated bitmap loops instead of playing once during life of particle // explode - particle disintegrates into smaller particles when hit // random_orient - particle bitmap is drawn at a random angle // damages - particle damages entities // no_z_check - particle is drawn without any z-buffer check // fire_damage - if particle damages an entity, it will do fire damage // // bounciness is on a scale of 0-15, 0 being no bounce, 15 being full bounce // // stickiness is on a scale of 0-15, 0 being no stickiness, 15 being totally sticky // // swirliness is on a scale of 0-15, 0 being no swirl, 15 being totally swirly // // damage_factor is on a scale of 0-15, 0 being no damage, 15 being maximum damage // // ---------------------------------------------------------------------------------- #particle emitter types // ---------------------------------------------------------------------------------- $Name: "splash" $pos: <0,0,0> $dir: <0,0,-1> $dir_rand: 0.8 $min_vel: 3 $max_vel: 6 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "immediate, continuous, dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 0.3 $max_life_secs: 0.7 $min_pradius: 0.1 $max_pradius: 0.2 $growth_rate: -0.2 $acceleration: 0 $gravity_scale: 1 $bitmap: "lightcorona01.tga" $particle color: {255,255,255,128} $particle flags: "gravity, glow" $bounciness: 8 $stickiness: 1 // ---------------------------------------------------------------------------------- $Name: "flare" $pos: <0,0,0> $dir: <0,0,-1> $dir_rand: 0.8 $min_vel: 3 $max_vel: 6 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "immediate, continuous, dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 0.3 $max_life_secs: 0.7 $min_pradius: 0.1 $max_pradius: 0.2 $growth_rate: -0.2 $acceleration: 0 $gravity_scale: 1 $bitmap: "lightcorona01.tga" $particle color: {255,255,255,128} $particle flags: "gravity, glow" $bounciness: 8 $stickiness: 1 // ---------------------------------------------------------------------------------- $Name: "missile" $pos: <0,0,-0.5> $dir: <0,0,-1> $dir_rand: -1 $min_vel: 0 $max_vel: 0.25 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.6 $max_life_secs: 1.3 $min_pradius: 0.25 $max_pradius: 0.5 $growth_rate: 0.5 $acceleration: 0 $gravity_scale: -0.05 $bitmap: "smoketest.tga" $particle color: {255,255,255,64} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change" // ---------------------------------------------------------------------------------- $Name: "ballistic" $pos: <0,0,-0.5> $dir: <0,0,1> $dir_rand: 1 $min_vel: 1 $max_vel: 1 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 2 $max_life_secs: 3 $min_pradius: 0.2 $max_pradius: 0.25 $growth_rate: -0.1 $acceleration: 0 $gravity_scale: 0.05 $bitmap: "smoketest.tga" $particle color: {255,255,255,64} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change" // ---------------------------------------------------------------------------------- $Name: "torpedo" $pos: <0,0,-0.5> $dir: <0,0,-1> $dir_rand: 0 $min_vel: 0 $max_vel: 0.1 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 1 $max_life_secs: 1.5 $min_pradius: 0.05 $max_pradius: 0.1 $growth_rate: 0.1 $acceleration: 0 $gravity_scale: -0.08 $bitmap: "tinybubbles_A.tga" $particle color: {255,255,255,70} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, glow, random_orient" // ---------------------------------------------------------------------------------- $Name: "tribeam trail" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1 $min_vel: 75 $max_vel: 75 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 5 $max_life_secs: 5 $min_pradius: 0.5 $max_pradius: 0.5 $growth_rate: -0.1 $acceleration: 0 $gravity_scale: 0 $bitmap: "spikefireflare.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "glow, clr_change" // ---------------------------------------------------------------------------------- $Name: "drone steam" $pos: <0,0.9,-0.6> $dir: <0,-0.3,-1> $dir_rand: 0.8 $min_vel: 0.5 $max_vel: 0.75 $spawn_radius: 0 $min_spawn_delay: 0.05 $max_spawn_delay: 0.075 $emitter_flags: "immediate, dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 1 $max_life_secs: 2 $min_pradius: 0.2 $max_pradius: 0.4 $growth_rate: 0.2 $acceleration: -1.2 $gravity_scale: -0.1 $bitmap: "smokedark2.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, glow" // ---------------------------------------------------------------------------------- $Name: "player breath" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1.0 $min_vel: 0.1 $max_vel: 0.15 $spawn_radius: 0.0 $min_spawn_delay: 0.05 $max_spawn_delay: 0.15 $emitter_flags: "dirdepend" $initially_on: yes $alternate_states: yes $on_time: 1.0 $on_time_variance: 0.0 $off_time: 1.8 $off_time_variance: 0.0 $min_life_secs: 2.0 $max_life_secs: 2.0 $min_pradius: 0.0 $max_pradius: 0.0 $growth_rate: 0.10 $acceleration: -1.5 $gravity_scale: -0.01 $bitmap: "smokedark2.tga" $particle color: {255,255,255,32} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, glow" // ---------------------------------------------------------------------------------- $Name: "slime drool" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1.0 $min_vel: 0.1 $max_vel: 0.15 $spawn_radius: 0.0 $min_spawn_delay: 0.5 $max_spawn_delay: 0.7 $emitter_flags: "dirdepend" $initially_on: yes $alternate_states: yes $on_time: 1.0 $on_time_variance: 0.0 $off_time: 1.8 $off_time_variance: 0.0 $min_life_secs: 2.0 $max_life_secs: 2.0 $min_pradius: 0.2 $max_pradius: 0.3 $growth_rate: 0.0 $acceleration: 0.0 $gravity_scale: 0.75 $bitmap: "AcidBlob04.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "gravity, explode" $bounciness: 4 $stickiness: 7 // ---------------------------------------------------------------------------------- $Name: "drone smoke" $pos: <0,0.9,-0.6> $dir: <0,0.3,-1> $dir_rand: 0.8 $min_vel: 0.5 $max_vel: 1 $spawn_radius: 0 $min_spawn_delay: 0.02 $max_spawn_delay: 0.04 $emitter_flags: "immediate, dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 2 $max_life_secs: 4 $min_pradius: 0.25 $max_pradius: 0.5 $growth_rate: 0.3 $acceleration: -1.2 $gravity_scale: -0.1 $bitmap: "MissileSmoke01.vbm" $particle color: {255,255,255,64} $particle flags: "gravity" // ---------------------------------------------------------------------------------- $Name: "turret smoke" $pos: <0,0,0> $dir: <0,1,0> $dir_rand: 0.95 $min_vel: 0.2 $max_vel: 0.2 $spawn_radius: 0.1 $min_spawn_delay: 0.05 $max_spawn_delay: 0.05 $emitter_flags: "dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 2 $max_life_secs: 4 $min_pradius: 0.08 $max_pradius: 0.12 $growth_rate: 0.2 $acceleration: 0 $gravity_scale: -0.025 $bitmap: "MissileSmoke01.vbm" $particle color: {128,128,128,64} $particle flags: "gravity" // ---------------------------------------------------------------------------------- $Name: "pylon smoke" $pos: <0,-0.65,0.1> $dir: <0,1,0> $dir_rand: 0.95 $min_vel: 0.2 $max_vel: 0.2 $spawn_radius: 0.1 $min_spawn_delay: 0.09 $max_spawn_delay: 0.11 $emitter_flags: "dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 4 $max_life_secs: 6 $min_pradius: 0.25 $max_pradius: 0.30 $growth_rate: 0.2 $acceleration: 0 $gravity_scale: -0.025 $bitmap: "MissileSmoke01.vbm" $particle color: {128,128,128,64} $particle flags: "gravity" // ---------------------------------------------------------------------------------- $Name: "barrelfire" $pos: <0,-0.5,0> $dir: <0,1,0> $dir_rand: 0.985 $min_vel: 0.05 $max_vel: 0.1 $spawn_radius: 0.8 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.75 $max_life_secs: 0.75 $min_pradius: 0.05 $max_pradius: 0.2 $growth_rate: -0.3 $acceleration: -1 $gravity_scale: -0.15 $bitmap: "ember1_a.tga" $particle color: {128,128,128,255} $particle flags: "gravity, glow" $swirliness: 2 // ---------------------------------------------------------------------------------- $Name: "barrelfire2" $pos: <0,0,0> $dir: <0,1,0> $dir_rand: 0.985 $min_vel: 0.25 $max_vel: 0.5 $spawn_radius: 1 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.75 $max_life_secs: 0.75 $min_pradius: 