# WARNING: do not edit this file by hand. To add entities make the changes to # the AllEntitiesTypeData.ini file in the levels/global directory and # run the extraction script again. You have been warned. # If you want to comment a particular record then put the comment after the RECORD line as # comments between records are removed at extraction time, or put the comment in a dummy record # which will not be extracted. ############################################################################### # # FIELD DESCRIPTIONS # ================== # # All entities contain the following fields: # # MODEL - the model file # NAME - the name of the entity (MAX of 12 characters) # ANIMATION - name of the animation file to load for this entity # PHYSICS - name of the physics type to use for this entity # HIT_POINTS - the max health of the entity # ARMOUR_CLASS - the armour type: NONE/LIGHT/MEDIUM/HEAVY/EXTREME # WEAPON - a weapon the entity can use: UZI/BAZOOKA/MAGNUM, etc # LOD_DISTANCE - distance over which LOD switching takes place # LOD_INFO - defines which LOD to use for each 1/10th of the LOD_DISTANCE # LOD_DATA - determines model idx, draw distance & damage # % to draw each entity at. (last field not used) # IMPULSE_LIMIT - amount of impulse this entity can be subject to before being damaged # CUSHION_ON - signifies that this entity will not generate impulse damage on colliding entities # # # RECORD TAGS # =========== # # The following tags can be place before records to control extraction. Must be comments. # # #FORCE - force this record to be extracted even if it does not appear in the entities.a3d file # # SPECIAL RECORDS # =============== # # Records of type 'dummy' bypassed by the game at the archetyping stage. They are used to store # data required by colim extractor functions or for comments. # ########################################################################### # Player Character #FORCE RECORD dummy ################# Player Character ################# END #FORCE RECORD player CLASS EC_PLAYER MATERIAL MATERIAL_PED COLLISION_DATA player PHYSICS PLAYER_PHYS MODEL fist_poly_hunter ANIMATION_BLOCK PlayerAnims WALKCYCLE_RFOOT 0.55 WALKCYCLE_LFOOT 0.05 LOD_DISTANCE 150.0 LOD_INFO 0000000000 LOD_DATA 0,70,0,-1 HIT_POINTS 100 ARMOUR_CLASS ARM_NONE IMPULSE_LIMIT 700 # HEAD playerHead # HEAD_SELECTION 1 ### entity properties CAM_POSITION 0.1,0,-0.1 # not the same as in-game coordinate system!! Here x = up, y = right, z = -view KO_TIME 2.0 KO_RECOVERY_SPEED 0.05 STICK_DEAD_ZONE 0.35 # the size of the dead area around the stick's resting position. If this value is 1 then the whole of # the stick will be dead - if it is too small then the stick will come to rest outside the dead area # and the player will move or aim without the stick being touched. ########### MOVEMENT MOVE_THRESHOLDS 0.53, 0.96 # the left stick movement zones: the walk zone and run zone stick areas. When the stick is at its # maximum position in any direction, its radius is 1. When at rest its radius is 0. So if the # walk zone theshold is 0.5 it means that once the stick is half way between resting and fully extended, # the player will start to walk. Actually it is a little more complicated than this as the dead zone # is ignored - that is when the stick has been moved so that it is just on the very edge of the dead # zone, and therefore starting to affect the player, then this distance is 0. The distance values # are therefore recalibrated from the edge of the dead zone MOVE_TRANS_SPEED 0.2 # the speed at which the animation changes between the different move zones. As one animation (say the # sneak anim) changes into another (the walk anim), then this transition will take the number of seconds # indicated by the value above. 