mirror of
https://github.com/reaaLx/nx1-gsc-dump.git
synced 2025-04-19 15:52:54 +00:00
Incomplete SP dump provided by Louvenarde
This commit is contained in:
parent
1ea2370337
commit
e5de1d5d55
48
aitype/ally_hero_ghost_socom.gsc
Normal file
48
aitype/ally_hero_ghost_socom.gsc
Normal file
@ -0,0 +1,48 @@
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||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||
/*QUAKED actor_ally_hero_ghost_socom (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_seal_soccom_assault_a"
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||||
"count" -- max AI to ever spawn from this spawner
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||||
SPAWNER -- makes this a spawner instead of a guy
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||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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||||
*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 100;
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self.secondaryweapon = "";
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self.sidearm = "glock";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "m4_grunt";
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character\character_hero_seal_soccom_ghost::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_hero_seal_soccom_ghost::precache();
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precacheItem("m4_grunt");
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precacheItem("glock");
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precacheItem("fraggrenade");
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}
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48
aitype/ally_hero_soap_socom.gsc
Normal file
48
aitype/ally_hero_soap_socom.gsc
Normal file
@ -0,0 +1,48 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||
/*QUAKED actor_ally_hero_soap_socom (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_seal_soccom_assault_b"
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"count" -- max AI to ever spawn from this spawner
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||||
SPAWNER -- makes this a spawner instead of a guy
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||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 100;
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self.secondaryweapon = "";
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self.sidearm = "glock";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "m4_grunt";
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character\character_hero_seal_soccom_soap::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_hero_seal_soccom_soap::precache();
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precacheItem("m4_grunt");
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precacheItem("glock");
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precacheItem("fraggrenade");
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}
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78
aitype/ally_marine_ar_m16basic.gsc
Normal file
78
aitype/ally_marine_ar_m16basic.gsc
Normal file
@ -0,0 +1,78 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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/*QUAKED actor_ally_marine_AR_m16basic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_complete_sp_usmc_zach"
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"count" -- max AI to ever spawn from this spawner
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||||
SPAWNER -- makes this a spawner instead of a guy
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FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 150;
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self.secondaryweapon = "colt45";
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self.sidearm = "colt45";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "m16_basic";
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switch( codescripts\character::get_random_character(7) )
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{
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case 0:
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character\character_sp_usmc_james::main();
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break;
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case 1:
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character\character_sp_usmc_sami::main();
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break;
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case 2:
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character\character_sp_usmc_at4::main();
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break;
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case 3:
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character\character_sp_usmc_ryan::main();
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break;
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case 4:
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character\character_sp_usmc_sami_goggles::main();
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break;
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case 5:
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character\character_sp_usmc_zach::main();
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break;
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case 6:
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character\character_sp_usmc_zach_goggles::main();
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break;
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}
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_sp_usmc_james::precache();
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character\character_sp_usmc_sami::precache();
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character\character_sp_usmc_at4::precache();
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character\character_sp_usmc_ryan::precache();
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character\character_sp_usmc_sami_goggles::precache();
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character\character_sp_usmc_zach::precache();
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character\character_sp_usmc_zach_goggles::precache();
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precacheItem("m16_basic");
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precacheItem("colt45");
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precacheItem("colt45");
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precacheItem("fraggrenade");
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}
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74
aitype/ally_marine_snpr_m40a3.gsc
Normal file
74
aitype/ally_marine_snpr_m40a3.gsc
Normal file
@ -0,0 +1,74 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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/*QUAKED actor_ally_marine_SNPR_m40a3 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_complete_sp_usmc_zach"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
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||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 150;
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self.secondaryweapon = "colt45";
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self.sidearm = "colt45";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "m40a3";
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switch( codescripts\character::get_random_character(6) )
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{
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case 0:
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character\character_sp_usmc_james::main();
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break;
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case 1:
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character\character_sp_usmc_sami::main();
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break;
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case 2:
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character\character_sp_usmc_ryan::main();
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break;
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case 3:
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character\character_sp_usmc_sami_goggles::main();
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break;
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case 4:
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character\character_sp_usmc_zach::main();
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break;
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case 5:
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character\character_sp_usmc_zach_goggles::main();
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break;
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}
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_sp_usmc_james::precache();
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character\character_sp_usmc_sami::precache();
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character\character_sp_usmc_ryan::precache();
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character\character_sp_usmc_sami_goggles::precache();
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character\character_sp_usmc_zach::precache();
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character\character_sp_usmc_zach_goggles::precache();
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precacheItem("m40a3");
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precacheItem("colt45");
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precacheItem("colt45");
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precacheItem("fraggrenade");
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}
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48
aitype/ally_pilot_zach_desert.gsc
Normal file
48
aitype/ally_pilot_zach_desert.gsc
Normal file
@ -0,0 +1,48 @@
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||
/*QUAKED actor_ally_pilot_zach_desert (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_complete_sp_cobra_pilot_desert_zack"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
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||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
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||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 149;
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self.secondaryweapon = "beretta";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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self.weapon = "none";
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character\character_sp_pilot_zack_desert::main();
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}