0.1 $max_pradius: 0.3 $growth_rate: -0.5 $acceleration: -1 $gravity_scale: -0.15 $bitmap: "ember1_a.tga" $particle color: {128,128,128,255} $particle flags: "gravity, glow" $swirliness: 2 // ---------------------------------------------------------------------------------- $Name: "barrelsmoke" $pos: <0,-0.5,0> $dir: <0,1,0> $dir_rand: 0.99 $min_vel: 0.1 $max_vel: 0.1 $spawn_radius: 0.9 $min_spawn_delay: 0.0 $max_spawn_delay: 0.1 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 1.5 $max_life_secs: 2 $min_pradius: 0.05 $max_pradius: 0.2 $growth_rate: 0.15 $acceleration: -1 $gravity_scale: -0.1 $bitmap: "smokedark.tga" $particle color: {255,255,255,80} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change" $swirliness: 2 // ---------------------------------------------------------------------------------- $Name: "pipesteam" $pos: <0,0,0> $dir: <1,0,0> $dir_rand: 1.0 $min_vel: 3.0 $max_vel: 3.5 $spawn_radius: 0.1 $min_spawn_delay: 0.09 $max_spawn_delay: 0.11 $emitter_flags: "dirdepend, continuous" $initially_on: no $alternate_states: no $min_life_secs: 1 $max_life_secs: 1.7 $min_pradius: 0.20 $max_pradius: 0.25 $growth_rate: 0.35 $acceleration: -0.9 $gravity_scale: -0.025 $bitmap: "MissileSmoke01.vbm" $particle color: {128,128,128,64} $particle color dest:{128,128,128,0} $particle flags: "clr_change, wind, glow, random_orient, accelerate, damages" $swirliness: 1 $damage_factor: 1 // ---------------------------------------------------------------------------------- $Name: "geomod smoke" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: -1 $min_vel: 0.1 $max_vel: 0.3 $spawn_radius: 1.0 $min_spawn_delay: 1.0 $max_spawn_delay: 1.5 $emitter_flags: "" $initially_on: yes $alternate_states: no $min_life_secs: 1.0 $max_life_secs: 2.0 $min_pradius: 1.0 $max_pradius: 1.4 $growth_rate: 2.0 $acceleration: -0.5 $gravity_scale: .05 $bitmap: "MissileSmoke01.vbm" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "acceleration, gravity, clr_change, random_orient" $swirliness: 1 // ---------------------------------------------------------------------------------- $Name: "geomod smoke in driller" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: -1 $min_vel: 0.6 $max_vel: 1.2 $spawn_radius: 1.0 $min_spawn_delay: 1.0 $max_spawn_delay: 1.5 $emitter_flags: "" $initially_on: yes $alternate_states: no $min_life_secs: 0.55 $max_life_secs: 0.9 $min_pradius: 1.0 $max_pradius: 1.4 $growth_rate: 2.0 $acceleration: 0.0 $gravity_scale: .1 $bitmap: "smokedark2.tga" $particle color: {255,255,255,64} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, random_orient, no_z_check" $swirliness: 1 // ---------------------------------------------------------------------------------- $Name: "youfired" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1 $min_vel: 8 $max_vel: 10 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, dont_move_with_parent" $initially_on: yes $alternate_states: no $min_life_secs: 0.50 $max_life_secs: 0.80 $min_pradius: 0.4 $max_pradius: 0.8 $growth_rate: 3.5 $acceleration: -10 $gravity_scale: -0.6 $bitmap: "Fire01.tga" $particle color: {192,192,192,192} $particle color dest:{96,96,96,0} $particle flags: "gravity, accelerate, glow, clr_change, vel_stretch, damages, collide, random_orient, fire_damage" $swirliness: 1 $damage_factor: 10 // ---------------------------------------------------------------------------------- $Name: "youfiredtoo" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1 $min_vel: 9 $max_vel: 9.5 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, dont_move_with_parent" $initially_on: yes $alternate_states: no $min_life_secs: 0.40 $max_life_secs: 0.75 $min_pradius: 0.35 $max_pradius: 0.65 $growth_rate: 4.5 $acceleration: -7.5 $gravity_scale: -0.1 $bitmap: "Flame01_02.tga" $particle color: {128,128,128,128} $particle color dest:{64,64,64,0} $particle flags: "gravity, accelerate, glow, clr_change, vel_stretch, damages, collide, random_orient, fire_damage" $swirliness: 0 $damage_factor: 10 // ---------------------------------------------------------------------------------- $Name: "youfired_multi" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1 $min_vel: 13 $max_vel: 15 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, dont_move_with_parent, accel_with_parent" $initially_on: yes $alternate_states: no $min_life_secs: 0.5 $max_life_secs: 1.0 $min_pradius: 0.2 $max_pradius: 0.4 $growth_rate: 3 $acceleration: -1.5 $gravity_scale: -0.1 $bitmap: "Fire01.tga" $particle color: {192,192,192,192} $particle color dest:{96,96,96,0} $particle flags: "gravity, accelerate, glow, clr_change, vel_stretch, damages, collide, random_orient, fire_damage" $swirliness: 1 $damage_factor: 15 // ---------------------------------------------------------------------------------- $Name: "youfiredtoo_multi" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1 $min_vel: 12 $max_vel: 14 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, dont_move_with_parent, accel_with_parent" $initially_on: yes $alternate_states: no $min_life_secs: 0.4 $max_life_secs: 0.8 $min_pradius: 0.175 $max_pradius: 0.325 $growth_rate: 3.5 $acceleration: -1.0 $gravity_scale: -0.0166 $bitmap: "Flame01_02.tga" $particle color: {128,128,128,128} $particle color dest:{64,64,64,0} $particle flags: "gravity, accelerate, glow, clr_change, vel_stretch, damages, collide, random_orient, fire_damage" $swirliness: 0 $damage_factor: 15 // ---------------------------------------------------------------------------------- $Name: "youfiredthree" $pos: <0,0,0> $dir: <0,0,1> $dir_rand: 1 $min_vel: 9 $max_vel: 9.5 $spawn_radius: 0 $min_spawn_delay: 0 $max_spawn_delay: 0 $emitter_flags: "continuous, dont_move_with_parent" $initially_on: yes $alternate_states: no $min_life_secs: 0.35 $max_life_secs: 0.60 $min_pradius: 0.35 $max_pradius: 0.60 $growth_rate: 6.5 $acceleration: -5.5 $gravity_scale: -0.3 $bitmap: "UnderDaCee-0031.tga" $particle color: {128,128,128,128} $particle color dest:{64,64,64,0} $particle flags: "gravity, accelerate, glow, clr_change, vel_stretch, damages, collide, random_orient, fire_damage" $swirliness: 0 $damage_factor: 10 // ---------------------------------------------------------------------------------- $Name: "fighter engine steam left" $pos: <-1.0,0,-3.2> $dir: <0,0,-1> $dir_rand: 0.95 $min_vel: 0.5 $max_vel: 1.5 $spawn_radius: 0 $min_spawn_delay: 0.05 $max_spawn_delay: 0.075 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.5 $max_life_secs: 1.5 $min_pradius: 0.2 $max_pradius: 0.3 $growth_rate: 0.2 $acceleration: -1.0 $gravity_scale: -0.1 $bitmap: "smoketest.tga" $particle color: {128,128,128,64} $particle color dest:{128,128,128,0} $particle flags: "gravity, clr_change, glow" // ---------------------------------------------------------------------------------- $Name: "fighter engine steam right" $pos: <1.0,0,-3.2> $dir: <0,0,-1> $dir_rand: 0.95 $min_vel: 0.5 $max_vel: 1.5 $spawn_radius: 0 $min_spawn_delay: 0.05 $max_spawn_delay: 0.075 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.5 $max_life_secs: 1.5 $min_pradius: 0.2 $max_pradius: 0.3 $growth_rate: 0.2 $acceleration: -1.0 $gravity_scale: -0.1 $bitmap: "smoketest.tga" $particle color: {128,128,128,64} $particle color dest:{128,128,128,0} $particle flags: "gravity, clr_change, glow" // ---------------------------------------------------------------------------------- $Name: "explosion fire leg" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.9999 $min_vel: 1.0 $max_vel: 1.5 $spawn_radius: 0.1 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous, dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 3.5 $max_life_secs: 6.0 $min_pradius: 0.050 $max_pradius: 0.060 $growth_rate: 0.0 $acceleration: 0.0 $gravity_scale: 1.0 $bitmap: "Flame01_02.tga" $particle color: {255,255,255,128} $particle color dest:{128,128,128,0} $particle flags: "gravity, clr_change, glow, explode" $bounciness: 6 $stickiness: 7 // ---------------------------------------------------------------------------------- $Name: "explosion random bits" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0 $min_vel: 1.8 $max_vel: 2.5 $spawn_radius: 0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.5 $max_life_secs: 1 $min_pradius: 0.02 $max_pradius: 0.03 $growth_rate: 0 $acceleration: 0.0 $gravity_scale: 2.0 $bitmap: "Flame01_02.tga" $particle color: {255,255,255,255} $particle color dest:{128,128,128,0} $particle flags: "gravity, clr_change, glow, vel_stretch" // ---------------------------------------------------------------------------------- $Name: "explosion main part" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: -1.0 $min_vel: 0.2 $max_vel: 0.4 $spawn_radius: 1.0 $min_spawn_delay: 0.02 $max_spawn_delay: 0.06 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.033 $max_life_secs: 0.166 $min_pradius: 0.6 $max_pradius: 0.8 $growth_rate: 0.333 $acceleration: -5.0 $gravity_scale: -0.05 $bitmap: "JustFire.