0.2 is a sensible value (1 fifth of a second) - making this longer will # give the player more of an indication that he is changing movement state, so he can stop it if he wishes SNEAK_WALK_SPEED 1.2 SNEAK_RUN_SPEED 1.0 WALK_SPEED 1.0 RUN_SPEED 1.0 SPRINT_SPEED 1.0 CROUCH_FORWARD_SPEED 1.3f # the fraction of the crouching animation forwards speed CROUCH_BACKWARD_SPEED 0.9f # the fraction of the crouching animation forwards speed CROUCH_SIDEWAYS_SPEED 1.2f # the fraction of the crouching animation sideways speed ############ AIMING AIM_AXIS_WIDTH 10 # the angle that the camera will snap to a nearby axis when aiming (right stick). For example, if this # angle is 10, then when the stick comes within 10 degrees of any of the horizontal, vertical or # diagonal axis, it will be moved onto that axis. The axis are at 0, 45, 90, 135, 180, 225, 270, and 315 MOVE_AXIS_WIDTH 10 # the angle that the camera will snap to a nearby axis when moving (left stick). The move axis don't # include diagonals and so are at 0, 90, 180 and 270 AIM_ZONE_1 3 AIM_ZONE_2 8 AIM_ZONE_3 12 AIM_ZONE_4 18 AIM_ZONE_5 25 AIM_ZONE_6 35 AIM_ZONE_7 45 AIM_ZONE_8 57 AIM_ZONE_9 76 AIM_ZONE_10 125 # the aim zones. The stick will move through all 10 zones as it travels from the resting position to # its maximum distance. All the zones are equally spaced apart and they have a speed associated with # each ( the values above). The zones are at the stick distances 0.1, 0.2, 0.3, 0.4, 0.5, 0.6, 0.7, 0.8, # 0.9 and 1.0). When the stick is within a zone, the camera will be moved at the speed dictated by that # zone and its neighbour. For example: if the stick is at distance 2.5, then it will be in zone 2 and # the camera will be moved at a speed which is halfway between the speed of aim zone 2 and the speed # of aim zone 3 VERTICAL_AIM_LIMIT 9.30 # the maximum zone that has an effect on the vertical aim. Vertical aiming stops accelerating within a # certain aim zone, so as to keep it at a sensible value. The value here is written as a zone number: # with a maximum value of 10 (the highest zone number). A value of 6.25 for example means that at a # quarter of the way through zone 6 then the vertical aiming angle will stop being affected by the joypad CROSSHAIR_SIZES 0.015, 0.025, 0.04 # the crosshair circle radius for sneak, walk and run TURN_PAUSE 0.27 # once the aiming stick is fully pressed left or right, there is a slight pause and then the turning # speed of the player accelerates for a while up to a maximum value. This turn pause value is how long to # wait before the turn speed starts increasing TURN_ACCELERATION 4 # how long it takes for the extra turning accelaration to ramp up to the maximum extra turn speed EXTRA_TURN_SPEED 50 # the extra turn speed that the extra turning acceleration described above can reach # LADDER_USE_TIME 0.35 # how long the player has to keep running against a ladder base before it is used CAM_RECENTRE_SPEED 1700 # how fast the camera recentres when the button is pressed CAM_STAIR_SPEED 500 # how fast the