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spawner()
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{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_sp_pilot_zack_desert::precache();
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precacheItem("beretta");
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precacheItem("beretta");
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precacheItem("fraggrenade");
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}
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114
aitype/ally_us_army_ar.gsc
Normal file
114
aitype/ally_us_army_ar.gsc
Normal file
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
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||||
/*QUAKED actor_ally_us_army_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
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defaultmdl="body_us_army_assault_a"
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"count" -- max AI to ever spawn from this spawner
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SPAWNER -- makes this a spawner instead of a guy
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||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
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*/
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main()
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{
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self.animTree = "";
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self.additionalAssets = "";
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self.team = "allies";
|
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self.type = "human";
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self.subclass = "regular";
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self.accuracy = 0.2;
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self.health = 100;
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self.secondaryweapon = "";
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self.sidearm = "beretta";
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self.grenadeWeapon = "fraggrenade";
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self.grenadeAmmo = 0;
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if ( isAI( self ) )
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{
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self setEngagementMinDist( 256.000000, 0.000000 );
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self setEngagementMaxDist( 768.000000, 1024.000000 );
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}
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switch( codescripts\character::get_random_weapon(12) )
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{
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case 0:
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self.weapon = "m16_basic";
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break;
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case 1:
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self.weapon = "m240";
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break;
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case 2:
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self.weapon = "m16_grenadier";
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break;
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case 3:
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self.weapon = "m240_reflex";
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break;
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case 4:
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self.weapon = "m16_acog";
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break;
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case 5:
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self.weapon = "m240_acog";
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break;
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case 6:
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self.weapon = "m4_grenadier";
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break;
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case 7:
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self.weapon = "scar_h_acog";
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break;
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||||
case 8:
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self.weapon = "m4_grunt";
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break;
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case 9:
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||||
self.weapon = "scar_h_shotgun";
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break;
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case 10:
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self.weapon = "scar_h_reflex";
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break;
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case 11:
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self.weapon = "scar_h_grenadier";
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break;
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}
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switch( codescripts\character::get_random_character(3) )
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{
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case 0:
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character\character_us_army_assault_a::main();
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||||
break;
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||||
case 1:
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character\character_us_army_assault_b::main();
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break;
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||||
case 2:
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character\character_us_army_assault_c::main();
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||||
break;
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||||
}
|
||||
}
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||||
|
||||
spawner()
|
||||
{
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self setspawnerteam("allies");
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}
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precache()
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{
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character\character_us_army_assault_a::precache();
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character\character_us_army_assault_b::precache();
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character\character_us_army_assault_c::precache();
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precacheItem("m16_basic");
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precacheItem("m240");
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precacheItem("m16_grenadier");
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precacheItem("m203");
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precacheItem("m240_reflex");
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precacheItem("m16_acog");
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precacheItem("m240_acog");
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precacheItem("m4_grenadier");
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precacheItem("m203_m4");
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precacheItem("scar_h_acog");
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precacheItem("m4_grunt");
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precacheItem("scar_h_shotgun");
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precacheItem("scar_h_shotgun_attach");
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||||
precacheItem("scar_h_reflex");
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precacheItem("scar_h_grenadier");
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precacheItem("scar_h_m203");
|
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precacheItem("beretta");
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precacheItem("fraggrenade");
|
||||
}
|
101
aitype/ally_us_army_ar_paul.gsc
Normal file
101
aitype/ally_us_army_ar_paul.gsc
Normal file
@ -0,0 +1,101 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_ally_us_army_AR_paul (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_us_army_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 100;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(12) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "m16_basic";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "m240";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "m16_grenadier";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "m240_reflex";
|
||||
break;
|
||||
case 4:
|
||||
self.weapon = "m16_acog";
|
||||
break;
|
||||
case 5:
|
||||
self.weapon = "m240_acog";
|
||||
break;
|
||||
case 6:
|
||||
self.weapon = "m4_grenadier";
|
||||
break;
|
||||
case 7:
|
||||
self.weapon = "scar_h_acog";
|
||||
break;
|
||||
case 8:
|
||||
self.weapon = "m4_grunt";
|
||||
break;
|
||||
case 9:
|
||||
self.weapon = "scar_h_shotgun";
|
||||
break;
|
||||
case 10:
|
||||
self.weapon = "scar_h_reflex";
|
||||
break;
|
||||
case 11:
|
||||
self.weapon = "scar_h_grenadier";
|
||||
break;
|
||||
}
|
||||
|
||||
character\character_us_army_assault_paul::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_us_army_assault_paul::precache();
|
||||
|
||||
precacheItem("m16_basic");
|
||||
precacheItem("m240");
|
||||
precacheItem("m16_grenadier");
|
||||
precacheItem("m203");
|
||||
precacheItem("m240_reflex");
|
||||
precacheItem("m16_acog");
|
||||
precacheItem("m240_acog");
|
||||
precacheItem("m4_grenadier");
|
||||
precacheItem("m203_m4");
|
||||
precacheItem("scar_h_acog");
|
||||
precacheItem("m4_grunt");
|
||||
precacheItem("scar_h_shotgun");
|
||||
precacheItem("scar_h_shotgun_attach");
|
||||
precacheItem("scar_h_reflex");
|
||||
precacheItem("scar_h_grenadier");
|
||||
precacheItem("scar_h_m203");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
45
aitype/civilian_business_male_1.gsc
Normal file
45
aitype/civilian_business_male_1.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_business_male_1 (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_complete_civilian_suit_male_1"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\character_city_civ_male_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_city_civ_male_a::precache();
|
||||
|
||||
}
|
45
aitype/civilian_city_female.gsc
Normal file
45
aitype/civilian_city_female.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_city_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_city_civ_female_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\character_city_civ_female_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_city_civ_female_a::precache();
