//Originally created by kingsal for the Volta mission series. //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ model volta_magebeast { inherit tdm_ai_proguard mesh models/md5/chars/monsters/manbeast/manbeast9.md5mesh channel torso ( *Spine_Dummy) channel legs ( origin Pelvis Pelvis2 *Hips) //Sitting and kneeling animation anim manbeast_kneel_idle models/md5/chars/monsters/manbeast/manbeast_kneel_idle.md5anim { ai_no_turn } anim manbeast_kneel_down models/md5/chars/monsters/manbeast/manbeast_kneel_down.md5anim { ai_no_turn frame 1 disableWalkIK } anim manbeast_kneel_standup models/md5/chars/monsters/manbeast/manbeast_kneel_standup.md5anim { ai_no_turn frame 8 enableWalkIK } //Kneeling seaches anim kneel_down models/md5/chars/monsters/manbeast/manbeast_kneel_down_search.md5anim { ai_no_turn // should keep ai from spinning around during animation frame 1 disableWalkIK frame 15 sound snd_rustle frame 112 sound snd_rustle frame 125 enableWalkIK } anim kneel_down_torch models/md5/chars/monsters/manbeast/manbeast_kneel_down_search_torch.md5anim { ai_no_turn // should keep ai from spinning around during animation frame 1 disableWalkIK frame 15 sound snd_rustle frame 112 sound snd_rustle frame 125 enableWalkIK } //Idle animation anim idle models/md5/chars/monsters/manbeast/manbeast_idle.md5anim anim idle_torch models/md5/chars/monsters/manbeast/manbeast_idle_torch.md5anim anim idle_weapon models/md5/chars/monsters/manbeast/manbeast_idle_weapon.md5anim anim idle_weapon_torch models/md5/chars/monsters/manbeast/manbeast_idle_weapon_torch.md5anim //torch idles anim manbeast_idle_jitter_torch models/md5/chars/monsters/manbeast/manbeast_idle_jitter_torch.md5anim anim manbeast_idle_cough_torch models/md5/chars/monsters/manbeast/manbeast_idle_cough_torch.md5anim anim manbeast_idle_jitter models/md5/chars/monsters/manbeast/manbeast_idle_jitter.md5anim { ai_no_turn frame 14 sound beast_rustle_bones frame 17 sound beast_rustle_bones } anim manbeast_idle_scratch_leg models/md5/chars/monsters/manbeast/manbeast_idle_scratch_leg.md5anim { ai_no_turn frame 20 sound tdm_brush01 frame 24 sound tdm_brush01 } anim manbeast_idle_scratch_side models/md5/chars/monsters/manbeast/manbeast_idle_scratch_side.md5anim { ai_no_turn frame 19 sound tdm_brush01 frame 27 sound tdm_brush01 } anim manbeast_idle_cough models/md5/chars/monsters/manbeast/manbeast_idle_cough.md5anim { ai_no_turn no_random_headturning frame 6 sound_voice snd_cough } anim manbeast_idle_eat models/md5/chars/monsters/manbeast/manbeast_idle_eat.md5anim { no_random_headturning ai_no_turn frame 18 attach atdm:moveable_food_apple apple hand_l frame 28 sound_voice tdm_crunch frame 33 sound_voice tdm_chew frame 38 sound_voice tdm_chew frame 44 sound_voice tdm_chew frame 44 destroy apple } anim manbeast_idle_armswing models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim { no_random_headturning ai_no_turn } //Movment animations //Walks anim walk1 models/md5/chars/monsters/manbeast/manbeast_walk.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk2 models/md5/chars/monsters/manbeast/manbeast_walk.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_torch models/md5/chars/monsters/manbeast/manbeast_walk_torch.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_cautious_ready models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_blind models/md5/chars/monsters/manbeast/manbeast_walk_blinded.