camera moves to look up or down stairs ZOOM_AIM_SCALE 1.2 # how much the camera movement speed is scaled when in gun zoom aim ZOOM_AIM_SCALE_MOVING 1.2 # how much the camera movement speed is scaled when in gun zoom aim and moving ZOOM_LEVELS 2, 12 # the magnification factor for each zoom level ZOOM_SPEED 1.2 # how long it takes in seconds for the sniper rifle to zoom in ZOOM_MOVE_SCALES 0.7,0.4 # the amount the camera movement speed is scaled in each zoom level ZOOM_MAX_ZONES 8, 5 # the maximum aiming zone allowed in each zoom level THROW_CHARGE_TIME 1.5 # the length of time it takes to charge up a throw to the maximum as the fire button is held down MIN_RELEASE_TIME 1 # the minimum amount of time allowed before a grenade has to be thrown before it explodes. #Eg if this value is 1 second then the player will be forced to throw the grenade 1 second before it detonates MIN_THROW_VELOCITY 1.0,2.0,5.0 # the force of the throw when at minimum charge MAX_THROW_VELOCITY 0.8,10.0,25.0 # the force of the throw at maximum charge # SKID_TIMER 1.0 # SKID_TIMER 0.3 # the length of time the player must run before skidding CROUCH_RECOIL 0.5 # multiplied by the weapon recoil when player is crouching MAX_QUICK_TURN_SPEED 60.0 # max turn speed allowed when the player has just tapped the stick (to make a minor aiming adjustment). INVERT_STICK 0 # inverts right stick up and down BLOCK_DAMAGE 0.25 # multiplied by an attacking weapon’s damage to get the damage taken when blocking # AIM_LOCKON_ANGLES 20.0, 45.0 AIM_LOCKON_ANGLES 90.0, 90.0 # the horizontal and vertical angles relative to the camera’s view in which an enemy can be locked onto AIM_LOCKON_DIST 30.0, # enemies must be within this distance from the player in order to be locked onto ########## MONKEY CONTROL STUFF ###### AIM_ZONE_1_MONKEY 20 AIM_ZONE_2_MONKEY 30 AIM_ZONE_3_MONKEY 50 AIM_ZONE_4_MONKEY 70 AIM_ZONE_5_MONKEY 95 AIM_ZONE_6_MONKEY 120 AIM_ZONE_7_MONKEY 150 AIM_ZONE_8_MONKEY 185 AIM_ZONE_9_MONKEY 230 AIM_ZONE_10_MONKEY 295 # aim zones for monkey mode TURN_PAUSE_MONKEY 0.27 EXTRA_TURN_SPEED_MONKEY 0 TURN_ACCELERATION_MONKEY 4 # the extra turn speed stuff when the stick is fully left or right (see descriptions above) MONKEY_STAND_TURN_SCALE 0.5 # how much the turn speed is scaled when the player is standing in monkey mode MONKEY_WALK_TURN_SCALE 0.95 # how much the turn speed is scaled when the player is walking or sneaking in monkey mode MONKEY_RUN_TURN_SCALE 1.2 # how much the turn speed is scaled when the player is running (not sprinting) in monkey mode MONKEY_SPRINT_TURN_SCALE 1.3 # how much the turn speed is scaled when the player is sprinting in monkey mode MONKEY_TURN_ANGLE 50.0 # the angle from vertical when the turning speed reaches its maximum (range between 0 and 90) MONKEY_MOVE_ANGLE 70.0 # the angle from vertical when the movement remains unchanged MONKEY_WALK_ANGLE 30.0 # the angle from vertical when the movement remains unchanged WHEN WALKING RUN_THRESHOLD 0.95 # the distance away from the centre point of the left stick at which walking turns into running (max value 1.0) STAMINA_TOTAL_SPRINT_TIME 20.0 # the time in seconds the player can sprint for with full stamina STAMINA_NO_SPRINT_TIME 3.0 # if the time left on the stamina bar is less that this, the player cannot START sprinting STAMINA_RECOVERY_MOVING 54.0 # the time in seconds it takes for an empty stamina to recover to full