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, random_orient, glow" $swirliness: 2 // ---------------------------------------------------------------------------------- $Name: "explosion main part 3" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: -1.0 $min_vel: 0.2 $max_vel: 0.4 $spawn_radius: 0.5 $min_spawn_delay: 0.02 $max_spawn_delay: 0.06 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.133 $max_life_secs: 0.366 $min_pradius: 1.2 $max_pradius: 2.5 $growth_rate: 0.0 $acceleration: -5.0 $gravity_scale: -0.05 $bitmap: "JustFire.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, random_orient, glow" $swirliness: 2 // ---------------------------------------------------------------------------------- $Name: "explosion main_smoke center" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: -1.0 $min_vel: 0.2 $max_vel: 0.4 $spawn_radius: 0.5 $min_spawn_delay: 0.02 $max_spawn_delay: 0.06 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 1.133 $max_life_secs: 2.0 $min_pradius: 0.5 $max_pradius: 1.9 $growth_rate: 0.0 $acceleration: -5.0 $gravity_scale: -0.05 $bitmap: "JustSmoke.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, random_orient" $swirliness: 0 // ---------------------------------------------------------------------------------- $Name: "explosion boom" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.8 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.7 $max_life_secs: 0.7 $min_pradius: 0.8 $max_pradius: 0.8 $growth_rate: 0.5 $acceleration: 0.0 $gravity_scale: 0.0 $bitmap: "JustSmoke.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "random_orient, clr_change" // ---------------------------------------------------------------------------------- $Name: "explosion boom 2" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 1.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.4 $max_life_secs: 0.6 $min_pradius: 0.8 $max_pradius: 0.8 $growth_rate: 0.5 $acceleration: 0.0 $gravity_scale: 0.0 $bitmap: "JustSmoke.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "random_orient, clr_change" // ---------------------------------------------------------------------------------- $Name: "explosion flare" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.09 $max_life_secs: 0.09 $min_pradius: 1.3 $max_pradius: 1.3 $growth_rate: 0.5 $acceleration: 0.0 $gravity_scale: 0.0 $bitmap: "explosionflare01.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "clr_change, random_orient, glow" // ---------------------------------------------------------------------------------- $Name: "explosion flare 2" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.09 $max_life_secs: 0.09 $min_pradius: 1.3 $max_pradius: 1.3 $growth_rate: 0.5 $acceleration: 0.0 $gravity_scale: 0.0 $bitmap: "explosionflare01.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "clr_change, random_orient, glow" // ---------------------------------------------------------------------------------- $Name: "explosion smoke leg" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.1 $max_vel: 0.2 $spawn_radius: 0.0 $min_spawn_delay: 0.04 $max_spawn_delay: 0.06 $emitter_flags: "" $initially_on: no $alternate_states: no $min_life_secs: 0.2 $max_life_secs: 1.0 $min_pradius: 0.03 $max_pradius: 0.05 $growth_rate: 2.0 $acceleration: 0.0 $gravity_scale: -0.05 $bitmap: "smoketest.tga" $particle color: {160,90,30,96} $particle color dest:{127,127,127,0} $particle flags: "clr_change" $swirliness: 4 // ---------------------------------------------------------------------------------- $Name: "flamethrower fire" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.0 $min_vel: 0.1 $max_vel: 0.5 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.15 $max_life_secs: 0.23 $min_pradius: 0.1 $max_pradius: 0.10 $growth_rate: 0.7 $acceleration: 0.0 $gravity_scale: 0.1 $bitmap: "Fire01.tga" $particle color: {255,255,255,100} $particle color dest:{255,255,255,0} $particle flags: "clr_change, gravity, glow" $swirliness: 3 // ---------------------------------------------------------------------------------- $Name: "flamethrower fire_large" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.0 $min_vel: 0.1 $max_vel: 0.5 $spawn_radius: 0.0 $min_spawn_delay: 0.1 $max_spawn_delay: 0.1 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.05 $max_life_secs: 0.43 $min_pradius: 0.8 $max_pradius: 1.0 $growth_rate: 1.7 $acceleration: 12.0 $gravity_scale: -0.4 $bitmap: "Fire01.tga" $particle color: {255,255,255,200} $particle color dest:{255,255,255,0} $particle flags: "clr_change, gravity, collide, glow, random_orient" $swirliness: 3 // --------------------------------------------------------------------------------------- $Name: "flamethrower_explode" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.00001 $max_vel: 0.00001 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.15 $max_life_secs: 0.18 $min_pradius: 0.01 $max_pradius: 0.02 $growth_rate: 6.0 $acceleration: 0.0 $gravity_scale: 0.00 $bitmap: "Fire01.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "clr_change, glow, random_orient" // ---------------------------------------------------------------------------------- $Name: "flamethrower_explode_large" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.00001 $max_vel: 0.00001 $spawn_radius: 0.6 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.15 $max_life_secs: 0.18 $min_pradius: 0.90 $max_pradius: 1.32 $growth_rate: 8.0 $acceleration: 0.0 $gravity_scale: 0.00 $bitmap: "Fire01.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "clr_change, glow, random_orient" // ---------------------------------------------------------------------------------- $Name: "flamethrower tail" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 1.0 $min_vel: 0.1 $max_vel: 0.1 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "" $initially_on: no $alternate_states: no $min_life_secs: 0.4 $max_life_secs: 0.6 $min_pradius: 0.054 $max_pradius: 0.057 $growth_rate: -0.3 $acceleration: 0.0 $gravity_scale: -0.2 $bitmap: "Fire01.tga" $particle color: {255,255,255,90} $particle color dest:{128,128,128,0} $particle flags: "clr_change, random_orient, gravity, glow" $swirliness: 5 // --------------------------------------------------------------------------------------- $Name: "flamethrower head" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.9999 $min_vel: 0.75 $max_vel: 1.0 $spawn_radius: 0.1 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous, dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 2.5 $max_life_secs: 4.0 $min_pradius: 0.045 $max_pradius: 0.06 $growth_rate: 0.0 $acceleration: 0.0 $gravity_scale: 1.0 $bitmap: "Flame01_02.tga" $particle color: {255,255,255,164} $particle color dest:{128,128,128,0} $particle flags: "gravity, clr_change, glow" $bounciness: 6 $stickiness: 7 // --------------------------------------------------------------------------------------- $Name: "flamethrower smoke" $pos: <0,0,0> $dir: <0,1,0> $dir_rand: 0.95 $min_vel: 0.4 $max_vel: 0.4 $spawn_radius: 0.0 $min_spawn_delay: 0.07 $max_spawn_delay: 0.20 $emitter_flags: "dirdepend" $initially_on: yes $alternate_states: no $min_life_secs: 0.4 $max_life_secs: 0.6 $min_pradius: 0.14 $max_pradius: 0.32 $growth_rate: 0.2 $acceleration: 0 $gravity_scale: -0.025 $bitmap: "MissileSmoke01.vbm" $particle color: {128,128,128,80} $particle color dest:{128,128,128,0} $particle flags: "gravity, immediate, clr_change" // ---------------------------------------------------------------------------------- $Name: "explosion main part 2" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: -1.0 $min_vel: 0.2 $max_vel: 0.4 $spawn_radius: 1.0 $min_spawn_delay: 0.02 $max_spawn_delay: 0.06 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.033 $max_life_secs: 0.166 $min_pradius: 0.6 $max_pradius: 0.8 $growth_rate: 0.333 $acceleration: -5.0 $gravity_scale: -0.05 $bitmap: "Obj_EXP01.