|
||||
|
||||
}
|
54
aitype/civilian_urban_female.gsc
Normal file
54
aitype/civilian_urban_female.gsc
Normal file
@ -0,0 +1,54 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_urban_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_city_civ_female_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
switch( codescripts\character::get_random_character(2) )
|
||||
{
|
||||
case 0:
|
||||
character\character_civilian_urban_female_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_civilian_urban_female_b::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_civilian_urban_female_a::precache();
|
||||
character\character_civilian_urban_female_b::precache();
|
||||
|
||||
}
|
54
aitype/civilian_urban_female_drone.gsc
Normal file
54
aitype/civilian_urban_female_drone.gsc
Normal file
@ -0,0 +1,54 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_urban_female_drone (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_city_civ_female_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
switch( codescripts\character::get_random_character(2) )
|
||||
{
|
||||
case 0:
|
||||
character\character_civilian_urban_fem_a_drone::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_civilian_urban_fem_b_drone::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_civilian_urban_fem_a_drone::precache();
|
||||
character\character_civilian_urban_fem_b_drone::precache();
|
||||
|
||||
}
|
74
aitype/civilian_urban_male.gsc
Normal file
74
aitype/civilian_urban_male.gsc
Normal file
@ -0,0 +1,74 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_urban_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_urban_civ_male_aa"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
switch( codescripts\character::get_random_character(7) )
|
||||
{
|
||||
case 0:
|
||||
character\character_civilian_urban_male_aa_wht::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_civilian_urban_male_ab_wht::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_civilian_urban_male_ac_wht::main();
|
||||
break;
|
||||
case 3:
|
||||
character\character_city_civ_male_a::main();
|
||||
break;
|
||||
case 4:
|
||||
character\character_civilian_urban_male_ba_wht::main();
|
||||
break;
|
||||
case 5:
|
||||
character\character_civilian_urban_male_bb_wht::main();
|
||||
break;
|
||||
case 6:
|
||||
character\character_civilian_urban_male_bc_wht::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_civilian_urban_male_aa_wht::precache();
|
||||
character\character_civilian_urban_male_ab_wht::precache();
|
||||
character\character_civilian_urban_male_ac_wht::precache();
|
||||
character\character_city_civ_male_a::precache();
|
||||
character\character_civilian_urban_male_ba_wht::precache();
|
||||
character\character_civilian_urban_male_bb_wht::precache();
|
||||
character\character_civilian_urban_male_bc_wht::precache();
|
||||
|
||||
}
|
74
aitype/civilian_urban_male_drone.gsc
Normal file
74
aitype/civilian_urban_male_drone.gsc
Normal file
@ -0,0 +1,74 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_urban_male_drone (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_city_civ_male_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
switch( codescripts\character::get_random_character(7) )
|
||||
{
|
||||
case 0:
|
||||
character\character_civilian_urban_male_aa_drone::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_civilian_urban_male_ab_drone::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_civilian_urban_male_ac_drone::main();
|
||||
break;
|
||||
case 3:
|
||||
character\character_city_civ_male_a_drone::main();
|
||||
break;
|
||||
case 4:
|
||||
character\character_civilian_urban_male_ba_drone::main();
|
||||
break;
|
||||
case 5:
|
||||
character\character_civilian_urban_male_bb_drone::main();
|
||||
break;
|
||||
case 6:
|
||||
character\character_civilian_urban_male_bc_drone::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_civilian_urban_male_aa_drone::precache();
|
||||
character\character_civilian_urban_male_ab_drone::precache();
|
||||
character\character_civilian_urban_male_ac_drone::precache();
|
||||
character\character_city_civ_male_a_drone::precache();
|
||||
character\character_civilian_urban_male_ba_drone::precache();
|
||||
character\character_civilian_urban_male_bb_drone::precache();
|
||||
character\character_civilian_urban_male_bc_drone::precache();
|
||||
|
||||
}
|
58
aitype/civilian_worker_male.gsc
Normal file
58
aitype/civilian_worker_male.gsc
Normal file
@ -0,0 +1,58 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_civilian_worker_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_work_civ_male_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\character_civilian_worker_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_civilian_worker_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_civilian_worker_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_civilian_worker_a::precache();
|
||||
character\character_civilian_worker_b::precache();
|
||||
character\character_civilian_worker_c::precache();
|
||||
|
||||
}
|
73
aitype/enemy_fsb_ar.gsc
Normal file
73
aitype/enemy_fsb_ar.gsc
Normal file
@ -0,0 +1,73 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_FSB_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "riotshield.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "elite";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "usp";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(6) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "tavor_acog";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "tavor_mars";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "fn2000";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "fn2000_acog";
|
||||
break;
|
||||
case 4:
|
||||
self.weapon = "fn2000_reflex";
|
||||
break;
|
||||
case 5:
|
||||
self.weapon = "fn2000_scope";
|
||||
break;
|
||||
}
|
||||
|
||||
character\character_opforce_fsb_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_opforce_fsb_assault_a::precache();
|
||||
|
||||
precacheItem("tavor_acog");
|
||||
precacheItem("tavor_mars");
|
||||
precacheItem("fn2000");
|
||||
precacheItem("fn2000_acog");
|
||||
precacheItem("fn2000_reflex");
|
||||
precacheItem("fn2000_scope");
|
||||
precacheItem("usp");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
123
aitype/enemy_merc_ar.gsc
Normal file
123
aitype/enemy_merc_ar.gsc
Normal file
@ -0,0 +1,123 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_merc_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_airborne_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "glock";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(15) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ak47_woodland";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ak47_digital_reflex";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "ak47_woodland_grenadier";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "ak47_digital_acog";
|
||||
break;
|
||||
case 4:
|
||||
self.weapon = "ak47_woodland_eotech";
|
||||
break;
|
||||
case 5:
|
||||
self.weapon = "famas_woodland";
|
||||
break;
|
||||
case 6:
|
||||
self.weapon = "tavor_woodland_acog";
|
||||
break;
|
||||
case 7:
|
||||
self.weapon = "tavor_mars";
|
||||
break;
|
||||
case 8:
|
||||
self.weapon = "tavor_woodland_eotech";
|
||||
break;
|
||||
case 9:
|
||||
self.weapon = "tavor_reflex";
|
||||
break;
|
||||
case 10:
|
||||
self.weapon = "fn2000_eotech";
|
||||
break;
|
||||
case 11:
|
||||
self.weapon = "famas_woodland_reflex";
|
||||
break;
|
||||
case 12:
|
||||
self.weapon = "fn2000_reflex";
|
||||
break;
|
||||
case 13:
|
||||
self.weapon = "famas_woodland_eotech";
|
||||
break;
|
||||
case 14:
|
||||
self.weapon = "fn2000_acog";
|
||||
break;
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\character_opforce_merc_assault_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_opforce_merc_assault_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_opforce_merc_assault_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_opforce_merc_assault_a::precache();
|
||||
character\character_opforce_merc_assault_b::precache();
|
||||
character\character_opforce_merc_assault_c::precache();
|
||||
|
||||
precacheItem("ak47_woodland");
|
||||
precacheItem("ak47_digital_reflex");
|
||||
precacheItem("ak47_woodland_grenadier");
|
||||
precacheItem("gl_ak47_woodland");
|
||||
precacheItem("ak47_digital_acog");
|
||||
precacheItem("ak47_woodland_eotech");
|
||||
precacheItem("famas_woodland");
|
||||
precacheItem("tavor_woodland_acog");
|
||||
precacheItem("tavor_mars");
|
||||
precacheItem("tavor_woodland_eotech");
|
||||
precacheItem("tavor_reflex");
|
||||
precacheItem("fn2000_eotech");
|
||||
precacheItem("famas_woodland_reflex");
|
||||
precacheItem("fn2000_reflex");
|
||||
precacheItem("famas_woodland_eotech");
|
||||
precacheItem("fn2000_acog");
|
||||
precacheItem("glock");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
78
aitype/enemy_merc_smg_p90_silencer.gsc
Normal file
78
aitype/enemy_merc_smg_p90_silencer.gsc
Normal file
@ -0,0 +1,78 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_merc_SMG_p90_silencer (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_complete_sp_spetsnaz_boris"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "p90_silencer";
|
||||
|
||||
switch( codescripts\character::get_random_character(7) )
|
||||
{
|
||||
case 0:
|
||||
character\character_sp_spetsnaz_boris::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_sp_spetsnaz_demetry::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_sp_spetsnaz_vlad::main();
|
||||
break;
|
||||
case 3:
|
||||
character\character_sp_spetsnaz_yuri::main();
|
||||
break;
|
||||
case 4:
|
||||
character\character_sp_spetsnaz_collins::main();
|
||||
break;
|
||||
case 5:
|
||||
character\character_sp_spetsnaz_geoff::main();
|
||||
break;
|
||||
case 6:
|
||||
character\character_sp_spetsnaz_derik::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_sp_spetsnaz_boris::precache();
|
||||
character\character_sp_spetsnaz_demetry::precache();
|
||||
character\character_sp_spetsnaz_vlad::precache();
|
||||
character\character_sp_spetsnaz_yuri::precache();
|
||||
character\character_sp_spetsnaz_collins::precache();
|
||||
character\character_sp_spetsnaz_geoff::precache();
|
||||
character\character_sp_spetsnaz_derik::precache();
|
||||
|
||||
precacheItem("p90_silencer");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
82
aitype/enemy_opforce_ar_ak74u.gsc
Normal file
82
aitype/enemy_opforce_ar_ak74u.gsc
Normal file
@ -0,0 +1,82 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_opforce_AR_ak74u (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_sp_opforce_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak74u";
|
||||
|
||||
switch( codescripts\character::get_random_character(8) )
|
||||
{
|
||||
case 0:
|
||||
