//------------------------------------------------ // SDK Example Content // Rocket Launcher Strogg Marine // // Compare the entries in this def file to those of the monster_strogg_marine_sgun // (monster_strogg_marine.def) as an example of how to implement new monsters // and monster attacks using only existing AI code. // // aweldon Nov 05 //------------------------------------------------ entityDef projectile_strogg_marine_rocket { // We'll just steal the standard single player rocket. "inherit" "projectile_rocket" // ...but that does a little too much damage! "def_damage" "damage_strogg_marine_rocket" "def_splash_damage" "damage_strogg_marine_rocket_splash" } entityDef damage_strogg_marine_rocket { // Inherit the standard single player rocket damage "inherit" "damage_rocketDirect" // Lower damage from 150 to something more reasonable. "damage" "65" } entityDef damage_strogg_marine_rocket_splash { // Inherit the standard single player rocket splash damage // Lower damage from 150 to something more reasonable. "damage" "45" // This might also get a little messy... "gib" "1" } entityDef monster_strogg_marine_rocket { "inherit" "monster_strogg_marine_sgun" // Use the shotgun guy as a base "editor_usage" "Rocket Strogg Marine" // What will display in the editor "editor_ignore" "0" // Show the entity in the right click menu "model" "monster_strogg_marine_sgun" // Use the mesh and anims from the shotgun guy "skin" "skins/monsters/strogg_marine/smv_shotgun" // Leave the skin as the shotgun guy // --------------------------------- Defs ---------------------------------- "minShots" "1" // Will fire at least once. "maxShots" "3" // ...and up to 3 times in sequence. // These refer only to the number of times the fire animation will play, and not how many physical shots are fired // That can be modified by including multiple shots on frame commands or by upping the count per attack. "actionTimer_rangedAttack_rate" ".5" // Was .25. Time between attacks "action_rangedAttack" "1" "action_rangedAttack_anim" "shotgun_range_attack" // Anim to play when attacking "action_rangedAttack_minRange" "128" // Minimum attack range in units. Was 0 on shotgun. "action_rangedAttack_maxRange" "640" // Maximum attack range in units. Was 400 on shotgun. "action_rangedAttack_failrate" "0" // Attack will never fail. "action_rollAttack_rate" "2" // Was .25. Time between attacks. "action_strafe" "0" // Disable Strafing "def_attack_base" "projectile_strogg_marine_rocket" // Use our new projectile for base attacks. "attack_base_count" "1" // One projectile "attack_base_spread" "0" // no spread "attack_base_hitscan" "0" // Does not hit instantly "attack_base_accuracy" "1" // increased accuracy "def_attack_jointDir" "projectile_strogg_marine_rocket" // Use our new projectile for joint attacks. "attack_jointDir_locktojoint" "1" // Lock to joint direction "attack_jointDir_count" "1" // One projectile "attack_jointDir_spread" "0" // no spread "attack_jointDir_hitscan" "0" // does not hit instantly "attack_jointDir_accuracy" "0" // no change // --------------------------------- Effects --------------------------------- "fx_blaster_muzzleflash" "effects\weapons\rocket\muzzleflash_world.fx" // Rocket launcher muzzle flash "snd_weapon_fire" "weapon_rocket_fire" // Rocket launcher sound shader }