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, random_orient, hold_last_frame, glow" $swirliness: 2 $age_pct_to_finish_vbm: 0.333 // ---------------------------------------------------------------------------------- $Name: "gun hit center" $pos: <0, 0, 0> $dir: <0, 0, 0> $dir_rand: 0.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.0 $min_spawn_delay: 0.00 $max_spawn_delay: 0.00 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.433 $max_life_secs: 0.566 $min_pradius: 1.0 $max_pradius: 1.7 $growth_rate: 0.0 $acceleration: 0.0 $gravity_scale: -0.05 $bitmap: "HEAP.vbm" $particle color: {255,255,255,200} $particle color dest:{255,255,255,0} $particle flags: "random_orient, glow" $swirliness: 0 // ---------------------------------------------------------------------------------- $Name: "gun hit center_small" $pos: <0, 0, 0> $dir: <0, 0, 0> $dir_rand: 0.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.0 $min_spawn_delay: 0.00 $max_spawn_delay: 0.00 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.433 $max_life_secs: 0.566 $min_pradius: 0.8 $max_pradius: 1.2 $growth_rate: 0.0 $acceleration: 0.0 $gravity_scale: -0.05 $bitmap: "HEAP.vbm" $particle color: {255,255,255,200} $particle color dest:{255,255,255,0} $particle flags: "random_orient, glow" $swirliness: 0 // ---------------------------------------------------------------------------------- $Name: "gun hit center_big" $pos: <0, 0, 0> $dir: <0, 0, 0> $dir_rand: 0.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.0 $min_spawn_delay: 0.00 $max_spawn_delay: 0.00 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.433 $max_life_secs: 0.566 $min_pradius: 3.0 $max_pradius: 3.9 $growth_rate: 0.0 $acceleration: 0.0 $gravity_scale: -0.05 $bitmap: "HEAP.vbm" $particle color: {255,255,255,200} $particle color dest:{255,255,255,0} $particle flags: "random_orient, glow" $swirliness: 0 // ---------------------------------------------------------------------------------- $Name: "gun hit sparks" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.0 $min_vel: 16.8 $max_vel: 19.5 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.15 $max_life_secs: 0.15 $min_pradius: 0.10 $max_pradius: 0.12 $growth_rate: 0.01 $acceleration: 1.0 $gravity_scale: 2.0 $bitmap: "Flame01_02.tga" $particle color: {255,255,255,255} $particle color dest:{128,128,128,0} $particle flags: "clr_change, glow, vel_stretch" // ---------------------------------------------------------------------------------- $Name: "gun hit sparks_small" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.0 $min_vel: 16.8 $max_vel: 19.5 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.08 $max_life_secs: 0.08 $min_pradius: 0.10 $max_pradius: 0.12 $growth_rate: 0.01 $acceleration: 1.0 $gravity_scale: 2.0 $bitmap: "Flame01_02.tga" $particle color: {255,255,255,255} $particle color dest:{128,128,128,0} $particle flags: "clr_change, glow, vel_stretch" // ---------------------------------------------------------------------------------- $Name: "gun hit sparks_big" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.0 $min_vel: 16.8 $max_vel: 19.5 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.25 $max_life_secs: 0.58 $min_pradius: 0.10 $max_pradius: 0.14 $growth_rate: 0.01 $acceleration: 1.0 $gravity_scale: 2.0 $bitmap: "Flame01_02.tga" $particle color: {255,255,255,255} $particle color dest:{128,128,128,0} $particle flags: "clr_change, glow, vel_stretch, gravity," // ---------------------------------------------------------------------------------- $Name: "gun hit smoke" $pos: <0, 0, 0> $dir: <0, 1, 0> $dir_rand: 0.0 $min_vel: 0.0 $max_vel: 0.0 $spawn_radius: 0.0 $min_spawn_delay: 0.0 $max_spawn_delay: 0.0 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.7 $max_life_secs: 0.7 $min_pradius: 0.8 $max_pradius: 0.8 $growth_rate: 0.5 $acceleration: 0.0 $gravity_scale: 0.0 $bitmap: "JustSmoke.tga" $particle color: {255,255,255,255} $particle color dest:{255,255,255,0} $particle flags: "random_orient, clr_change" // ---------------------------------------------------------------------------------- $Name: "humanoid fire 1" $pos: <0,0,0> $dir: <0,1.0,0> $dir_rand: 0 $min_vel: 0.05 $max_vel: 0.2 $spawn_radius: 0.125 $min_spawn_delay: 0.05 $max_spawn_delay: 0.075 $emitter_flags: "immediate, continuous" $initially_on: yes $alternate_states: no $min_life_secs: 0.25 $max_life_secs: 0.85 $min_pradius: 0.20 $max_pradius: 0.50 $growth_rate: -0.2 $acceleration: -3.0 $gravity_scale: -0.65 $bitmap: "Fire01.tga" $particle color: {255,255,255,128} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, glow, random_orient, wind, damages, fire_damage" $swirliness: 6 $damage_factor: 0 // ---------------------------------------------------------------------------------- $Name: "humanoid fire 2" $pos: <0,0,0> $dir: <0,1.0,0> $dir_rand: 0.6 $min_vel: 0.05 $max_vel: 0.15 $spawn_radius: 0 $min_spawn_delay: 0.05 $max_spawn_delay: 0.075 $emitter_flags: "immediate" $initially_on: yes $alternate_states: no $min_life_secs: 0.5 $max_life_secs: 1.40 $min_pradius: 0.05 $max_pradius: 0.15 $growth_rate: 1.25 $acceleration: -3.0 $gravity_scale: -0.6 $bitmap: "smoketest.tga" $particle color: {150,100,10,64} $particle color dest:{255,255,255,0} $particle flags: "gravity, clr_change, random_orient, wind" $swirliness: 2 $damage_factor: 0 // ---------------------------------------------------------------------------------- #end$Name: "gryphon" En: Your failure to protect Gryphon doomed the rebellion. Without the information only he could provide, Ultor's troops and the Plague wiped out Eos and the Red Faction. #end Gr: (gr)Your failure to protect Gryphon doomed the rebellion. Without the information only he could provide, Ultor's troops and the Plague wiped out Eos and the Red Faction. #end Fr: (fr)Your failure to protect Gryphon doomed the rebellion. Without the information only he could provide, Ultor's troops and the Plague wiped out Eos and the Red Faction. #end $Name: "eos" En: Eos, the leader of the Red Faction rebellion, is dead. Without her leadership, Ultor prevailed and wiped out the rest of the Red Faction. #end Gr: (gr)Eos, the leader of the Red Faction rebellion, is dead. Without her leadership, Ultor prevailed and wiped out the rest of the Red Faction. #end Fr: (fr)Eos, the leader of the Red Faction rebellion, is dead. Without her leadership, Ultor prevailed and wiped out the rest of the Red Faction. #end $Name: "missile" En: By failing to destroy the missile command center, you doomed your mission to reach the space station. With Ultor's planetary defense system intact, the EDF fleet was destroyed before it could reach Mars. The Red Faction rebellion failed. #end Gr: (gr)By failing to destroy the missile command center, you doomed your mission to reach the space station. With Ultor's planetary defense system intact, the EDF fleet was destroyed before it could reach Mars. The Red Faction rebellion failed. #end Fr: (fr)By failing to destroy the missile command center, you doomed your mission to reach the space station. With Ultor's planetary defense system intact, the EDF fleet was destroyed before