character\character_sp_opforce_b::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_sp_opforce_c::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_sp_opforce_d::main();
|
||||
break;
|
||||
case 3:
|
||||
character\character_sp_opforce_e::main();
|
||||
break;
|
||||
case 4:
|
||||
character\character_sp_opforce_f::main();
|
||||
break;
|
||||
case 5:
|
||||
character\character_sp_opforce_collins::main();
|
||||
break;
|
||||
case 6:
|
||||
character\character_sp_opforce_geoff::main();
|
||||
break;
|
||||
case 7:
|
||||
character\character_sp_opforce_derik::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_sp_opforce_b::precache();
|
||||
character\character_sp_opforce_c::precache();
|
||||
character\character_sp_opforce_d::precache();
|
||||
character\character_sp_opforce_e::precache();
|
||||
character\character_sp_opforce_f::precache();
|
||||
character\character_sp_opforce_collins::precache();
|
||||
character\character_sp_opforce_geoff::precache();
|
||||
character\character_sp_opforce_derik::precache();
|
||||
|
||||
precacheItem("ak74u");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/enemy_opforce_at_rpg7.gsc
Normal file
49
aitype/enemy_opforce_at_rpg7.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_opforce_AT_RPG7 (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_sp_opforce_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "player_rpg.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "ak47";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 768.000000, 512.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1500.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "rpg";
|
||||
|
||||
character\character_sp_opforce_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_sp_opforce_a::precache();
|
||||
|
||||
precacheItem("rpg");
|
||||
precacheItem("ak47");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
99
aitype/enemy_opforce_lmg_rpd.gsc
Normal file
99
aitype/enemy_opforce_lmg_rpd.gsc
Normal file
@ -0,0 +1,99 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_opforce_LMG_rpd (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_sp_opforce_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 512.000000, 400.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1250.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(4) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "rpd";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "rpd_acog";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "rpd_grip";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "rpd_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_character(8) )
|
||||
{
|
||||
case 0:
|
||||
character\character_sp_opforce_b::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_sp_opforce_c::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_sp_opforce_d::main();
|
||||
break;
|
||||
case 3:
|
||||
character\character_sp_opforce_e::main();
|
||||
break;
|
||||
case 4:
|
||||
character\character_sp_opforce_f::main();
|
||||
break;
|
||||
case 5:
|
||||
character\character_sp_opforce_collins::main();
|
||||
break;
|
||||
case 6:
|
||||
character\character_sp_opforce_geoff::main();
|
||||
break;
|
||||
case 7:
|
||||
character\character_sp_opforce_derik::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_sp_opforce_b::precache();
|
||||
character\character_sp_opforce_c::precache();
|
||||
character\character_sp_opforce_d::precache();
|
||||
character\character_sp_opforce_e::precache();
|
||||
character\character_sp_opforce_f::precache();
|
||||
character\character_sp_opforce_collins::precache();
|
||||
character\character_sp_opforce_geoff::precache();
|
||||
character\character_sp_opforce_derik::precache();
|
||||
|
||||
precacheItem("rpd");
|
||||
precacheItem("rpd_acog");
|
||||
precacheItem("rpd_grip");
|
||||
precacheItem("rpd_reflex");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
82
aitype/enemy_opforce_shtgn_winchester.gsc
Normal file
82
aitype/enemy_opforce_shtgn_winchester.gsc
Normal file
@ -0,0 +1,82 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_enemy_opforce_SHTGN_winchester (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_sp_opforce_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 280.000000, 400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "winchester1200";
|
||||
|
||||
switch( codescripts\character::get_random_character(8) )
|
||||
{
|
||||
case 0:
|
||||
character\character_sp_opforce_b::main();
|
||||
break;
|
||||
case 1:
|
||||
character\character_sp_opforce_c::main();
|
||||
break;
|
||||
case 2:
|
||||
character\character_sp_opforce_d::main();
|
||||
break;
|
||||
case 3:
|
||||
character\character_sp_opforce_e::main();
|
||||
break;
|
||||
case 4:
|
||||
character\character_sp_opforce_f::main();
|
||||
break;
|
||||
case 5:
|
||||
character\character_sp_opforce_collins::main();
|
||||
break;
|
||||
case 6:
|
||||
character\character_sp_opforce_geoff::main();
|
||||
break;
|
||||
case 7:
|
||||
character\character_sp_opforce_derik::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\character_sp_opforce_b::precache();
|
||||
character\character_sp_opforce_c::precache();
|
||||
character\character_sp_opforce_d::precache();
|
||||
character\character_sp_opforce_e::precache();
|
||||
character\character_sp_opforce_f::precache();
|
||||
character\character_sp_opforce_collins::precache();
|
||||
character\character_sp_opforce_geoff::precache();
|
||||
character\character_sp_opforce_derik::precache();
|
||||
|
||||
precacheItem("winchester1200");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_ally_us_army_ar.gsc
Normal file
49
aitype/nx_ally_us_army_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_army_ar (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_army_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 100;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27";
|
||||
|
||||
character\nx_character_us_army_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_army_assault_a::precache();
|
||||
|
||||
precacheItem("asmk27");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_delta_leader.gsc
Normal file
48
aitype/nx_ally_us_delta_leader.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_delta_leader (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_hero_baker_body_delta"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
|
||||
character\nx_character_hero_baker_delta::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_baker_delta::precache();
|
||||
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_exfil_baker.gsc
Normal file
48
aitype/nx_ally_us_exfil_baker.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_exfil_baker (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_hero_baker_body_delta"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
|
||||
character\nx_character_hero_baker_exfil::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_baker_exfil::precache();
|
||||
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_ally_us_lunar_crew.gsc
Normal file
49
aitype/nx_ally_us_lunar_crew.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_lunar_crew (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_civ_astronaut_body_complete_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_civilian.csv";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.3;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_character_us_lunar_crew::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_lunar_crew::precache();
|
||||
|
||||
|
||||
//----------------
|
||||
maps\_moon_civilian::main(); //init anims.
|
||||
//----------------
|
||||
}
|
48
aitype/nx_ally_us_secretservice.gsc
Normal file
48
aitype/nx_ally_us_secretservice.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_secretservice (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_secretservice_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ump55";
|
||||
|
||||
character\nx_character_us_secretservice::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_secretservice::precache();
|
||||
|
||||
precacheItem("ump55");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
57
aitype/nx_ally_us_secretservice_agent1.gsc
Normal file
57
aitype/nx_ally_us_secretservice_agent1.gsc
Normal file
@ -0,0 +1,57 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_secretservice_agent1 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_secretservice_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(2) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ump55";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ump55_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_us_secretservice_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_secretservice_a::precache();
|
||||
|
||||
precacheItem("ump55");
|
||||
precacheItem("ump55_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
57
aitype/nx_ally_us_secretservice_agent2.gsc
Normal file
57
aitype/nx_ally_us_secretservice_agent2.gsc
Normal file
@ -0,0 +1,57 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_secretservice_agent2 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_secretservice_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(2) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ump55";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ump55_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_us_secretservice_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_secretservice_b::precache();
|
||||
|
||||
precacheItem("ump55");
|
||||
precacheItem("ump55_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
57
aitype/nx_ally_us_secretservice_agent3.gsc
Normal file
57
aitype/nx_ally_us_secretservice_agent3.gsc
Normal file
@ -0,0 +1,57 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_secretservice_agent3 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_secretservice_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(2) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ump55";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ump55_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_us_secretservice_c::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_secretservice_c::precache();
|
||||
|
||||
precacheItem("ump55");
|
||||
precacheItem("ump55_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
52
aitype/nx_ally_us_space_assault.gsc
Normal file
52
aitype/nx_ally_us_space_assault.gsc
Normal file
@ -0,0 +1,52 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_space_assault (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 100;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunarrifle";
|
||||
|
||||
character\nx_character_us_space_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_space_assault_a::precache();
|
||||
|
||||
precacheItem("lunarrifle");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
52
aitype/nx_ally_us_space_assault_crack.gsc
Normal file
52
aitype/nx_ally_us_space_assault_crack.gsc
Normal file
@ -0,0 +1,52 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_space_assault_crack (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 100;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunarrifle";
