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npc_stalker
{
AIClass stalker
TraverseAnimType stalker
title #NPC_STALKER
ui_targetinfo "ui/targetinfo_stalker_bounty" [$mp]
ui_targetinfo "ui/targetinfo_npc_hackable" [$sp]
ui_targetinfo_offset_z 12
useSequenceBounds 1
aiEnemy_usePriorityDist 1300
aiEnemy_immediateThreatDist 200
AimAngularSpeed 7
ArmorType normal
BaseClass "npc_stalker"
BodyType human
footstep_type "stalker"
footstepSprintSpeedThreshold 85
mechanical 1
BehaviorSelector "behavior_stalker"
crawlingSettingsWrapper "npc_stalker_crawling"
chaseStopDist 75 [$sp]
chaseStopDistHeavyArmor 200 [$sp]
chaseStopDist 500 [$mp]
chaseStopDistHeavyArmor 800 [$mp]
traverseCostFactor 5.0 // need to take into account slow move speed
minGoalRadius 1600
DefaultModelName "models/robots/stalker/robot_stalker.mdl" [$sp]
DefaultModelName_IMC "models/robots/stalker/robot_stalker.mdl" [$sp]
DefaultModelName_MIL "models/robots/stalker/robot_stalker.mdl" [$sp]
DefaultModelName "models/robots/stalker/robot_stalker_red.mdl" [$mp]
DefaultModelName_IMC "models/robots/stalker/robot_stalker_red.mdl" [$mp]
DefaultModelName_MIL "models/robots/stalker/robot_stalker_red.mdl" [$mp]
DefaultWeapon "mp_weapon_lstar"
WeaponCapacity "PilotMainWeapons"
longJumpHeight 2000
GibModel0 "models/robots/stalker/robot_stalker_l_leg_gib.mdl" [$sp]
GibModel1 "models/robots/stalker/robot_stalker_r_leg_gib.mdl" [$sp]
GibModel2 "models/robots/stalker/robot_stalker_l_arm_gib.mdl" [$sp]
GibModel3 "models/robots/stalker/robot_stalker_r_arm_gib.mdl" [$sp]
GibModelSoftened0 "models/robots/stalker/robot_stalker_l_leg_gib.mdl" [$sp]
GibModelSoftened1 "models/robots/stalker/robot_stalker_r_leg_gib.mdl" [$sp]
GibModelSoftened2 "models/robots/stalker/robot_stalker_l_arm_gib.mdl" [$sp]
GibModelSoftened3 "models/robots/stalker/robot_stalker_r_arm_gib.mdl" [$sp]
GibModel0 "models/robots/stalker/robot_stalker_l_leg_red_gib.mdl" [$mp]
GibModel1 "models/robots/stalker/robot_stalker_r_leg_red_gib.mdl" [$mp]
GibModel2 "models/robots/stalker/robot_stalker_l_arm_red_gib.mdl" [$mp]
GibModel3 "models/robots/stalker/robot_stalker_r_arm_red_gib.mdl" [$mp]
GibModelSoftened0 "models/robots/stalker/robot_stalker_l_leg_red_gib.mdl" [$mp]
GibModelSoftened1 "models/robots/stalker/robot_stalker_r_leg_red_gib.mdl" [$mp]
GibModelSoftened2 "models/robots/stalker/robot_stalker_l_arm_red_gib.mdl" [$mp]
GibModelSoftened3 "models/robots/stalker/robot_stalker_r_arm_red_gib.mdl" [$mp]
GibAttachment0 "left_leg"
GibAttachment1 "right_leg"
GibAttachment2 "left_arm"
GibAttachment3 "right_arm"
GibSpeed 100
GibAngularSpeed 5
GibMaxDist 1600
GibFX "P_exp_spectre_death"
GibSound "Explo_Spectre"
headshotFX "P_headshot_pilot_robot"
landingImpactTable "pilot_landing"
footstepImpactTable "pilot_foostep"
faceEnemyStrictToleranceAngle 25
faceEnemyWhileMovingDist 60
FOV_Idle_Far_Horz 60
FOV_Idle_Far_Vert 50
FOV_Idle_Near_Horz 130
FOV_Idle_Near_Vert 70
FOV_Alert_Far_Horz 60
FOV_Alert_Far_Vert 50
FOV_Alert_Near_Horz 130
FOV_Alert_Near_Vert 70
FOV_Combat_Far_Horz 60
FOV_Combat_Far_Vert 50
FOV_Combat_Near_Horz 130
FOV_Combat_Near_Vert 70
FOV_Far_Dist 1000 // use far values after this distance, interpolate horizontal in between, use far for vertical
FOV_Near_Dist 350 // distance at which we transition between near and far FOV values
FOV_Vert_Offset 0
HullType "HULL_HUMAN"
magneticRange 125
MaxArrivalDist 170
aimassist_adspull_centerAttachmentName "CHESTFOCUS"
aimassist_adspull_centerRadius 11.0
aimassist_adspull_headshotAttachmentName "HEADSHOT"
aimassist_adspull_headshotRadius 8.0
aimassist_adspull_noPitchUp 1 // don't want players to get sucked to chest when they're trying to chop the legs
MeleeDamageMin 20 [$mp]
MeleeDamageMax 20 [$mp]
Health 150 [$mp]
PainOnHeavyDamageThreshold 80 [$mp] // turned off for mp
PainOnRepeatDamageThreshold 50 [$mp]
MeleeDamageMin 53 [$sp]
MeleeDamageMax 53 [$sp]
Health 250 [$sp]
PainOnHeavyDamageThreshold 59 [$sp]
PainOnRepeatDamageThreshold 75 [$sp]
MeleeDamageRadius 30 [$mp]
MeleeRange 50 [$mp]
MeleeDamageRadius 60 [$sp]
MeleeRange 60 [$sp]
MeleeDamageForce 40000
meleeImpactEffectTable "melee_spectre"
MinForceWalkDist 0
MinStartMoveDist 100
MoveYawSpeed 12
allowTurn45Anims 0
moveDeflectionLookAheadTime 1.5
DrawEnemyHealthBar 0
DrawTargetHealthBar 0
resetBurstOnStopShootOverlay 1
restrictAimGunToValidSequences 1
showFriendlyIcon 1
showTitle 1 [$mp]
showTitle 1 [$sp]
smartAmmoLockAttachmentName0 HEADFOCUS
smartAmmoLockAttachmentName1 left_arm
smartAmmoLockAttachmentName2 right_arm
smartAmmoLockAttachmentName3 foot_L_sole
smartAmmoLockAttachmentName4 foot_R_sole
waitBetweenWeaponBurst 1
suppressLSP_duration 8
reactChanceDefault 90
}
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