it could reach Mars. The Red Faction rebellion failed. #end $Name: "shuttle" En: Well, you missed the shuttle. Because you didn't reach the space station in time to disable Ultor's planetary defense system, the EDF fleet was destroyed before it could reach Mars. The Red Faction rebellion failed. #end Gr: (gr)Well, you missed the shuttle. Because you didn't reach the space station in time to disable Ultor's planetary defense system, the EDF fleet was destroyed before it could reach Mars. The Red Faction rebellion failed. #end Fr: (fr)Well, you missed the shuttle. Because you didn't reach the space station in time to disable Ultor's planetary defense system, the EDF fleet was destroyed before it could reach Mars. The Red Faction rebellion failed. #end $Name: "tech1" En: The death of this lowly technician, insignificant as it might seem, has doomed the Red Faction revolt. Without his help, you were unable to destroy the geothermal power plant. Ultor's monitoring system remained fully operational and enabled the company's security forces to counter every move the Red Faction forces made. #end Gr: (gr)The death of this lowly technician, insignificant as it might seem, has doomed the Red Faction revolt. Without his help, you were unable to destroy the geothermal power plant. Ultor's monitoring system remained fully operational and enabled the company's security forces to counter every move the Red Faction forces made. #end Fr: (fr)The death of this lowly technician, insignificant as it might seem, has doomed the Red Faction revolt. Without his help, you were unable to destroy the geothermal power plant. Ultor's monitoring system remained fully operational and enabled the company's security forces to counter every move the Red Faction forces made. #end $Name: "train02_end" En: The Red Faction has no room for Ultor sympathizers. When the revolution comes, take care that you're on the right side. #end Gr: (gr)The Red Faction has no room for Ultor sympathizers. When the revolution comes, take care that you're on the right side. #end Fr: (fr)The Red Faction has no room for Ultor sympathizers. When the revolution comes, take care that you're on the right side. #end $Name: "capek_lab" En: Because of your inaction, Eos died and the rebellion failed. #end Gr: (gr)Because of your inaction, Eos died and the rebellion failed. #end Fr: (fr)Because of your inaction, Eos died and the rebellion failed. #end $Name: "bomb_fail" En: When the bomb's timer expired, a thermonuclear explosion of tremendous force vaporized everyone and every thing in the mining complex. Ultor succeeded in ending the Red Faction rebellion and in destroying all evidence of its experiments on Mars. #end Gr: (gr)When the bomb's timer expired, a thermonuclear explosion of tremendous force vaporized everyone and every thing in the mining complex. Ultor succeeded in ending the Red Faction rebellion and in destroying all evidence of its experiments on Mars. #end Fr: (fr)When the bomb's timer expired, a thermonuclear explosion of tremendous force vaporized everyone and every thing in the mining complex. Ultor succeeded in ending the Red Faction rebellion and in destroying all evidence of its experiments on Mars. #end $Name: "missile_center" En: By allowing the technician to stop the missile launch, you enabled Ultor's missile defense system to stay operational. You were unable to reach the space station to disable Ultor's planetary defenses and the incoming EDF fleet was destroyed. The Red Faction rebellion failed. #end Gr: (gr)By allowing the technician to stop the missile launch, you enabled Ultor's missile defense system to stay operational. You were unable to reach the space station to disable Ultor's planetary defenses and the incoming EDF fleet was destroyed. The Red Faction rebellion failed. #end Fr: (fr)By allowing the technician to stop the missile launch, you enabled Ultor's missile defense system to stay operational. You were unable to reach the space station to disable Ultor's planetary defenses and the incoming EDF fleet was destroyed. The Red Faction rebellion failed. #end $Name: "escape_pod" En: You failed to reach the escape pod in time. Your death in the explosion of the space station spelled the end for the Red Faction rebellion. #end Gr: (gr)You failed to reach the escape pod in time. Your death in the explosion of the space station spelled the end for the Red Faction rebellion. #end Fr: (fr)You failed to reach the escape pod in time. Your death in the explosion of the space station spelled the end for the Red Faction rebellion. #end $Name: "Undercover_Miner" En: By killing this miner, you lost any chance of infiltrating Ultor's Administrative offices. Without the information Deputy Admin Gryphon could provide, the rebellion failed. #end Gr: (gr)By killing this miner, you lost any chance of infiltrating Ultor's Administrative offices. Without the information Deputy Admin Gryphon could provide, the rebellion failed. #end Fr: (fr)By killing this miner, you lost any chance of infiltrating Ultor's Administrative offices. Without the information Deputy Admin Gryphon could provide, the rebellion failed. #end $Name: "Hendrix_L19S3" En: Hendrix's death was the final nail in the Red Faction rebellion's coffin. Without his technical expertise and inner knowledge of Ultor's systems, Masako and her mercenaries were able to escape from Mars and destroy the complex behind them, erasing all evidence of Ultor's wrongdoing. #end Gr: (gr)Hendrix's death was the final nail in the Red Faction rebellion's coffin. Without his technical expertise and inner knowledge of Ultor's systems, Masako and her mercenaries were able to escape from Mars and destroy the complex behind them, erasing all evidence of Ultor's wrongdoing. #end Fr: (fr)Hendrix's death was the final nail in the Red Faction rebellion's coffin. Without his technical expertise and inner knowledge of Ultor's systems, Masako and her mercenaries were able to escape from Mars and destroy the complex behind them, erasing all evidence of Ultor's wrongdoing. #end// // 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)" // (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: // // NOTE: num_sounds should be even. the first half of the specified sounds used for left foot, the rest right // $Climb Footstep 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: (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: (optional) // +radius: (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: "Capek" $V3D Filename: "Capek.vcm" $LOD Distances: { 6 9 } $Movemode: "hover" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "swim" "envirosuit" "nano_shield") $Flags2: ("collide_player") $Collision Radius: 0.90 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 2500 $Life: 300 $Max Vel: 0.3 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("Capek Cane") $Default Primary: "Capek Cane" $Default Secondary: "" $Primary Warmup FX: "NanoAttackSource.VFX" $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" $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" $Low_Pain Sounds: "Capek Small Pain" $Med_Pain Sounds: "Capek Large Pain" +State: "stand" "capk_stand.mvf" +State: "attack_stand" "capk_stand.mvf" +State: "crouch" "capk_crouch.mvf" +State: "walk" "capk_walk.mvf" +Footstep Trigger: 6 13 +State: "run" "capk_walk.mvf" +Footstep Trigger: 6 13 +State: "attack_walk" "capk_walk.mvf" +Footstep Trigger: 6 13 +State: "attack_run" "capk_walk.mvf" +Footstep Trigger: 6 13 +State: "freefall" "capk_freefall.mvf" +Action: "fire_stand" "capk_nano_attack.mvf" "" +Action: "speak" "capk_talk.mvf" "" +Action: "speak_short" "capk_talk_short.mvf" "" +Action: "idle_1" "capk_idle_01.mvf" "" +Action: "death_generic" "capk_death.mvf" "Human Death Generic 3" +Action: "flinch_chest" "capk_Flinch_Chest.mvf" "" +Action: "flinch_back" "capk_Flinch_Back.mvf" "" +Action: "flinch_leg_left" "capk_Flinch_Leg_left.mvf" "" +Action: "flinch_leg_right" "capk_Flinch_Leg_right.