npc_super_spectre { HullType "HULL_MEDIUM" AIClass super_spectre TraverseAnimType super_spectre collideWithPlayer 1 ragdollOnTraverseDeath 0 mechanical 1 BodyType super_spectre ArmorType heavy [$sp] ArmorType heavy [$mp] SmartAmmoLockType large smartAmmoLockAttachmentName0 CHESTFOCUS smartAmmoLockAttachmentName1 HEADFOCUS smartAmmoLockAttachmentName2 exp_torso_main smartAmmoLockAttachmentName3 shell smartAmmoLockAttachmentName4 shell2 suppressLSP_duration 5 title #NPC_SUPER_SPECTRE ui_targetinfo "ui/targetinfo_titan" [$mp] ui_targetinfo "" [$sp] DrawEnemyHealthBar 1 [$mp] DrawTargetHealthBar 1 [$mp] DrawEnemyHealthBar 0 [$sp] DrawTargetHealthBar 0 [$sp] footstep_type "superspectre" footstepSprintSpeedThreshold 500 BaseClass "npc_super_spectre" DefaultModelName "models/robots/super_spectre/super_spectre_v1.mdl" DefaultWeapon "mp_weapon_super_spectre" ForceAutoPrecacheDefaultWeapon 1 AdditionalScriptWeapon "mp_weapon_spectre_spawner" AdditionalAISettings "npc_frag_drone" BehaviorSelector "behavior_super_spectre" GibModel0 "models/robots/super_spectre/super_spectre_left_arm.mdl" GibModel1 "models/robots/super_spectre/super_spectre_right_arm.mdl" GibModel2 "models/robots/super_spectre/super_spectre_left_leg.mdl" GibModel3 "models/robots/super_spectre/super_spectre_right_leg.mdl" GibModelSoftened0 "models/robots/super_spectre/super_spectre_left_arm.mdl" GibModelSoftened1 "models/robots/super_spectre/super_spectre_right_arm.mdl" GibModelSoftened2 "models/robots/super_spectre/super_spectre_left_leg.mdl" GibModelSoftened3 "models/robots/super_spectre/super_spectre_right_leg.mdl" GibAttachment0 "FX_DAM_VENT_RL" GibAttachment1 "FX_DAM_VENT_RR" GibAttachment2 "THRUST_L_FOOT" GibAttachment3 "THRUST_R_FOOT" GibSpeed 450 GibAngularSpeed 30 GibMaxDist 16000 GibFX "P_sup_spectre_death" //GibSound "ai_reaper_explo_3p" //leechAnimSet super_spectre //onLeechFuncName SuperSpectreOnLeeched //leechAnimTag REF //leechDataKnifeTag KNIFE leechMaxDist 0 Health 3500 [$mp] Health 3000 [$sp] PainOnHeavyDamageThreshold 450 PainOnRepeatDamageThreshold 2400 breakOutOfPainDamageThreshold 500 PainOnSurpriseHit 0 PainWhileRunning 0 FOV_Vert_Offset 0 FOV_Near_Dist 500 // distance at which we transition between near and far FOV values FOV_Far_Dist 2000 // use far values after this distance, interpolate horizontal in between, use far for vertical FOV_Idle_Near_Horz 130 FOV_Idle_Near_Vert 180 FOV_Idle_Far_Horz 60 FOV_Idle_Far_Vert 60 FOV_Alert_Near_Horz 130 FOV_Alert_Near_Vert 180 FOV_Alert_Far_Horz 60 FOV_Alert_Far_Vert 60 FOV_Combat_Near_Horz 160 FOV_Combat_Near_Vert 180 FOV_Combat_Far_Horz 130 FOV_Combat_Far_Vert 60 MoveYawSpeed 15 AimAngularSpeed 20 moveDeflectionSmallObstacleRadius 25 aimassist_adspull_centerAttachmentName "exp_torso_core_fx" aimassist_adspull_centerRadius 18.0 aimassist_adspull_headshotAttachmentName "HEADFOCUS" aimassist_adspull_headshotRadius 17.0 // The common ground slam melee attack he does is actually defined by damagedef_reaper_groundslam MeleeCosAngleRange -1 // 360 MeleeDamageForce 50000 MeleeChargeDamageForce 50000 // MP melee settings MeleeDamageMin 50 [$mp] MeleeDamageMax 70 [$mp] MeleeDamageMinHeavyArmor 1000 [$mp] MeleeDamageMaxHeavyArmor 2000 [$mp] MeleeChargeDamageMin 60 [$mp] MeleeChargeDamageMax 80 [$mp] MeleeChargeDamageMinHeavyArmor 1000 [$mp] MeleeChargeDamageMaxHeavyArmor 2000 [$mp] // SP melee settings MeleeDamageMin 20 [$sp] MeleeDamageMax 30 [$sp] MeleeDamageMinHeavyArmor 1000 [$sp] MeleeDamageMaxHeavyArmor 2000 [$sp] MeleeChargeDamageMin 40 [$sp] MeleeChargeDamageMax 50 [$sp] MeleeChargeDamageMinHeavyArmor 1000 [$sp] MeleeChargeDamageMaxHeavyArmor 2000 [$sp] MeleeDamageRadius 120 MeleeRange 150 MeleeChargeDamageRadius 100 MeleeChargeDamageHeight 120 MeleeChargeRange 150 MeleeEnemyArmorType any MeleeChargeEnemyArmorType normal MeleeChargeCosAngleRange 0.5 MeleeDamageFlags "DF_MELEE | DF_KNOCK_BACK" MeleeChargeDamageFlags "DF_MELEE | DF_KNOCK_BACK" meleeCameraShakeDuration 1.0 meleeImpactEffectTable "melee_superSpectre" //landingImpactTable "titan_landing" //footstepImpactTable "titan_footstep" dodgeImpactTable "titan_dodge" specialRangeAttackMinDist 700 specialRangeAttackMaxDist 1500 faceEnemyToleranceAngle 45 faceEnemyStrictToleranceAngle 45 waitBetweenWeaponBurst 0 MinStartMoveDist 100 MaxArrivalDist 250 MinForceWalkDist 1500 MinForceWalkDistVsHeavyArmor 150 titanStompable 0 rodeoMaxDist 0 showFriendlyIcon 1 aiEnemy_usePriorityDist 1500 aiEnemy_priority 20 magneticRange 125 chaseStopDist 150 chaseStopDistHeavyArmor 1200 chaseOnlyReachable 1 traverseCostFactor 2.0 minGoalRadius 256 dodgePeriod 6 [$sp] // Don't dodge more than maxDodgePerPeriod within this time maxDodgePerPeriod 2 [$sp] // Don't dodge more than this many times in dodgePeriod dodgePeriod 6 [$mp] // Don't dodge more than maxDodgePerPeriod within this time maxDodgePerPeriod 1 [$mp] // Don't dodge more than this many times in dodgePeriod minConsecutiveDodgeTime 0 missileAwarenessCos -0.1 dodgeForwardThreshold 800 dodgeBackwardThreshold 400 StrafeDodgeDamage 400 lockOnDodgeHealthThreshold 0.8 enemyAimAtMeWidthHeavyArmor 75 longJumpCheckMinInterval 8 longJumpCheckMaxInterval 15 longJumpMinDist 600 longJumpMaxDist 1000 longJumpHeight 300 chasecamDistanceMax 320 chasecamMaxOrbitDepth 90 chasecamOffsetUp 0 chasecamOffsetRight 110 enable_frag_drones 1 [$sp] enable_frag_drones 0 [$mp] reactChanceDefault 100 reactSurprised_maxRadius 2000 reactSurprised_distDelta 600 nuke_on_death 1 }