Incomplete SP dump provided by Louvenarde

This commit is contained in:
reaaLx 2024-09-05 17:14:53 +10:00
parent 1ea2370337
commit e5de1d5d55
784 changed files with 340494 additions and 0 deletions

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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_ghost_socom (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_soccom_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 = "glock";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
character\character_hero_seal_soccom_ghost::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_seal_soccom_ghost::precache();
precacheItem("m4_grunt");
precacheItem("glock");
precacheItem("fraggrenade");
}

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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_soap_socom (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_soccom_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 = "allies";
self.type = "human";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 100;
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 );
}
self.weapon = "m4_grunt";
character\character_hero_seal_soccom_soap::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_seal_soccom_soap::precache();
precacheItem("m4_grunt");
precacheItem("glock");
precacheItem("fraggrenade");
}

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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_marine_AR_m16basic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_usmc_zach"
"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 = "colt45";
self.sidearm = "colt45";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m16_basic";
switch( codescripts\character::get_random_character(7) )
{
case 0:
character\character_sp_usmc_james::main();
break;
case 1:
character\character_sp_usmc_sami::main();
break;
case 2:
character\character_sp_usmc_at4::main();
break;
case 3:
character\character_sp_usmc_ryan::main();
break;
case 4:
character\character_sp_usmc_sami_goggles::main();
break;
case 5:
character\character_sp_usmc_zach::main();
break;
case 6:
character\character_sp_usmc_zach_goggles::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_usmc_james::precache();
character\character_sp_usmc_sami::precache();
character\character_sp_usmc_at4::precache();
character\character_sp_usmc_ryan::precache();
character\character_sp_usmc_sami_goggles::precache();
character\character_sp_usmc_zach::precache();
character\character_sp_usmc_zach_goggles::precache();
precacheItem("m16_basic");
precacheItem("colt45");
precacheItem("colt45");
precacheItem("fraggrenade");
}

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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_marine_SNPR_m40a3 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_usmc_zach"
"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 = "colt45";
self.sidearm = "colt45";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m40a3";
switch( codescripts\character::get_random_character(6) )
{
case 0:
character\character_sp_usmc_james::main();
break;
case 1:
character\character_sp_usmc_sami::main();
break;
case 2:
character\character_sp_usmc_ryan::main();
break;
case 3:
character\character_sp_usmc_sami_goggles::main();
break;
case 4:
character\character_sp_usmc_zach::main();
break;
case 5:
character\character_sp_usmc_zach_goggles::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_usmc_james::precache();
character\character_sp_usmc_sami::precache();
character\character_sp_usmc_ryan::precache();
character\character_sp_usmc_sami_goggles::precache();
character\character_sp_usmc_zach::precache();
character\character_sp_usmc_zach_goggles::precache();
precacheItem("m40a3");
precacheItem("colt45");
precacheItem("colt45");
precacheItem("fraggrenade");
}

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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_pilot_zach_desert (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_cobra_pilot_desert_zack"
"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 = 149;
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 = "none";
character\character_sp_pilot_zack_desert::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_pilot_zack_desert::precache();
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}

114
aitype/ally_us_army_ar.gsc Normal file
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// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_AR (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;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_us_army_assault_a::main();
break;
case 1:
character\character_us_army_assault_b::main();
break;
case 2:
character\character_us_army_assault_c::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_assault_a::precache();
character\character_us_army_assault_b::precache();
character\character_us_army_assault_c::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");
}

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// 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");
}

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// 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();
}

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// 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();
}

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// 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();
}

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// 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();
}

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// 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();
}

View 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();
}

View 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
View 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
View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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.
//----------------
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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();
}

View 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();
}

View 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();
}

View 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();
}

View 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();
}

View 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.
//----------------
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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");
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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();
//----------------
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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");
}

View 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