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1255 changed files with 366812 additions and 1 deletions

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CoD NX1 (Future Warfare) MP GSC Dump
## To-Do
- SP files
- Partial Dump of MP/SP files (Incomplete)

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GRAPH_FLOAT_FILE
15
0.0000 0.0000
0.1218 0.0171
0.1972 0.0295
0.2612 0.0451
0.3244 0.0644
0.3872 0.0897
0.4543 0.1281
0.5149 0.1729
0.5723 0.2203
0.6263 0.2771
0.6771 0.3483
0.7288 0.4296
0.7781 0.5157
0.8387 0.6301
1.0000 1.0000

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GRAPH_FLOAT_FILE
13
0.0000 0.0000
0.1323 0.0235
0.2102 0.0469
0.2939 0.0778
0.3741 0.1170
0.4555 0.1724
0.5401 0.2400
0.6118 0.3149
0.6726 0.4018
0.7268 0.4906
0.7797 0.5833
0.8386 0.6926
1.0000 1.0000

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GRAPH_FLOAT_FILE
12
0.0000 0.0000
0.1322 0.0396
0.2338 0.0780
0.3235 0.1267
0.4022 0.1812
0.4809 0.2479
0.5561 0.3254
0.6205 0.3936
0.6930 0.4771
0.7819 0.5943
0.8598 0.7299
1.0000 1.0000

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GRAPH_FLOAT_FILE
7
0.0000 0.0000
0.1242 0.0423
0.2238 0.0885
0.3210 0.1553
0.4118 0.2419
0.5116 0.3508
1.0000 1.0000

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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();
}

View File

@ -0,0 +1,74 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_urban_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_urban_civ_male_aa"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
*/
main()
{
self.animTree = "";
self.additionalAssets = "";
self.team = "neutral";
self.type = "civilian";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 30;
self.secondaryweapon = "";
self.sidearm = "";
self.grenadeWeapon = "";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "none";
switch( codescripts\character::get_random_character(7) )
{
case 0:
character\character_civilian_urban_male_aa_wht::main();
break;
case 1:
character\character_civilian_urban_male_ab_wht::main();
break;
case 2:
character\character_civilian_urban_male_ac_wht::main();
break;
case 3:
character\character_city_civ_male_a::main();
break;
case 4:
character\character_civilian_urban_male_ba_wht::main();
break;
case 5:
character\character_civilian_urban_male_bb_wht::main();
break;
case 6:
character\character_civilian_urban_male_bc_wht::main();
break;
}
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_civilian_urban_male_aa_wht::precache();
character\character_civilian_urban_male_ab_wht::precache();
character\character_civilian_urban_male_ac_wht::precache();
character\character_city_civ_male_a::precache();
character\character_civilian_urban_male_ba_wht::precache();
character\character_civilian_urban_male_bb_wht::precache();
character\character_civilian_urban_male_bc_wht::precache();
}

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");
}

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