|
||||
|
||||
character\nx_character_us_space_assault_crack_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_space_assault_crack_a::precache();
|
||||
|
||||
precacheItem("lunarrifle");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
52
aitype/nx_ally_us_space_assault_nohelm.gsc
Normal file
52
aitype/nx_ally_us_space_assault_nohelm.gsc
Normal file
@ -0,0 +1,52 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_space_assault_nohelm (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 100;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunarrifle";
|
||||
|
||||
character\nx_character_us_space_assault_nohelm_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_space_assault_nohelm_a::precache();
|
||||
|
||||
precacheItem("lunarrifle");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
73
aitype/nx_ally_us_specops_ar.gsc
Normal file
73
aitype/nx_ally_us_specops_ar.gsc
Normal file
@ -0,0 +1,73 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_ar (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(6) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "xm108";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "xm108_atacs";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "xm108_dark";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "xm108_reflex";
|
||||
break;
|
||||
case 4:
|
||||
self.weapon = "xm108_reflex_dark";
|
||||
break;
|
||||
case 5:
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_us_specops_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_specops_assault_a::precache();
|
||||
|
||||
precacheItem("xm108");
|
||||
precacheItem("xm108_atacs");
|
||||
precacheItem("xm108_dark");
|
||||
precacheItem("xm108_reflex");
|
||||
precacheItem("xm108_reflex_dark");
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_high_baker.gsc
Normal file
48
aitype/nx_ally_us_specops_high_baker.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_high_baker (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108";
|
||||
|
||||
character\nx_character_hero_high_baker::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_high_baker::precache();
|
||||
|
||||
precacheItem("xm108");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_jenkins.gsc
Normal file
48
aitype/nx_ally_us_specops_jenkins.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_jenkins (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
|
||||
character\nx_character_hero_jenkins::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_jenkins::precache();
|
||||
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_leader.gsc
Normal file
48
aitype/nx_ally_us_specops_leader.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_leader (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
|
||||
character\nx_character_hero_baker::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_baker::precache();
|
||||
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_leader_hdphone.gsc
Normal file
48
aitype/nx_ally_us_specops_leader_hdphone.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_leader_hdphone (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
|
||||
character\nx_character_hero_baker_hdphone::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_baker_hdphone::precache();
|
||||
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_leader_pchute.gsc
Normal file
48
aitype/nx_ally_us_specops_leader_pchute.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_leader_pchute (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_parachute_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_reflex_atacs";
|
||||
|
||||
character\nx_character_hero_baker_pchute::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_baker_pchute::precache();
|
||||
|
||||
precacheItem("xm108_reflex_atacs");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_leader_silenced.gsc
Normal file
48
aitype/nx_ally_us_specops_leader_silenced.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_leader_silenced (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "m4_silencer_reflex";
|
||||
|
||||
character\nx_character_hero_high_baker::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_high_baker::precache();
|
||||
|
||||
precacheItem("m4_silencer_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_leader_suit.gsc
Normal file
48
aitype/nx_ally_us_specops_leader_suit.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_leader_suit (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_secretservice_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lancer";
|
||||
|
||||
character\nx_character_hero_baker_suit::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_baker_suit::precache();
|
||||
|
||||
precacheItem("lancer");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_squadmate.gsc
Normal file
48
aitype/nx_ally_us_specops_squadmate.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_squadmate (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_dark";
|
||||
|
||||
character\nx_character_hero_gypsy::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_gypsy::precache();
|
||||
|
||||
precacheItem("xm108_dark");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_squadmate_pchute.gsc
Normal file
48
aitype/nx_ally_us_specops_squadmate_pchute.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_squadmate_pchute (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_parachute_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_dark";
|
||||
|
||||
character\nx_character_hero_gypsy_pchute::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_gypsy_pchute::precache();
|
||||
|
||||
precacheItem("xm108_dark");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_specops_squadmate_silenced.gsc
Normal file
48
aitype/nx_ally_us_specops_squadmate_silenced.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_specops_squadmate_silenced (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "m4_silencer_reflex";
|
||||
|
||||
character\nx_character_hero_jenkins_delta::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_jenkins_delta::precache();
|
||||
|
||||
precacheItem("m4_silencer_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_squad1_jumpsuit.gsc
Normal file
48
aitype/nx_ally_us_squad1_jumpsuit.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_squad1_jumpsuit (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_work_civ_male_d"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_dark";
|
||||
|
||||
character\nx_character_hero_squad1_jumpsuit::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_squad1_jumpsuit::precache();
|
||||
|
||||
precacheItem("xm108_dark");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_ally_us_squad2_jumpsuit.gsc
Normal file
48
aitype/nx_ally_us_squad2_jumpsuit.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_squad2_jumpsuit (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_work_civ_male_d"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108_dark";
|
||||
|
||||
character\nx_character_hero_squad2_jumpsuit::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_squad2_jumpsuit::precache();
|
||||
|
||||
precacheItem("xm108_dark");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_ally_us_swat_ar.gsc
Normal file
49
aitype/nx_ally_us_swat_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_ally_us_swat_ar (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_swat_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 100;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "xm108";
|
||||
|
||||
character\nx_character_us_swat_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_swat_a::precache();
|
||||
|
||||
precacheItem("xm108");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
45
aitype/nx_civilian_china_cabdriver.gsc
Normal file
45
aitype/nx_civilian_china_cabdriver.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_civilian_china_cabdriver (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_urban_civ_male_bb"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_civ_china_cabdriver::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_civ_china_cabdriver::precache();
|
||||
|
||||
}
|
45
aitype/nx_civilian_china_suit.gsc
Normal file
45
aitype/nx_civilian_china_suit.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_civilian_china_suit (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_city_civ_male_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_civ_china_suit::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_civ_china_suit::precache();
|
||||
|
||||
}
|
45
aitype/nx_civilian_china_urban_male.gsc
Normal file
45
aitype/nx_civilian_china_urban_male.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_civilian_china_urban_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_urban_civ_male_bb"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_civ_china_urban_male::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_civ_china_urban_male::precache();
|
||||
|
||||
}
|
45
aitype/nx_civilian_hero_vp.gsc
Normal file
45
aitype/nx_civilian_hero_vp.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_civilian_hero_vp (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_secretservice_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_character_hero_vp::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_vp::precache();
|
||||
|
||||
}
|
45
aitype/nx_civilian_hero_vp_injured.gsc
Normal file
45
aitype/nx_civilian_hero_vp_injured.gsc
Normal file
@ -0,0 +1,45 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_civilian_hero_vp_injured (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_hero_vp_body_inj"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "allies";
|
||||
self.type = "civilian";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.01;
|
||||
self.health = 1000;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 0.000000, 0.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_character_hero_vp_inj::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("allies");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_hero_vp_inj::precache();
|
||||
|
||||
}
|
49
aitype/nx_civilian_us_lunar_crew.gsc
Normal file
49
aitype/nx_civilian_us_lunar_crew.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_civilian_us_lunar_crew (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_civ_astronaut_body_complete_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_civilian.csv";
|
||||
self.team = "neutral";
|
||||
self.type = "civilian";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.3;
|
||||
self.health = 30;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "";
|
||||
self.grenadeWeapon = "";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "none";
|
||||
|
||||
character\nx_character_us_lunar_crew::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("neutral");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_us_lunar_crew::precache();
|
||||
|
||||
|
||||
//----------------
|
||||
maps\_moon_civilian::main(); //init anims.