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_alerted_bow models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_alerted models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_alerted2 models/md5/chars/monsters/manbeast/manbeast_walk_sword.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim walk_alerted_torch models/md5/chars/monsters/manbeast/manbeast_walk_sword_torch.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim run models/md5/chars/monsters/manbeast/manbeast_run.md5anim { frame 1 footstep //frame 2 sound snd_rustle_run frame 9 footstep frame 11 sound snd_rustle_run } anim run_jog models/md5/chars/monsters/manbeast/manbeast_run.md5anim { frame 1 footstep frame 2 sound snd_rustle frame 9 footstep frame 11 sound snd_rustle } anim run_torch models/md5/chars/monsters/manbeast/manbeast_run_torch.md5anim { frame 1 footstep //frame 2 sound snd_rustle_run frame 9 footstep frame 11 sound snd_rustle_run } anim run_charge_torch models/md5/chars/monsters/manbeast/manbeast_run_torch_sword.md5anim { frame 1 footstep frame 2 sound snd_rustle frame 9 footstep frame 11 sound snd_rustle } anim run_charge models/md5/chars/monsters/manbeast/manbeast_run_sword.md5anim { frame 1 footstep //frame 2 sound snd_rustle_run frame 9 footstep frame 11 sound snd_rustle_run } //turns anim turn_left models/md5/chars/monsters/manbeast/manbeast_turn_left.md5anim { frame 5 footstep frame 8 sound snd_rustle frame 15 footstep } anim turn_right models/md5/chars/monsters/manbeast/manbeast_turn_right.md5anim { frame 8 footstep frame 10 sound snd_rustle frame 14 footstep } anim idle_turn_180_rgt models/md5/chars/monsters/manbeast/manbeast_turn_right180.md5anim { frame 8 sound snd_rustle frame 12 footstep frame 20 footstep frame 23 sound snd_rustle frame 25 footstep } anim idle_turn_180_lft models/md5/chars/monsters/manbeast/manbeast_turn_left180.md5anim { frame 8 sound snd_rustle frame 12 footstep frame 20 footstep frame 23 sound snd_rustle frame 25 footstep } //Sword and torch turns anim turn_left_torch models/md5/chars/monsters/manbeast/manbeast_turn_left_torch.md5anim { frame 5 footstep frame 8 sound snd_rustle frame 15 footstep } anim turn_right_torch models/md5/chars/monsters/manbeast/manbeast_turn_right_torch.md5anim { frame 8 footstep frame 10 sound snd_rustle frame 14 footstep } anim combat_turn_left models/md5/chars/monsters/manbeast/manbeast_turn_left_combat.md5anim { frame 5 footstep frame 8 sound snd_rustle frame 15 footstep } anim combat_turn_right models/md5/chars/monsters/manbeast/manbeast_turn_right_combat.md5anim { frame 8 footstep frame 10 sound snd_rustle frame 14 footstep } //Idle talks anim manbeast_talk_point models/md5/chars/monsters/manbeast/manbeast_talk_point.md5anim anim idle_talk1 models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim anim idle_talk2 models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim anim idle_talk3 models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim anim idle_talk4 models/md5/chars/monsters/manbeast/manbeast_talk_armswing.md5anim //Combat anims anim draw models/md5/chars/monsters/manbeast/manbeast_sword_draw.md5anim { frame 16 reattach melee_weapon hand_r frame 16 sound_weapon snd_drawsword frame 16 set_combat_flag melee // enable melee combat now } anim sheath