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npc_spectre
{
AIClass spectre
TraverseAnimType spectre
title #NPC_SPECTRE
useSequenceBounds 1
aiEnemy_usePriorityDist 1300
aiEnemy_immediateThreatDist 200 [$sp]
aiEnemy_immediateThreatDist 94 [$mp]
AimAngularSpeed 7
ArmorType normal
BaseClass "npc_spectre"
BodyType human
footstep_type "robot"
mechanical 1
BehaviorSelector "behavior_spectre"
chaseStopDist 300
chaseStopDistHeavyArmor 800
allowCower 0
allowUseCover 1
traverseCostFactor 2.0
minGoalRadius 256
DefaultModelName "models/robots/spectre/imc_spectre.mdl"
DefaultModelName_IMC "models/robots/spectre/imc_spectre.mdl"
DefaultModelName_MIL "models/robots/spectre/imc_spectre.mdl"
DefaultWeapon "mp_weapon_rspn101"
WeaponCapacity "PilotMainWeapons"
longJumpCheckMinInterval 15
longJumpCheckMaxInterval 30
longJumpMinDist 400
longJumpMaxDist 700
longJumpHeight 300
GibModel0 "models/robots/spectre/spectre_assault_d_gib_leg_l.mdl"
GibModel1 "models/robots/spectre/spectre_assault_d_gib_leg_r.mdl"
GibModel2 "models/robots/spectre/spectre_assault_d_gib_arm_l.mdl"
GibModel3 "models/robots/spectre/spectre_assault_d_gib_arm_r.mdl"
GibModelSoftened0 "models/robots/spectre/spectre_assault_d_gib_leg_l.mdl"
GibModelSoftened1 "models/robots/spectre/spectre_assault_d_gib_leg_r.mdl"
GibModelSoftened2 "models/robots/spectre/spectre_assault_d_gib_arm_l.mdl"
GibModelSoftened3 "models/robots/spectre/spectre_assault_d_gib_arm_r.mdl"
GibAttachment0 "left_leg"
GibAttachment1 "right_leg"
GibAttachment2 "left_arm"
GibAttachment3 "right_arm"
GibSpeed 200
GibAngularSpeed 20
GibMaxDist 1600
GibFX "P_exp_spectre_death"
GibSound "Explo_Spectre"
headshotFX "P_headshot_pilot_robot"
landingImpactTable "pilot_landing"
footstepImpactTable "pilot_foostep"
faceEnemyStrictToleranceAngle 30
faceEnemyWhileMovingDist 600
"mp" [$mp]
{
crouchCombatDistInner 300
crouchCombatDistOuter 350
FOV_Alert_Far_Horz 100
FOV_Alert_Far_Vert 60
FOV_Alert_Near_Horz 130
FOV_Alert_Near_Vert 180
FOV_Combat_Far_Horz 100
FOV_Combat_Far_Vert 60
FOV_Combat_Near_Horz 130
FOV_Combat_Near_Vert 180
FOV_Idle_Far_Horz 100
FOV_Idle_Far_Vert 60
FOV_Idle_Near_Horz 130
FOV_Idle_Near_Vert 180
NoticeForgetPostTime 5.0
NoticeForgetPreTime 1.0
NoticeDistNear_Alert 300
NoticeDistNear_Combat 300
NoticeDistNear_Idle 150
NoticeDistFar_Alert 2000
NoticeDistFar_Combat 2000
NoticeDistFar_Idle 2000
NoticeTimeNear_Alert 0.1
NoticeTimeNear_Combat 0.0
NoticeTimeNear_Idle 0.1
NoticeTimeFar_Alert 1.0
NoticeTimeFar_Combat 1.0
NoticeTimeFar_Idle 1.0
NoticeTimePeripheral_Alert 0.7
NoticeTimePeripheral_Combat 0.7
NoticeTimePeripheral_Idle 0.7
}
"sp" [$sp]
{
crouchCombatDistInner 400
crouchCombatDistOuter 500
FOV_Alert_Far_Horz 100
FOV_Alert_Far_Vert 60
FOV_Alert_Near_Horz 180
FOV_Alert_Near_Vert 100
FOV_Combat_Far_Horz 100
FOV_Combat_Far_Vert 60
FOV_Combat_Near_Horz 180
FOV_Combat_Near_Vert 80
FOV_Idle_Far_Horz 100
FOV_Idle_Far_Vert 60
FOV_Idle_Near_Horz 170
FOV_Idle_Near_Vert 80
NoticeForgetPostTime 5.0
NoticeForgetPreTime 1.0
NoticeDistNear_Alert 300
NoticeDistNear_Combat 300
NoticeDistNear_Idle 150
NoticeDistFar_Alert 1800
NoticeDistFar_Combat 2500
NoticeDistFar_Idle 1500
NoticeTimeNear_Alert 0.2
NoticeTimeNear_Combat 0.1
NoticeTimeNear_Idle 0.5
NoticeTimeFar_Alert 0.75
NoticeTimeFar_Combat 0.5
NoticeTimeFar_Idle 2.0
NoticeTimePeripheral_Alert 1.0
NoticeTimePeripheral_Combat 0.75
NoticeTimePeripheral_Idle 2.0
}
FOV_Near_Dist 150 // 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_Vert_Offset -20 // looking down instead of up... better for pilots on high ground feeling
HullType "HULL_HUMAN"
leechAnimSet spectre
leechMaxDist 150
magneticRange 125
MaxArrivalDist 170
aimassist_adspull_centerAttachmentName "CHESTFOCUS"
aimassist_adspull_centerRadius 11.0
aimassist_adspull_headshotAttachmentName "HEADSHOT"
aimassist_adspull_headshotRadius 7.0
MeleeDamageMax 20 [$mp]
MeleeDamageMin 20 [$mp]
MeleeDamageMax 53 [$sp]
MeleeDamageMin 53 [$sp]
Health 130 [$sp]
Health 100 [$mp]
PainOnHeavyDamageThreshold 32
PainOnRepeatDamageThreshold 70
MeleeDamageRadius 40 [$mp]
MeleeRange 65 [$mp]
MeleeDamageRadius 60 [$sp]
MeleeRange 60 [$sp]
MeleeChargeDamageMin 80
MeleeChargeDamageMax 80
MeleeChargeDamageMinHeavyArmor 80
MeleeChargeDamageMaxHeavyArmor 80
MeleeChargeDamageRadius 25
MeleeChargeRange 135
meleeChargeInterval 1
MeleeChargeEnemyArmorType any
meleeImpactEffectTable "melee_spectre"
MinForceWalkDist 0
MinStartMoveDist 100
MoveYawSpeed 12
moveDeflectionLookAheadTime 0.5 [$sp]
shootingCoverFightRadius 600 [$sp]
DrawEnemyHealthBar 0
DrawTargetHealthBar 0
resetBurstOnStopShootOverlay 1
restrictAimGunToValidSequences 1
showFriendlyIcon 1
showTitle 1 [$mp]
showTitle 1 [$sp]
ui_targetinfo "ui/targetinfo_spectre_bounty" [$mp]
ui_targetinfo "ui/targetinfo_npc_hackable" [$sp]
smartAmmoLockAttachmentName0 HEADFOCUS
waitBetweenWeaponBurst 1
suppressLSP_duration 1.5
reactChanceDefault 90
}
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