|
||||
//----------------
|
||||
}
|
62
aitype/nx_opfor_china_army_ar.gsc
Normal file
62
aitype/nx_opfor_china_army_ar.gsc
Normal file
@ -0,0 +1,62 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_army_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_character_china_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27_reflex";
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\nx_character_china_assault_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\nx_character_china_assault_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\nx_character_china_assault_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_assault_a::precache();
|
||||
character\nx_character_china_assault_b::precache();
|
||||
character\nx_character_china_assault_c::precache();
|
||||
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
62
aitype/nx_opfor_china_army_rpg.gsc
Normal file
62
aitype/nx_opfor_china_army_rpg.gsc
Normal file
@ -0,0 +1,62 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_army_rpg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_army_body_assault_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "asmk27_reflex";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 768.000000, 512.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1500.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "rpgx_straight";
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\nx_character_china_assault_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\nx_character_china_assault_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\nx_character_china_assault_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_assault_a::precache();
|
||||
character\nx_character_china_assault_b::precache();
|
||||
character\nx_character_china_assault_c::precache();
|
||||
|
||||
precacheItem("rpgx_straight");
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
63
aitype/nx_opfor_china_army_shotgun.gsc
Normal file
63
aitype/nx_opfor_china_army_shotgun.gsc
Normal file
@ -0,0 +1,63 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_army_shotgun (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_character_china_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 280.000000, 400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "srm1216";
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\nx_character_china_assault_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\nx_character_china_assault_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\nx_character_china_assault_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_assault_a::precache();
|
||||
character\nx_character_china_assault_b::precache();
|
||||
character\nx_character_china_assault_c::precache();
|
||||
|
||||
precacheItem("srm1216");
|
||||
precacheItem("SRM1216DIST");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
71
aitype/nx_opfor_china_army_smg.gsc
Normal file
71
aitype/nx_opfor_china_army_smg.gsc
Normal file
@ -0,0 +1,71 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_army_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_army_body_assault_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(2) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ump55";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ump55_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\nx_character_china_assault_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\nx_character_china_assault_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\nx_character_china_assault_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_assault_a::precache();
|
||||
character\nx_character_china_assault_b::precache();
|
||||
character\nx_character_china_assault_c::precache();
|
||||
|
||||
precacheItem("ump55");
|
||||
precacheItem("ump55_reflex");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
62
aitype/nx_opfor_china_army_sniper.gsc
Normal file
62
aitype/nx_opfor_china_army_sniper.gsc
Normal file
@ -0,0 +1,62 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_army_sniper (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_us_army_body_assault_b"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "asmk27_reflex";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 1;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 1250.000000, 1024.000000 );
|
||||
self setEngagementMaxDist( 1600.000000, 2400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "yevgeny";
|
||||
|
||||
switch( codescripts\character::get_random_character(3) )
|
||||
{
|
||||
case 0:
|
||||
character\nx_character_china_assault_a::main();
|
||||
break;
|
||||
case 1:
|
||||
character\nx_character_china_assault_b::main();
|
||||
break;
|
||||
case 2:
|
||||
character\nx_character_china_assault_c::main();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_assault_a::precache();
|
||||
character\nx_character_china_assault_b::precache();
|
||||
character\nx_character_china_assault_c::precache();
|
||||
|
||||
precacheItem("yevgeny");
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_opfor_china_space_ar.gsc
Normal file
48
aitype/nx_opfor_china_space_ar.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.35;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunarrifle_burst";
|
||||
|
||||
character\nx_character_china_space_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_space_assault_a::precache();
|
||||
|
||||
precacheItem("lunarrifle_burst");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
48
aitype/nx_opfor_china_space_ar_l3.gsc
Normal file
48
aitype/nx_opfor_china_space_ar_l3.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_ar_l3 (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.35;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunar_ecr_reflex";
|
||||
|
||||
character\nx_character_ec_space_assault_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_space_assault_b::precache();
|
||||
|
||||
precacheItem("lunar_ecr_reflex");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
61
aitype/nx_opfor_china_space_assault.gsc
Normal file
61
aitype/nx_opfor_china_space_assault.gsc
Normal file
@ -0,0 +1,61 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_assault (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.35;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(2) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "lunarrifle_burst";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "lunarrifle_altsound_burst";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_china_space_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_space_assault_a::precache();
|
||||
|
||||
precacheItem("lunarrifle_burst");
|
||||
precacheItem("lunarrifle_altsound_burst");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
52
aitype/nx_opfor_china_space_assault_nohelm.gsc
Normal file
52
aitype/nx_opfor_china_space_assault_nohelm.gsc
Normal file
@ -0,0 +1,52 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_assault_nohelm (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.35;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunarrifle_burst";
|
||||
|
||||
character\nx_character_china_space_nohelm::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_space_nohelm::precache();
|
||||
|
||||
precacheItem("lunarrifle_burst");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
52
aitype/nx_opfor_china_space_breacher.gsc
Normal file
52
aitype/nx_opfor_china_space_breacher.gsc
Normal file
@ -0,0 +1,52 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_breacher (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.35;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "breacher";
|
||||
|
||||
character\nx_character_china_space_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_space_assault_a::precache();
|
||||
|
||||
precacheItem("breacher");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
48
aitype/nx_opfor_china_space_lmg_l3.gsc
Normal file
48
aitype/nx_opfor_china_space_lmg_l3.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_lmg_l3 (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.25;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 384.000000, 100.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1250.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunar_glo_reflex";
|
||||
|
||||
character\nx_character_ec_space_assault_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_space_assault_b::precache();
|
||||
|
||||
precacheItem("lunar_glo_reflex");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
52
aitype/nx_opfor_china_space_shotgun_l3.gsc
Normal file
52
aitype/nx_opfor_china_space_shotgun_l3.gsc
Normal file
@ -0,0 +1,52 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_shotgun_l3 (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 280.000000, 400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunar_srm1216";
|
||||
|
||||
character\nx_character_ec_space_assault_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_space_assault_b::precache();
|
||||
|
||||
precacheItem("lunar_srm1216");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
53
aitype/nx_opfor_china_space_smg.gsc
Normal file
53
aitype/nx_opfor_china_space_smg.gsc
Normal file
@ -0,0 +1,53 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "uzi_moon";
|
||||
|
||||
character\nx_character_china_space_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_space_assault_a::precache();
|
||||
|
||||
precacheItem("uzi_moon");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
53
aitype/nx_opfor_china_space_smg_l3.gsc
Normal file
53
aitype/nx_opfor_china_space_smg_l3.gsc
Normal file
@ -0,0 +1,53 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_smg_l3 (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ecr_smg";
|
||||
|
||||
character\nx_character_ec_space_assault_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_space_assault_b::precache();
|
||||
|
||||
precacheItem("ecr_smg");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
//----------------
|
||||
}
|
54
aitype/nx_opfor_china_space_sniper_l3.gsc
Normal file
54
aitype/nx_opfor_china_space_sniper_l3.gsc
Normal file
@ -0,0 +1,54 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_space_sniper_l3 (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_sniper.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunar_ec_sniper";
|
||||
|
||||
character\nx_character_ec_space_assault_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_space_assault_b::precache();