models/md5/chars/monsters/manbeast/manbeast_sword_sheath.md5anim { frame 19 clear_combat_flag melee // disable melee attacks now frame 19 reattach melee_weapon hip_sheath_l frame 16 sound_weapon snd_sheathesword } anim combat_idle_sword models/md5/chars/monsters/manbeast/manbeast_idle_combat_sword.md5anim anim combat_idle_sword_torch models/md5/chars/monsters/manbeast/manbeast_idle_combat_sword_torch.md5anim anim failed_ko models/md5/chars/monsters/manbeast/manbeast_failed_ko.md5anim { ai_no_turn frame 7 sound snd_rustle frame 12 footstep } //Parry anim melee_parry_RL models/md5/chars/monsters/manbeast/manbeast_parry_left.md5anim { prevent_idle_override frame 6 melee_hold frame 5 melee_parry_start melee_weapon left frame 7 melee_parry_stop melee_weapon } anim melee_parry_RL_torch models/md5/chars/monsters/manbeast/manbeast_parry_left.md5anim { prevent_idle_override frame 6 melee_hold frame 5 melee_parry_start melee_weapon left frame 7 melee_parry_stop melee_weapon } anim melee_parry_LR models/md5/chars/monsters/manbeast/manbeast_parry_right.md5anim { prevent_idle_override frame 6 melee_hold frame 5 melee_parry_start melee_weapon right frame 7 melee_parry_stop melee_weapon } anim melee_parry_Over models/md5/chars/monsters/manbeast/manbeast_parry_overhead.md5anim { prevent_idle_override frame 6 melee_hold frame 5 melee_parry_start melee_weapon overhead frame 7 melee_parry_stop melee_weapon } anim melee_parry_Thrust models/md5/chars/monsters/manbeast/manbeast_parry_thrust.md5anim { prevent_idle_override frame 6 melee_hold frame 5 melee_parry_start melee_weapon thrust frame 7 melee_parry_stop melee_weapon } //Pain anim pain1 models/md5/chars/monsters/manbeast/manbeast_pain1.md5anim { ai_no_turn frame 2 sound snd_rustle_run frame 15 footstep frame 40 footstep } anim pain2 models/md5/chars/monsters/manbeast/manbeast_pain2.md5anim { ai_no_turn frame 2 sound snd_rustle_run frame 15 footstep frame 40 footstep } anim pain3 models/md5/chars/monsters/manbeast/manbeast_pain1.md5anim { ai_no_turn frame 2 sound snd_rustle_run frame 15 footstep frame 40 footstep } anim pain4 models/md5/chars/monsters/manbeast/manbeast_pain2.md5anim { ai_no_turn frame 2 sound snd_rustle_run frame 15 footstep frame 40 footstep } anim pain_torch models/md5/chars/monsters/manbeast/manbeast_pain1_torch.md5anim { frame 2 sound snd_rustle_run frame 10 object_call releaseTorch frame 15 footstep frame 40 footstep } anim pain_torch2 models/md5/chars/monsters/manbeast/manbeast_pain2_torch.md5anim { frame 2 sound snd_rustle_run frame 7 object_call releaseTorch frame 11 footstep frame 32 footstep } //Searching anims anim idle_search_suspicious models/md5/chars/monsters/manbeast/manbeast_search1.md5anim {no_random_headturning frame 8 sound snd_rustle frame 15 footstep frame 34 sound snd_rustle frame 65 sound snd_rustle frame 126 footstep } anim idle_search_suspicious01 models/md5/chars/monsters/manbeast/manbeast_search2.md5anim {no_random_headturning frame 3 sound snd_rustle frame 15 footstep frame 40 sound snd_rustle frame 73 sound snd_rustle frame 100 footstep } anim idle_search_suspicious02 models/md5/chars/monsters/manbeast/manbeast_search1.md5anim {no_random_headturning frame 8 sound snd_rustle frame 15 footstep frame 34 sound snd_rustle frame 65 sound snd_rustle frame 126 footstep } anim idle_search_suspicious03 models/md5/chars/monsters/manbeast/manbeast_search2.md5anim {no_random_headturning frame 3 sound snd_rustle frame 15 footstep frame 40 sound snd_rustle frame 73 sound snd_rustle frame 100 footstep } anim idle_search_suspicious02_armed models/md5/chars/monsters/manbeast/manbeast_search1_sword.md5anim {no_random_headturning frame 8 sound snd_rustle frame 15 footstep frame 34 sound snd_rustle frame 65 sound snd_rustle frame 126 footstep } anim idle_search_suspicious03_armed models/md5/chars/monsters/manbeast/manbeast_search2_sword.md5anim {no_random_headturning frame 3 sound snd_rustle frame 15 footstep frame 40 sound snd_rustle frame 73 sound snd_rustle frame 100 footstep } anim idle_search_suspicious03_torch models/md5/chars/monsters/manbeast/manbeast_search_torch.md5anim {no_random_headturning frame 8 sound snd_rustle frame 15 footstep frame 34 sound snd_rustle frame 65 sound snd_rustle frame 126 footstep } anim search1 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword.md5anim { frame 12 footstep frame 16 sound snd_rustle frame 27 footstep frame 32 sound snd_rustle } anim search_sword1 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword.md5anim { frame 12 footstep frame 16 sound snd_rustle frame 27 footstep frame 32 sound snd_rustle } anim search_sword2 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword.md5anim { frame 12 footstep frame 16 sound snd_rustle frame 27 footstep frame 32 sound snd_rustle } anim search_sword_torch models/md5/chars/monsters/manbeast/manbeast_search_walk_sword_torch.md5anim { frame 12 footstep frame 16 sound snd_rustle frame 27 footstep frame 32 sound snd_rustle } anim search_torch1 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword_torch.md5anim { frame 12 footstep frame 16 sound snd_rustle frame 27 footstep frame 32 sound snd_rustle } anim search_torch2 models/md5/chars/monsters/manbeast/manbeast_search_walk_sword_torch.md5anim { frame 12 footstep frame 16 sound snd_rustle frame 27 footstep frame 32 sound snd_rustle } //Ranged spear anims anim combat_idle_spear models/md5/chars/monsters/manbeast/manbeast_idle_combat_spear.md5anim anim idle_weapon_spear models/md5/chars/monsters/manbeast/manbeast_idle_spear.md5anim anim ranged_attack models/md5/chars/guards/proguard/throw.md5anim { frame 10 create_missile RightHand frame 21 launch_missile RightHand } // anim ranged_attack2 models/md5/chars/guards/proguard/throw.md5anim // { // frame 10 sound_voice snd_combat_throw // frame 21 launch_missile RightHand // } anim melee_attack models/md5/chars/guards/proguard/combat_mage_attack01.md5anim { prevent_idle_override frame 32 fx fx/smallsparks1 frame 32 melee melee_mage_damage } anim drawSpear models/md5/chars/monsters/manbeast/manbeast_spear_draw.md5anim { frame 16 reattach missile_weapon hand_r_bow frame 16 set_combat_flag ranged // enable ranged combat now } anim sheathSpear models/md5/chars/guards/proguard/combat_bow_holster.md5anim { frame 19 clear_combat_flag ranged // disable ranged attacks now frame 19 reattach missile_weapon bow_holster_pos_rl } anim draw_spear models/md5/animations/short/combat_bow_draw.md5anim { frame 16 reattach missile_weapon hand_r_bow frame 16 set_combat_flag ranged // enable ranged combat now } anim sheathe_spear models/md5/animations/short/combat_bow_holster.md5anim { frame 19 clear_combat_flag ranged // disable ranged attacks now frame 19 reattach