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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
}
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