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: "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 Land" $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 Land" $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 land" $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 land" $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: "miner2" $V3D Filename: "non_env_miner_male.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: 0.90 $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: ("12mm handgun" "Riot Stick" "Shotgun" "Machine Pistol") $Default Primary: "" $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" $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: "Miner Small Pain" $Med_Pain Sounds: "Miner Large Pain" +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: "freefall" "ult2_jump.mvf" +State: "cower" "mnrm_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: "sidestep_left" "Ult3_sidestep_left.mvf" "" +Action: "sidestep_right" "Ult3_sidestep_right.mvf" "" +Action: "corpse_drop" "ult2_corpse_drop.mvf" "" +Action: "corpse_carry" "miner_corpse_carry.mvf" "" +Action: "idle_1" "ult2_idle_look.mvf" "Ultor Idle2" +Action: "speak" "mnrm_talk_long.mvf" "" +Action: "speak_short" "mnrm_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: "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" "mnrm_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" "mnrm_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" "mnrm_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" +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" +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: "attack_crouch" "park_shotgun_crouch.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" "" $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_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03c.tga" "non_miner_01_P04c.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04c-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04-mip3.tga") $Skin: "c" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03d.tga" "non_miner_01_P04d.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04d-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04d-mip3.tga") $Skin: "d" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03e.tga" "non_miner_01_P04e.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04e-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04e-mip3.tga") $Skin: "e" ("non_miner_01_P01.tga" "non_miner_01_P02.tga" "non_miner_01_P03f.tga" "non_miner_01_P04f.tga" "non_miner_01_P01-mip2.tga" "non_miner_01_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_01_P04f-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_01_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_01_P04f-mip3.tga") $Skin: "parker" ("non_miner_01_P01.tga" "non_miner_parker_P02.tga" "non_miner_parker_P03.tga" "non_miner_parker_P04.tga" "non_miner_01_P01-mip2.tga" "non_miner_parker_P02-mip2.tga" "non_miner_01_P03-mip2.tga" "non_miner_parker_P04-mip2.tga" "non_miner_01_P01-mip3.tga" "non_miner_parker_P02-mip3.tga" "non_miner_01_P03-mip3.tga" "non_miner_parker_P04-mip3.tga") $RFE Level1: "Miners" // ---------------------------------------------------------------------------------- $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 land" $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: "miner4" $V3D Filename: "miner4.vcm" $LOD Distances: { 6 9 } $Movemode: "hover" $Mass: 100 $Material: "flesh" $Flags: ("walk" "fly" "climb" "holds_weapons" "sentient" "mouselook") $Flags2: ("collide_player") $Collision Radius: 0.85 $Collision Damage Given: 10.0 $Movement Radius: 0.5 $FOV: 180 $Envirosuit: 0 $Life: 9 $Max Vel: 0.0 $Acceleration: 0.0 $Max Rot Vel: 0.0 $Rot Acceleration: 0.0 $Allowed Weapons: () $Default Primary: "" $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 land" $Low_Pain Sounds: "Minerf Small Pain" $Med_Pain Sounds: "Minerf Large Pain" $Squash Sounds: "Admin Squash" +State: "stand" "mnr4_stand.mvf" +Action: "speak" "mnr4_talk.mvf" "" +Action: "speak_short" "mnr4_talk_short.mvf" "" +Action: "flinch_chest" "mnr4_flinch.mvf" "" +Action: "death_generic" "mnr4_death.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 $Collision Sphere: "csphere_3" 5.0 2.0 $Num Skins: 4 $Skin: "b" ("sick_miner01_P01.tga" "sick_miner01_P02.tga" "sick_miner01_P03e.tga" "sick_miner01_P01-mip2.tga" "sick_miner01_P02-mip2.tga" "sick_miner01_P03e-mip2.tga" "sick_miner01_P01-mip3.tga" "sick_miner01_P02-mip3.tga" "sick_miner01_P03e-mip3.tga") $Skin: "c" ("sick_miner01_P01c.tga" "sick_miner01_P02b.tga" "sick_miner01_P03b.tga" "sick_miner01_P01c-mip2.tga" "sick_miner01_P02b-mip2.tga" "sick_miner01_P03b-mip2.tga" "sick_miner01_P01c-mip3.tga" "sick_miner01_P02b-mip3.tga" "sick_miner01_P03b-mip3.tga") $Skin: "d" ("sick_miner01_P01b.tga" "sick_miner01_P02b.tga" "sick_miner01_P03c.tga" "sick_miner01_P01b-mip2.tga" "sick_miner01_P02b-mip2.tga" "sick_miner01_P03c-mip2.tga" "sick_miner01_P01b-mip3.tga" "sick_miner01_P02b-mip3.tga" "sick_miner01_P03c-mip3.tga") $Skin: "e" ("sick_miner01_P01d.tga" "sick_miner01_P02c.tga" "sick_miner01_P03d.tga" "sick_miner01_P01d-mip2.tga" "sick_miner01_P02c-mip2.tga" "sick_miner01_P03d-mip2.tga" "sick_miner01_P01d-mip3.tga" "sick_miner01_P02c-mip3.tga" "sick_miner01_P03d-mip3.tga") $Body Temperature(F): 90.0 $RFE Level1: "Miners" // ---------------------------------------------------------------------------------- $Name: "nurse1" $V3D Filename: "nurse1.vcm" $LOD Distances: { 6 9 } $Movemode: "run" $Mass: 100 $Material: "flesh" $Flags: ("walk" "sentient" "humanoid" "medic") $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: "nurse" $FlySnd: "" $Min FlySnd Volume: 0.6 $Footstep Sound: "Default Footstep" $Footstep Sound: "Rock Footstep" $Footstep Sound: "Metal Footstep" $Footstep Sound: "Solid Footstep" $LandSnd: "default land" $Low_Pain Sounds: "Admf Small Pain" $Med_Pain Sounds: "Admf Large Pain" $Squash Sounds: "Admin Squash" +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" "NURS_talk.mvf" "" +Action: "speak_short" "NURS_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 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_leg_right" "ADFM_death_leg_right.mvf" "Human Death Right 1" +Action: "death_crouch" "ADFM_death_crouch.mvf" "Human Death Crouch 1" +Action: "heal_light_1" "NURS_heal.mvf" "Med Heal Foley" +Action: "hit_alarm" "ADFM_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" ("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: "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: "guard1" $V3D Filename: "ult2_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: 50 $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: ("12mm handgun" "Shotgun" "Sniper Rifle" "Machine Pistol" "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 land" $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: "flee_run" "Ult2_flee_run.mvf" +Footstep Trigger: 6 15 +State: "flail_run" "park_run_flail.mvf" +Footstep Trigger: 6 15 +State: "attack_run" "ult2_attack_run.mvf" +Footstep Trigger: 5 13 +State: "crouch" "ult2_attack_crouch01.mvf" +State: "attack_crouch" "ult2_attack_crouch01.mvf" +State: "attack_lean_left" "Ult2_pistol_lean_left.mvf" +State: "attack_lean_right" "Ult2_pistol_lean_right.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" "ult2_talk.mvf" "" +Action: "speak_short" "ult2_talk_short.mvf" "" +Action: "idle_1" "Ult2_Warm_hands.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" +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: "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: "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" "" $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: 5 $Skin: "b" ("UltorGuard_Parts_03c.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03c.tga" "UltorGuard_03c-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03c-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga") $Skin: "c" ("UltorGuard_Parts_03d.