|
||||
|
||||
precacheItem("lunar_ec_sniper");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
|
||||
//----------------
|
||||
maps\_moon_actor::main();
|
||||
maps\_sniper_glint::main();
|
||||
//----------------
|
||||
}
|
49
aitype/nx_opfor_china_specops_ar.gsc
Normal file
49
aitype/nx_opfor_china_specops_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_specops_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27_reflex";
|
||||
|
||||
character\nx_character_china_specops_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_specops_assault_a::precache();
|
||||
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_china_specops_rpg.gsc
Normal file
49
aitype/nx_opfor_china_specops_rpg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_specops_rpg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "asmk27_reflex";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 768.000000, 512.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1500.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "rpgx_straight";
|
||||
|
||||
character\nx_character_china_specops_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_specops_assault_a::precache();
|
||||
|
||||
precacheItem("rpgx_straight");
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_china_specops_rpg_nodamage.gsc
Normal file
49
aitype/nx_opfor_china_specops_rpg_nodamage.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_specops_rpg_nodamage (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "asmk27_reflex";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 768.000000, 512.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1500.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "rpg_nodamage";
|
||||
|
||||
character\nx_character_china_specops_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_specops_assault_a::precache();
|
||||
|
||||
precacheItem("rpg_nodamage");
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
50
aitype/nx_opfor_china_specops_shotgun.gsc
Normal file
50
aitype/nx_opfor_china_specops_shotgun.gsc
Normal file
@ -0,0 +1,50 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_specops_shotgun (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 280.000000, 400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "srm1216";
|
||||
|
||||
character\nx_character_china_specops_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_specops_assault_a::precache();
|
||||
|
||||
precacheItem("srm1216");
|
||||
precacheItem("SRM1216DIST");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_china_specops_smg.gsc
Normal file
49
aitype/nx_opfor_china_specops_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_china_specops_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_china_specops_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "mpx";
|
||||
|
||||
character\nx_character_china_specops_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_china_specops_assault_a::precache();
|
||||
|
||||
precacheItem("mpx");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_ec_lab_ar.gsc
Normal file
49
aitype/nx_opfor_ec_lab_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27_reflex";
|
||||
|
||||
character\nx_character_ec_lab::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab::precache();
|
||||
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_lab_hazmat_ar.gsc
Normal file
49
aitype/nx_opfor_ec_lab_hazmat_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_hazmat_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_hazmat_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27_reflex";
|
||||
|
||||
character\nx_character_ec_lab_hazmat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab_hazmat::precache();
|
||||
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_lab_hazmat_smg.gsc
Normal file
49
aitype/nx_opfor_ec_lab_hazmat_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_hazmat_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_hazmat_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "mpx";
|
||||
|
||||
character\nx_character_ec_lab_hazmat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab_hazmat::precache();
|
||||
|
||||
precacheItem("mpx");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_lab_mask_ar.gsc
Normal file
49
aitype/nx_opfor_ec_lab_mask_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_mask_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27_reflex";
|
||||
|
||||
character\nx_character_ec_lab_mask::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab_mask::precache();
|
||||
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
50
aitype/nx_opfor_ec_lab_mask_shotgun.gsc
Normal file
50
aitype/nx_opfor_ec_lab_mask_shotgun.gsc
Normal file
@ -0,0 +1,50 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_mask_shotgun (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "srm1216";
|
||||
|
||||
character\nx_character_ec_lab_mask::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab_mask::precache();
|
||||
|
||||
precacheItem("srm1216");
|
||||
precacheItem("SRM1216DIST");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_lab_mask_smg.gsc
Normal file
49
aitype/nx_opfor_ec_lab_mask_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_mask_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "mpx";
|
||||
|
||||
character\nx_character_ec_lab_mask::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab_mask::precache();
|
||||
|
||||
precacheItem("mpx");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_lab_smg.gsc
Normal file
49
aitype/nx_opfor_ec_lab_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_lab_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_lab_body_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "mpx";
|
||||
|
||||
character\nx_character_ec_lab::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_lab::precache();
|
||||
|
||||
precacheItem("mpx");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_security_guard_ar.gsc
Normal file
49
aitype/nx_opfor_ec_security_guard_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_security_guard_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_secret_service_smg"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "asmk27_reflex";
|
||||
|
||||
character\nx_character_ec_security_guard::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_guard::precache();
|
||||
|
||||
precacheItem("asmk27_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_security_guard_smg.gsc
Normal file
49
aitype/nx_opfor_ec_security_guard_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_security_guard_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_secret_service_smg"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "mpx";
|
||||
|
||||
character\nx_character_ec_security_guard::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_guard::precache();
|
||||
|
||||
precacheItem("mpx");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_security_swat_ar.gsc
Normal file
49
aitype/nx_opfor_ec_security_swat_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_security_swat_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak47_reflex";
|
||||
|
||||
character\nx_character_ec_security_swat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat::precache();
|
||||
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
50
aitype/nx_opfor_ec_security_swat_shotgun.gsc
Normal file
50
aitype/nx_opfor_ec_security_swat_shotgun.gsc
Normal file
@ -0,0 +1,50 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_security_swat_shotgun (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 280.000000, 400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "srm1216";
|
||||
|
||||
character\nx_character_ec_security_swat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat::precache();
|
||||
|
||||
precacheItem("srm1216");
|
||||
precacheItem("SRM1216DIST");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_ec_security_swat_smg.gsc
Normal file
49
aitype/nx_opfor_ec_security_swat_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_security_swat_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "mpx";
|
||||
|
||||
character\nx_character_ec_security_swat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat::precache();
|
||||
|
||||
precacheItem("mpx");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
48
aitype/nx_opfor_ec_space_ar.gsc
Normal file
48
aitype/nx_opfor_ec_space_ar.gsc
Normal file
@ -0,0 +1,48 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_ec_space_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_ec_space_assault_body"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "moon_actor.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "moon";
|
||||
self.accuracy = 0.35;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "lunarrifle_burst";
|
||||
|
||||
character\nx_character_ec_space_assault_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_space_assault_b::precache();
|
||||
|
||||
precacheItem("lunarrifle_burst");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_exfil_swat_a_ar.gsc
Normal file
49
aitype/nx_opfor_exfil_swat_a_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_exfil_swat_a_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak47_reflex";
|
||||
|
||||
character\nx_character_exfil_swat_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_exfil_swat_a::precache();
|
||||
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_exfil_swat_b_ar.gsc
Normal file
49
aitype/nx_opfor_exfil_swat_b_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_exfil_swat_b_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak47_reflex";
|
||||
|
||||
character\nx_character_exfil_swat_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_exfil_swat_b::precache();
|
||||
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_exfil_swat_shot_a_ar.gsc
Normal file
49
aitype/nx_opfor_exfil_swat_shot_a_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_exfil_swat_shot_a_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak47_reflex";
|
||||
|
||||
character\nx_character_exfil_swat_shot_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_exfil_swat_shot_a::precache();
|
||||
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_exfil_swat_shot_b_ar.gsc
Normal file
49