missile_weapon bow_holster_pos_rl } anim walk_spear models/md5/chars/monsters/manbeast/manbeast_walk_spear.md5anim { frame 9 footstep frame 10 sound snd_rustle frame 26 footstep frame 27 sound snd_rustle } anim run_spear models/md5/chars/monsters/manbeast/manbeast_run_spear.md5anim { frame 1 footstep //frame 2 sound snd_rustle_run frame 9 footstep frame 11 sound snd_rustle_run } } model volta_manbeast_LOD1 { inherit volta_magebeast mesh models/md5/chars/monsters/manbeast/manbeast9_LOD1.md5mesh channel torso ( *Spine_Dummy) channel legs ( origin Pelvis Pelvis2 *Hips) } model volta_manbeast_LOD2 { inherit volta_magebeast mesh models/md5/chars/monsters/manbeast/manbeast9_LOD2.md5mesh channel torso ( *Spine_Dummy) channel legs ( origin Pelvis Pelvis2 *Hips) } model volta_manbeast_LOD3 { inherit volta_magebeast mesh models/md5/chars/monsters/manbeast/manbeast9_LOD3.md5mesh channel torso ( *Spine_Dummy) channel legs ( origin Pelvis Pelvis2 *Hips) } //++++++++++++++++++++++++Veil Beast++++++++++++++++++++++++++++++ entityDef atdm:ai_magebeast { //AI type "inherit" "atdm:ai_humanoid_newskel" "editor_displayFolder" "AI/Monsters/Manbeasts" "editor_usage" "A rare man-like beast from beyond the edges of civilization" // This defines how AIs will interact with this entity "AIUse" "AIUSE_MONSTER" "ragdoll" "guard_base_newskel" "model" "volta_magebeast" "headturn_chance_idle" "0.0" "def_head" "atdm:ai_head_manbeast01" "offsetHeadModel" "1 0 -3" // defaultvalue if set "unarmed_melee" "1" "unarmed_ranged" "1" "def_projectile" "atdm:projectile_fireball_major" "fire_range" "480" "melee_range" "40" "team" "12" "rank" "1" "health" "130" "health_critical" "25" //Body "mass" "80" "shouldered_name" "Unconscious Beast" "shouldered_name_dead" "Dead Beast" //Animation //Beasts dont use chairs and therefore sit on the ground. "replace_anim_idle_sit" "manbeast_kneel_idle" "replace_anim_idle_sit2" "manbeast_kneel_idle" "replace_anim_sit_down" "manbeast_kneel_down" "replace_anim_sit_up" "manbeast_kneel_standup" "anim_rate_walk" "1.4" "anim_rate_walk1" "1.4" "anim_rate_walk2" "1.4" "anim_rate_walk_blinded" "0.7" "anim_rate_walk_torch" "1.4" "anim_rate_walk_spear" "1.4" "anim_rate_walk_alerted" "1.4" "anim_rate_walk_alerted2" "1.4" "anim_rate_walk_alerted_torch" "1.4" "anim_rate_walk_cautious_ready" "1.4" "anim_rate_manbeast_idle_jitter" "1.3" "anim_rate_talk1" "1.3" "anim_rate_talk2" "1.3" "anim_rate_talk3" "1.3" "anim_rate_talk4" "1.3" "anim_rate_search1" "0.6" "anim_rate_search_sword1" "0.6" "anim_rate_search_sword2" "0.6" "anim_rate_search_torch" "0.6" "anim_rate_search_torch1" "0.6" "anim_rate_search_torch2" "0.6w" "anim_rate_manbeast_idle_armswing" "1.3" "anim_rate_run_charge" "0.9" "anim_rate_run" "0.9" //combat "def_melee_set" "atdm:ai_melee_set_trained" //Immunities "gas_immune" "0" //KO "ko_alert_immune" "1" "ko_alert_immune_state" "5" "ko_alert_state" "4" "canSearchCooperatively" "1" "ko_angle_alert_horiz" "110" "ko_angle_alert_vert" "180" "damage_scale chest" "1.2" "damage_scale head" "1.8" //alert times - reduced "alert_time1" "4" "alert_time1_fuzzyness" "1" "alert_time2" "6" "alert_time2_fuzzyness" "2" "alert_time3" "12" "alert_time3_fuzzyness" "3" "alert_time4" "25" "alert_time4_fuzzyness" "3" //think distances "min_interleave_think_dist" "500" "max_interleave_think_dist" "1500" //sound "def_vocal_set" "atdm:ai_vocal_set_manbeast01" "def_vocal_set_drunk" "atdm:ai_vocal_set_manbeast01" "snd_footstep" "bare_footstep" "snd_rustle" "beast_rustle_bones" "snd_rustle_run" "beast_rustle_bones_run" "snd_footstep_wood" "bare_footstep" "snd_footstep_tile" "bare_footstep" "snd_footstep_stone" "bare_footstep" "snd_footstep_metal" "bare_footstep" "sleep_bark_interval_max" "4" "sleep_bark_interval_min" "4" "idle_bark_interval_min" "5" "idle_bark_interval_max" "15" "canLightTorches" "1" //anim //"idle_animations" "manbeast_idle_jitter" "idle_animations" "manbeast_idle_scratch_leg,manbeast_idle_scratch_side,manbeast_idle_cough,manbeast_idle_eat,manbeast_idle_jitter,manbeast_idle_armswing" "idle_animations_torso" "" "idle_animations_sitting" "" "idle_animations_interval" "15" //LOD "lod_1_distance" "225" "model_lod_1" "volta_manbeast_LOD1" "lod_2_distance" "450" "model_lod_2" "volta_manbeast_LOD2" "lod_3_distance" "700" "model_lod_3" "volta_manbeast_LOD3" "hide_distance" "-1" // never "dist_check_period" "0.7" } entityDef atdm:ai_manbeast_spear_thrower { //AI type "inherit" "atdm:ai_manbeast" "editor_usage" "A rare man-like beast from beyond the edges of civilization; throws spears" "editor_displayFolder" "AI/Monsters/Manbeasts" "fire_range" "700" "def_projectile" "atdm:projectile_spear" "attack_cone" "70" "attack_accuracy" "1.2" "projectile_spread" "0" "num_projectiles" "1" "headturn_chance_idle" "0.0" "health" "90" //weaker than regular beasts "def_attach1" "weapon_spear" "name_attach1" "missile_weapon" "pos_attach1" "bow_holster_pos_rl" "def_attach2" "-" // "pos_attach2" "-" "def_attach3" "prop_quiver_spear_bundle" "pos_attach3" "bow_holster_pos_rl" "def_attach4" "atdm:moveable_rough_blade" "name_attach4" "melee_weapon" "pos_attach4" "hip_sheath_l" //gameplay animation "anim_rate_draw_spear " "1.2" //slightly increased "anim_rate_sheath_spear " "1.2" //slightly increased "anim_rate_drawSpear " "1.2" //slightly increased "anim_rate_sheathSpear " "1.2" //slightly increased "anim_rate_ranged_attack_spear" "1.2" //slightly increased fire rate, lower accuracy "anim_rate_run_spear" "1" //slightly increased fire rate, lower accuracy "outofreach_projectile_enabled" "0" //We don't want them throwing arrows } entityDef atdm:env_ragdoll_manbeast { "inherit" "atdm:env_ragdoll_humanoid_base_newskel" "editor_usage" "Ragdoll for manbeast" "AIUse" "AIUSE_PERSON" "personType" "PERSONTYPE_BEGGAR" "personGender" "PERSONGENDER_MALE" "model" "volta_manbeast" "skin" "-" "def_head" "atdm:ai_head_manbeast01" } // Manbeast Heads model manbeast_head { inherit head_model_base mesh models/md5/chars/monsters/manbeast/manbeast_head01.md5mesh anim blink models/md5/chars/monsters/manbeast/manbeast_blink.md5anim } entityDef atdm:ai_head_manbeast01 { "inherit" "atdm:ai_head_base" "model" "manbeast_head" //cannot be ko'd when alert "ko_alert_immune_state" "5" } //Head variant with mask entityDef atdm:ai_head_manbeast01_relic_mask { "editor_usage" "Beast with lootable creepy mask (not shown in the editor)." "inherit" "atdm:ai_head_base" "model" "manbeast_head" "def_attach1" "atdm:moveable_loot_relic_mask_wearable" "pos_attach1" "velvetcap_1" "name_attach1" "mask" //Harder to KO "ko_angle_horiz" "110" "ko_angle_vert" "180" "ko_angle_alert_horiz" "110" "ko_angle_alert_vert" "180" //cannot be KO'd when in Combat "ko_alert_immune_state" "5" }