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03d.tga" "UltorGuard_03d-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03d-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga") $Skin: "d" ("UltorGuard_Parts_03e.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03e.tga" "UltorGuard_03e-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03e-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga") $Skin: "e" ("UltorGuard_Parts_03f.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03f.tga" "UltorGuard_03f-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03f-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga") $Skin: "f" ("UltorGuard_Parts_03g.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_02.tga" "UltorGuard_Parts_01.tga" "UltorGuard_Parts_03g.tga" "UltorGuard_03g-mip2.tga" "UltorGuard_01-mip2.tga" "UltorGuard_02-mip2.tga" "UltorGuard_03g-mip3.tga" "UltorGuard_01-mip3.tga" "UltorGuard_02-mip3.tga") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $Name: "guard2" $V3D Filename: "UltorCommand.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 land" $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: "attack_crouch" "ult3_crouch.mvf" +State: "freefall" "ult3_jump.mvf" +State: "cower" "ult3_cower.mvf" +Action: "sidestep_left" "Ult3_sidestep_left.mvf" "" +Action: "sidestep_right" "Ult3_sidestep_right.mvf" "" +Action: "fire_stand" "ult3_firing_stand.mvf" "" // +Action: "fire_crouch" "ult3_firing_crouch.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_leg_right" "ult3_death_leg_right.mvf" "Human Death Right 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" "" // +Weapon Specific: "sniper rifle" +State: "attack_stand" "ult3_attack_stand_snipe.mvf" +Action: "reload" "ult3_reload_snipe.mvf" "Ultor Reload2" +Action: "fire_stand" "ult3_fire_stand_snipe.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: 5 $Skin: "b" ("Ult_security_cmdr_01b.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01b.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01b-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01b-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga") $Skin: "c" ("Ult_security_cmdr_01c.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01c.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01c-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01c-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga") $Skin: "d" ("Ult_security_cmdr_01d.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01d.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01d-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01d-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga") $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") $Skin: "f" ("Ult_security_cmdr_01f.tga" "Ult_security_cmdr_02.tga" "Ult_security_cmdr_03.tga" "Ult_security_cmdr_04.tga" "Ult_security_cmdr_01f.tga" "Ult_security_cmdr_04.tga" "Ult_cmdr_01f-mip2.tga" "Ult_cmdr_02-mip2.tga" "Ult_cmdr_04-mip2.tga" "Ult_cmdr_01f-mip3.tga" "Ult_cmdr_02-mip3.tga" "Ult_cmdr_04-mip3.tga") $Body Temperature(F): 90.0 $RFE Level1: "Ultor" // ---------------------------------------------------------------------------------- $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 land" $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 land" $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 land" $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 land" $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: "merc_com" $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 land" $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" "mcom_swim_stand.mvf" +State: "swim_walk" "mcom_swim_walk.mvf" +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 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" +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 $Skin: "b" ("MercComndr_Parts01b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts03b.tga" "MercComndr_Parts02b.tga" "MercComndr_Parts01b.tga" "MercComndr_Parts01b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts03b-mip2.tga" "MercComndr_Parts02b-mip2.tga" "MercComndr_Parts01b-mip3.tga" "MercComndr_Parts02b-mip3.tga" "MercComndr_Parts03b-mip3.tga") //$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: "merc_heavy" $V3D Filename: "merc_heavy.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: 750 $Life: 400 $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" "heavy_machine_gun" "shoulder_cannon") $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 land" $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_idle.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 Right 1" +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 1" +Action: "death_head_neutral" "mrc1_death_generic_head.mvf" "Human Death Right 1" +Action: "death_chest_forward" "mrc1_death_torso_fore.mvf" "Human Death Forward 1" +Action: "death_chest_backward" "mrc1_death_torso_back.mvf" "Human Death Backward 1" +Action: "death_chest_neutral" "mrc1_death_generic_chest.mvf" "Human Death Right 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 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: "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 $Skin: "b" ("MercHvyWep_Parts01b.tga" "MercHvyWep_Parts02b.tga" "MercHvyWep_Parts03b.tga" "MercHvyWep_Parts02b.tga" "MercHvyWep_Parts01b.tga" "MercHvyWep_Parts01b-mip2.tga" "MercHvyWep_Parts02b-mip2.tga" "MercHvyWep_Parts03b-mip2.tga" "MercHvyWep_Parts02b-mip2.tga" "MercHvyWep_Parts01b-mip3.tga" "MercHvyWep_Parts02b-mip3.tga" "MercHvyWep_Parts03b-mip3.tga") //$Skin: "c" ("MercHvyWep_Parts01c.tga" "MercHvyWep_Parts02c.tga" "MercHvyWep_Parts03c.tga" "MercHvyWep_Parts02c.tga" "MercHvyWep_Parts01c.tga" "MercHvyWep_Parts01c-mip2.tga" "MercHvyWep_Parts02c-mip2.tga" "MercHvyWep_Parts03c-mip2.tga" "MercHvyWep_Parts02c-mip2.tga" "MercHvyWep_Parts01c-mip3.tga" "MercHvyWep_Parts02c-mip3.tga" "MercHvyWep_Parts03c-mip3.tga") $Skin: "d" ("MercHvyWep_Parts01d.tga" "MercHvyWep_Parts02d.tga" "MercHvyWep_Parts03d.tga" "MercHvyWep_Parts02d.tga" "MercHvyWep_Parts01d.tga" "MercHvyWep_Parts01d-mip2.tga" "MercHvyWep_Parts02d-mip2.tga" "MercHvyWep_Parts03d-mip2.tga" "MercHvyWep_Parts02d-mip2.tga" "MercHvyWep_Parts01d-mip3.tga" "MercHvyWep_Parts02d-mip3.tga" "MercHvyWep_Parts03d-mip3.tga") $Skin: "e" ("MercHvyWep_Parts01e.tga" "MercHvyWep_Parts02e.tga" "MercHvyWep_Parts03e.tga" "MercHvyWep_Parts02e.tga" "MercHvyWep_Parts01e.tga" "MercHvyWep_Parts01e-mip2.tga" "MercHvyWep_Parts02e-mip2.tga" "MercHvyWep_Parts03e-mip2.tga" "MercHvyWep_Parts02e-mip2.tga" "MercHvyWep_Parts01e-mip3.tga" "MercHvyWep_Parts02e-mip3.tga" "MercHvyWep_Parts03e-mip3.tga") $Skin: "f" ("MercHvyWep_Parts01f.tga" "MercHvyWep_Parts02f.tga" "MercHvyWep_Parts03f.tga" "MercHvyWep_Parts02f.tga" "MercHvyWep_Parts01f.tga" "MercHvyWep_Parts01f-mip2.tga" "MercHvyWep_Parts02f-mip2.tga" "MercHvyWep_Parts03f-mip2.tga" "MercHvyWep_Parts02f-mip2.tga" "MercHvyWep_Parts01f-mip3.tga" "MercHvyWep_Parts02f-mip3.tga" "MercHvyWep_Parts03f-mip3.tga") $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 land" $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" // ------------------------------------------------ // Robots // ------------------------------------------------ // ------------------------------------------------ // Robots -- Mining // ------------------------------------------------ // ---------------------------------------------------------------------------------- $Name: "Cutter" $V3D Filename: "cutter01.vcm" $LOD Distances: { 20 28 } $Movemode: "hover" $Mass: 8000 $Material: "metal" $Flags: ("fly" "sentient") $Flags2: ("collide_player") $Collision Radius: 1.4 $Collision Damage Given: 0.0 $FOV: 180 $Envirosuit: 0 $Life: 1000 $Damage Type Factor: "bash" 0.0 $Damage Type Factor: "fire" 0.0 $Damage Type Factor: "bullet" 0.5 $Damage Type Factor: "armor piercing bullet" 0.5 $Max Vel: 7.0 $Acceleration: 20.0 $Max Rot Vel: 10.