aitype/nx_opfor_exfil_swat_shot_b_ar.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_exfil_swat_shot_b_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak47_reflex";
|
||||
|
||||
character\nx_character_exfil_swat_shot_b::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_exfil_swat_shot_b::precache();
|
||||
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_jak_cop_smg.gsc
Normal file
49
aitype/nx_opfor_jak_cop_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_jak_cop_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_secret_service_smg"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "fal";
|
||||
|
||||
character\nx_character_ec_security_guard::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_guard::precache();
|
||||
|
||||
precacheItem("fal");
|
||||
precacheItem("beretta");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
67
aitype/nx_opfor_jak_swat_ar.gsc
Normal file
67
aitype/nx_opfor_jak_swat_ar.gsc
Normal file
@ -0,0 +1,67 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_jak_swat_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(4) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "fal";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "fal_reflex";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "m4_silencer";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "m4_grenadier";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_ec_security_swat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat::precache();
|
||||
|
||||
precacheItem("fal");
|
||||
precacheItem("fal_reflex");
|
||||
precacheItem("m4_silencer");
|
||||
precacheItem("m4_grenadier");
|
||||
precacheItem("m203_m4");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
67
aitype/nx_opfor_jak_swat_bloody_ar.gsc
Normal file
67
aitype/nx_opfor_jak_swat_bloody_ar.gsc
Normal file
@ -0,0 +1,67 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_jak_swat_bloody_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(4) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "fal";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "fal_reflex";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "m4_silencer";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "m4_grenadier";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_ec_security_swat_bloody::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat_bloody::precache();
|
||||
|
||||
precacheItem("fal");
|
||||
precacheItem("fal_reflex");
|
||||
precacheItem("m4_silencer");
|
||||
precacheItem("m4_grenadier");
|
||||
precacheItem("m203_m4");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
79
aitype/nx_opfor_jak_swat_riot.gsc
Normal file
79
aitype/nx_opfor_jak_swat_riot.gsc
Normal file
@ -0,0 +1,79 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_jak_swat_riot (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "riotshield";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "riotshield";
|
||||
self.sidearm = "usp";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(7) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "fal";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "fal_reflex";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "ak47";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "ak47_acog";
|
||||
break;
|
||||
case 4:
|
||||
self.weapon = "ak47_reflex";
|
||||
break;
|
||||
case 5:
|
||||
self.weapon = "ak47_grenadier";
|
||||
break;
|
||||
case 6:
|
||||
self.weapon = "fal_acog";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_ec_security_swat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat::precache();
|
||||
|
||||
precacheItem("fal");
|
||||
precacheItem("fal_reflex");
|
||||
precacheItem("ak47");
|
||||
precacheItem("ak47_acog");
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("ak47_grenadier");
|
||||
precacheItem("gl_ak47");
|
||||
precacheItem("fal_acog");
|
||||
precacheItem("riotshield");
|
||||
precacheItem("usp");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
49
aitype/nx_opfor_jak_swat_smg.gsc
Normal file
49
aitype/nx_opfor_jak_swat_smg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_jak_swat_smg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="body_opforce_fsb_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "m9";
|
||||
self.sidearm = "m9";
|
||||
self.grenadeWeapon = "flash_grenade";
|
||||
self.grenadeAmmo = 2;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 768.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ump45";
|
||||
|
||||
character\nx_character_ec_security_swat::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_ec_security_swat::precache();
|
||||
|
||||
precacheItem("ump45");
|
||||
precacheItem("m9");
|
||||
precacheItem("m9");
|
||||
precacheItem("flash_grenade");
|
||||
}
|
66
aitype/nx_opfor_mexican_army_ar.gsc
Normal file
66
aitype/nx_opfor_mexican_army_ar.gsc
Normal file
@ -0,0 +1,66 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_mexican_army_ar (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_mexican_army_digital_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(4) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ak47";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ak47_acog";
|
||||
break;
|
||||
case 2:
|
||||
self.weapon = "ak47_grenadier";
|
||||
break;
|
||||
case 3:
|
||||
self.weapon = "ak47_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_mexican_army_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_mexican_army_assault_a::precache();
|
||||
|
||||
precacheItem("ak47");
|
||||
precacheItem("ak47_acog");
|
||||
precacheItem("ak47_grenadier");
|
||||
precacheItem("gl_ak47");
|
||||
precacheItem("ak47_reflex");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_mexican_army_ar_grenadier.gsc
Normal file
49
aitype/nx_opfor_mexican_army_ar_grenadier.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_mexican_army_ar_grenadier (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_mexican_army_digital_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "ak47_grenadier";
|
||||
|
||||
character\nx_character_mexican_army_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_mexican_army_assault_a::precache();
|
||||
|
||||
precacheItem("ak47_grenadier");
|
||||
precacheItem("gl_ak47");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
58
aitype/nx_opfor_mexican_army_ar_short.gsc
Normal file
58
aitype/nx_opfor_mexican_army_ar_short.gsc
Normal file
@ -0,0 +1,58 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_mexican_army_ar_short (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_mexican_army_digital_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 128.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 512.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
switch( codescripts\character::get_random_weapon(2) )
|
||||
{
|
||||
case 0:
|
||||
self.weapon = "ak74u";
|
||||
break;
|
||||
case 1:
|
||||
self.weapon = "ak74u_reflex";
|
||||
break;
|
||||
}
|
||||
|
||||
character\nx_character_mexican_army_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_mexican_army_assault_a::precache();
|
||||
|
||||
precacheItem("ak74u");
|
||||
precacheItem("ak74u_reflex");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_mexican_army_lmg.gsc
Normal file
49
aitype/nx_opfor_mexican_army_lmg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_mexican_army_lmg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_mexican_army_digital_body_lmg_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 512.000000, 400.000000 );
|
||||
self setEngagementMaxDist( 1024.000000, 1250.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "rpd";
|
||||
|
||||
character\nx_character_mexican_army_lmg_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_mexican_army_lmg_a::precache();
|
||||
|
||||
precacheItem("rpd");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_mexican_army_rpg.gsc
Normal file
49
aitype/nx_opfor_mexican_army_rpg.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_mexican_army_rpg (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_mexican_army_digital_body_assault_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "player_rpg.csv";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "ak47";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 256.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 768.000000, 1024.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "rpg";
|
||||
|
||||
character\nx_character_mexican_army_assault_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_mexican_army_assault_a::precache();
|
||||
|
||||
precacheItem("rpg");
|
||||
precacheItem("ak47");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
49
aitype/nx_opfor_mexican_army_shotgun.gsc
Normal file
49
aitype/nx_opfor_mexican_army_shotgun.gsc
Normal file
@ -0,0 +1,49 @@
|
||||
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
|
||||
/*QUAKED actor_nx_opfor_mexican_army_shotgun (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
|
||||
defaultmdl="nx_mexican_army_digital_body_shotgun_a"
|
||||
"count" -- max AI to ever spawn from this spawner
|
||||
SPAWNER -- makes this a spawner instead of a guy
|
||||
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
|
||||
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
|
||||
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
|
||||
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
|
||||
*/
|
||||
main()
|
||||
{
|
||||
self.animTree = "";
|
||||
self.additionalAssets = "";
|
||||
self.team = "axis";
|
||||
self.type = "human";
|
||||
self.subclass = "regular";
|
||||
self.accuracy = 0.2;
|
||||
self.health = 150;
|
||||
self.secondaryweapon = "beretta";
|
||||
self.sidearm = "beretta";
|
||||
self.grenadeWeapon = "fraggrenade";
|
||||
self.grenadeAmmo = 0;
|
||||
|
||||
if ( isAI( self ) )
|
||||
{
|
||||
self setEngagementMinDist( 0.000000, 0.000000 );
|
||||
self setEngagementMaxDist( 280.000000, 400.000000 );
|
||||
}
|
||||
|
||||
self.weapon = "m1014";
|
||||
|
||||
character\nx_character_mexican_army_shotgun_a::main();
|
||||
}
|
||||
|
||||
spawner()
|
||||
{
|
||||
self setspawnerteam("axis");
|
||||
}
|
||||
|
||||
precache()
|
||||
{
|
||||
character\nx_character_mexican_army_shotgun_a::precache();
|
||||
|
||||
precacheItem("m1014");
|
||||
precacheItem("beretta");
|
||||
precacheItem("beretta");
|
||||
precacheItem("fraggrenade");
|
||||
}
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
x
Reference in New Issue
Block a user