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Thruster VFX 1: "cutter01_thrusterfx.VFX" $Thruster VFX 2: "cutter01_thrusterfx.VFX" $Thruster VFX 3: "cutter01_thrusterfx.VFX" $Thruster VFX 4: "cutter01_thrusterfx.VFX" $Thruster VFX 5: "Lil_RedEyeFlare.vfx" $Thruster VFX 6: "Lil_RedEyeFlare.vfx" $Thruster VFX 7: "Lil_RedEyeFlareLight.VFX" $Thruster VFX 8: "Lil_RedEyeFlare.vfx" $Thruster VFX 9: "Lil_RedEyeFlare.vfx" $Attack Style: "Direct" $Blind Pursuit Time: 5.0 $FlySnd: "cutter_fly.wav" 6 0.9 $Min FlySnd Volume: 0.6 $Low_Pain Sounds: "Cutter Pain" $DeathSnd: "Cutter Death" $Explode Anim: "explosion 1" $Explode Anim Radius: 4.0 +State: "stand" "cutter_hover.mvf" +State: "attack_stand" "cutter_hover.mvf" +State: "walk" "cutter_fly.mvf" +Action: "fire_stand" "cutter_attack-new.mvf" "Cutter Attack" $Use: "none" $Collision Sphere: "collision_0" 0.25 0.25 +radius: 1.4 $Collision Sphere: "collision_1" 0.25 0.25 +radius: 0.4 $Num Skins: 0 $RFE Level1: "Robots" // ---------------------------------------------------------------------------------- $Name: "Grabber" $V3D Filename: "grab.vcm" // $Debris Filename: "grab_debris.v3d" $Movemode: "robot fly" $Mass: 20 $Material: "metal" $Flags: ("fly" "sentient") $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: 40.0 $Max Rot Vel: 6.0 $Rot Acceleration: 10.0 $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: "attack_stand" "grab_hover.mvf" +State: "walk" "grab_fly.mvf" +Action: "flinch_stand" "grab_flinch_hover.mvf" "" +Action: "rock_drop" "grab_rock_drop.mvf" "" +Action: "rock_pickup" "grab_rock_up.mvf" "Grabber Grab" $Use: "command" +radius: 10 $Collision Sphere: "collision_0" 0.5 0.5 +radius: 0.52 $Num Skins: 0 $RFE Level1: "Robots" // ---------------------------------------------------------------------------------- $Name: "Transport" $V3D Filename: "transport01.vcm" $Movemode: "robot fly" $Mass: 50000 $Material: "metal" $Flags: ("fly" "no_collide") $Collision Radius: 5.0 $Collision Damage Given: 0.0 $FOV: 180 $Envirosuit: 0 $Life: 700 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.5 $Max Vel: 1.0 $Acceleration: 1.0 $Max Rot Vel: 6.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Thruster VFX 1: "APC_HeadLights.VFX" $Thruster VFX 2: "APC_HeadLights.VFX" $Thruster VFX 3: "WhiteLight.VFX" $Thruster VFX 4: "WhiteLight.VFX" $Thruster VFX 5: "WhiteLight.VFX" $Thruster VFX 6: "WhiteLight.VFX" $Thruster VFX 7: "WhiteLight.VFX" $Thruster VFX 8: "WhiteLight.VFX" $Thruster VFX 9: "Transport01_ThrusterFX.VFX" $Thruster VFX 10: "Transport01_ThrusterFX.VFX" $Thruster VFX 11: "WhiteLight.VFX" $Thruster VFX 12: "WhiteLight.VFX" $Thruster VFX 13: "Lil_RedEyeFlare.vfx" $Thruster VFX 14: "Lil_RedEyeFlare.vfx" $Thruster VFX 15: "Lil_RedEyeFlare.vfx" $Thruster VFX 16: "Lil_RedEyeFlare.vfx" $Thruster VFX 17: "Lil_RedEyeFlare.vfx" $Thruster VFX 18: "Lil_RedEyeFlare.vfx" $Thruster VFX 19: "Transport01_ThrusterFX.VFX" $Thruster VFX 20: "Lil_RedEyeFlare.vfx" $Thruster VFX 21: "Lil_RedEyeFlare.vfx" $Thruster VFX 22: "Lil_RedEyeFlare.vfx" $Thruster VFX 23: "Transport01_ThrusterFX.VFX" $Thruster VFX 24: "Lil_RedEyeFlare.vfx" $Thruster VFX 25: "Lil_RedEyeFlare.vfx" $Thruster VFX 26: "Lil_RedEyeFlare.vfx" $Corona (Glare) 1: "TransportThrusterGLO" "headlamp" $Corona (Glare) 2: "TransportThrusterGLO" "headlamp" $Corona (Glare) 3: "TransportThrusterGLO" "headlamp" $Corona (Glare) 4: "TransportThrusterGLO" "headlamp" $Attack Style: "None" $Blind Pursuit Time: 5.0 $FlySnd: "" $Min FlySnd Volume: 0.6 $Low_Pain Sounds: "" $DeathSnd: "" $Explode Anim: "transport_explode" $Explode Anim Radius: 50.0 +State: "stand" "transport_idle.mvf" +State: "attack_stand" "transport_idle.mvf" +Action: "heal_light_1" "transport_takeoff.mvf" "" $Use: "none" $Num Skins: 0 $RFE Level1: "Vehicles" // ---------------------------------------------------------------------------------- $Name: "Transport_rockets" $V3D Filename: "trnsprt_rocket.vcm" $Movemode: "robot fly" $Mass: 50000 $Material: "metal" $Flags: ("fly" "no_collide") $Collision Radius: 5.0 $Collision Damage Given: 0.0 $FOV: 180 $Envirosuit: 0 $Life: 700 $Damage Type Factor: "bullet" 0.0 $Damage Type Factor: "armor piercing bullet" 0.5 $Max Vel: 1.0 $Acceleration: 1.0 $Max Rot Vel: 6.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Thruster VFX 1: "TrnsprtRcktLight.VFX" $Thruster VFX 2: "TrnsprtRcktLight.VFX" $Thruster VFX 3: "TrnsprtRcktLight.VFX" $Thruster VFX 4: "TrnsprtRcktLight.VFX" $Thruster VFX 5: "TrnsprtRcktLight.VFX" $Thruster VFX 6: "TrnsprtRcktLight.VFX" $Thruster VFX 7: "TrnsprtRcktLight.VFX" $Thruster VFX 8: "TrnsprtRcktLight.VFX" $Thruster VFX 9: "TrnsprtRcktLight.VFX" $Thruster VFX 10: "TrnsprtRcktLight.VFX" $Attack Style: "None" $Blind Pursuit Time: 5.0 $FlySnd: "" $Min FlySnd Volume: 0.6 $Low_Pain Sounds: "" $DeathSnd: "" $Explode Anim: "" $Explode Anim Radius: 1.0 +State: "stand" "trnsprt_rockets_idle.mvf" +State: "attack_stand" "trnsprt_rockets_idle.mvf" +Action: "heal_light_1" "trnsprt_rockets_fire.mvf" "" $Use: "none" $Num Skins: 0 $RFE Level1: "Vehicles" // ---------------------------------------------------------------------------------- $Name: "edf_ship" $V3D Filename: "edf_ship.vcm" $Movemode: "hover" $Mass: 50000 $Material: "metal" $Flags: ("fly" "no_collide") $Collision Radius: 5.0 $Collision Damage Given: 0.0 $FOV: 180 $Envirosuit: 0 $Life: 700 $Max Vel: 30.0 $Acceleration: 1.0 $Max Rot Vel: 6.0 $Rot Acceleration: 10.0 $Allowed Weapons: ("") $Default Primary: "" $Default Secondary: "" $Thruster VFX 1: "WhiteLight.VFX" $Thruster VFX 2: "WhiteLight.VFX" $Thruster VFX 3: "WhiteLight.VFX" $Thruster VFX 4: "WhiteLight.VFX" $Thruster VFX 5: "WhiteLight.VFX" $Thruster VFX 6: "WhiteLight.VFX" $Thruster VFX 7: "WhiteLight.VFX" $Thruster VFX 8: "WhiteLight.VFX" $Corona (Glare) 1: "EDFEngine01" "" $Corona (Glare) 2: "EDFEngine01" "" $Corona (Glare) 3: "EDFEngine01" "" $Corona (Glare) 4: "EDFEngine01" "" $Corona (Glare) 5: "EDFEngine01_NoVolume" "" $Corona (Glare) 6: "EDFEngine01_NoVolume" "" $Corona (Glare) 7: "EDFEngine01_NoVolume" "" $Corona (Glare) 8: "EDFEngine01_NoVolume" "" $Attack Style: "None" $Blind Pursuit Time: 5.0 $FlySnd: "" $Min FlySnd Volume: 0.6 $Low_Pain Sounds: "" $DeathSnd: "" $Explode Anim: "" $Explode Anim Radius: 50.0 +State: "stand" "EDF1_Idle.mvf" +State: "attack_stand" "EDF1_Idle.mvf" +Action: "heal_light_1" "CS10_EDF1_Shot01_15.mvf" "" //+Action: "heal_light_1" "CS10_EDF2_Shot01_15.mvf" "" $Use: "none" $Num Skins: 0 $RFE Level1: "Vehicles" // ------------------------------------------------ // Robots -- Combat // ------------------------------------------------ $Name: "Tankbot" $V3D Filename: "Tankbot.vcm" $Debris Filename: "" $Movemode: "hover" $Mass: 1000 $Material: "metal" $Flags: ("sentient" "collide_corpse" "fire_outside_range") $Flags2: ("collide_player" "collide_entity" "tankbot") $Collision Radius: 2.0 $Collision Damage Given:0.0 $Movement Radius: 1.9 $FOV: 180 $Envirosuit: 0 $Life: 15000 $Max Vel: 5.5 $Acceleration: 10.0 $Max Rot Vel: 5.0 $Rot Acceleration: 20.0 $Allowed Weapons: ("Tankbot Chaingun" "Tankbot Missile") $Default Primary: "Tankbot Chaingun" $Default Secondary: "Tankbot Missile" $Default Melee: "Tankbot Smash" $Primary Muzzle Glare Name: "DroneChainGun" $Thruster VFX 1: "cutter01_thrusterfx.VFX" $Thruster VFX 2: "cutter01_thrusterfx.VFX" $Thruster VFX 3: "cutter01_thrusterfx.VFX" $Attack Style: "Direct" $Blind Pursuit Time: 120.0 $FlySnd: "lgbot2_fly.wav" 6 0.8 $Min FlySnd Volume: 0.8 $Low_Pain Sounds: "Tank Bot Small Pain" $Med_Pain Sounds: "Tank Bot Large Pain" $DeathSnd: "Big Bot Death" $Explode Anim: "drone explode" $Explode Anim Radius: 10.0 $emitter: "drone steam" +State: "stand" "tbot_stand_idle.mvf" +State: "walk" "tbot_stand_idle.mvf" +State: "run" "tbot_stand_idle.mvf" +State: "attack_stand" "tbot_attack_stand.mvf" +State: "attack_walk" "tbot_attack_stand.mvf" +State: "attack_run" "tbot_attack_stand.mvf" +Action: "fire_stand" "tbot_fire_gun.mvf" "" +Action: "alt_fire_stand" "tbot_fire_rocket.mvf" "" +Weapon Specific: "Tankb