stamina when the player is moving STAMINA_RECOVERY_RUNNING 80.0 # the time in seconds it takes for an empty stamina to recover to full stamina when the player is moving STAMINA_RECOVERY_STILL 22.0 # the time in seconds it takes for an empty stamina to recover to full stamina when the player is standing still STAMINA_RECOVERY_PAUSE 0.0 # the length of time after player has been running about until the stamina starts recovering again WIGGLE_TIME_DECAY 0.15 # how fast the grapple timer diminishes when the player is being grappled and wiggling the stick as fast as possible BND_SPH_BOOST 1.4 EXECUTE_STAGE_TIMES 2.0, 5.0 # how long the player has to hold down the X button to trigger a stage 2 execution or a stage 3 execution END #FORCE RECORD dummy ################# Hunter Characters Test################# END #FORCE RECORD dummy ################# Hunter Characters Hoods################# END RECORD Cerberus CLASS EC_HUNTER LEADER leader1 MODEL Cer_BodB1 LOW_LOD_MODEL Cer_BodB1 SKIN_TEX Cer_BodB_128 SKIN_TEX Cer_BodC_128 LOD_DATA 0,70,0,-1 IMPULSE_LIMIT 700 COLLISION_DATA hunter PHYSICS HUNTER_PHYS STATE_SOUNDS default_hunter ANIMATION_BLOCK CerberusAnims HEAD cerberusHead HEAD_SELECTION 1 VOICE CERBERUS KO_TIME 15.0 STUN_TIME 60.0 HIT_POINTS 100 WALK_SPEED 1.0 RUN_SPEED 1.0 RUN_TIME 45.0 SWING_PAUSE 0.8 HIT_ACCURACY 100.0 # see the “Jury_Big” record for an explanation of these : MAX_LEG_DAMAGE 50.0 MAX_ARM_DAMAGE 50.0 BLOCK_DAMAGE 0.25 BND_SPH_BOOST 1.4 END #FORCE RECORD dummy ################# Hunter Characters Hoods################# END RECORD Pig_BodF1 CLASS EC_HUNTER LEADER leader1 MODEL Pig_BodF1 LOW_LOD_MODEL Pig_BodF1 LOD_DATA 0,70,0,-1 IMPULSE_LIMIT 700 COLLISION_DATA hunter PHYSICS HUNTER_PHYS STATE_SOUNDS default_hunter ANIMATION_BLOCK PiggsyAnims WALKCYCLE_RFOOT 0.81 WALKCYCLE_LFOOT 0.31 HEAD Piggsy_Head HEAD_SELECTION 1 VOICE PIGGSY KO_TIME 15.0 HIT_POINTS 100 WALK_SPEED 1.0 RUN_SPEED 1.0 RUN_TIME 45.0 SWING_PAUSE 1.5 HIT_ACCURACY 100.0 # see the “Jury_Big” record for an explanation of these : MAX_LEG_DAMAGE 50.0 MAX_ARM_DAMAGE 50.0 BLOCK_DAMAGE 0.25 BND_SPH_BOOST 1.3 END RECORD Sw_Bod CLASS EC_HUNTER LEADER leader1 MODEL Sw_Bod LOW_LOD_MODEL Sw_Bod LOD_DATA 0,70,0,-1 IMPULSE_LIMIT 700 COLLISION_DATA hunter PHYSICS HUNTER_PHYS STATE_SOUNDS default_hunter ANIMATION_BLOCK DefaultHunterAnims HEAD Sw_Hed HEAD_SELECTION 1 VOICE DIRECTOR KO_TIME 15.0 HIT_POINTS 100 WALK_SPEED 1.0 RUN_SPEED 1.0 RUN_TIME 45.0 SWING_PAUSE 1.5 HIT_ACCURACY 100.0 # see the “Jury_Big” record for an explanation of these : MAX_LEG_DAMAGE 50.0 MAX_ARM_DAMAGE 50.0 BLOCK_DAMAGE 0.25 BND_SPH_BOOST 1.3 END RECORD Sw_Bod_Gore CLASS EC_HUNTER LEADER leader1 MODEL Sw_Bod_Gore LOW_LOD_MODEL Sw_Bod_Gore LOD_DATA 0,70,0,-1 IMPULSE_LIMIT 700 COLLISION_DATA hunter PHYSICS HUNTER_PHYS STATE_SOUNDS default_hunter ANIMATION_BLOCK DefaultHunterAnims HEAD Sw_Hed HEAD_SELECTION 1 VOICE DIRECTOR KO_TIME 15.0 HIT_POINTS 100 WALK_SPEED 1.0 RUN_SPEED 1.0 RUN_TIME 45.0 SWING_PAUSE 1.5 HIT_ACCURACY 100.0 # see the “Jury_Big” record for an explanation of these : MAX_LEG_DAMAGE 50.0 MAX_ARM_DAMAGE 50.0 BLOCK_DAMAGE 0.25 BND_SPH_BOOST 3.0 END #FORCE RECORD dummy ################# Character heads ################# END RECORD cerberusHead CLASS EC_PEDHEAD MODEL Cer_HedB1 SKIN_TEX Cer_Hed_128 SKIN_TEX Cer_Hed_128 LOD_DATA 0,20,0,-1 BND_SPH_BOOST 1.5 END RECORD Piggsy_Head CLASS EC_PEDHEAD MODEL Pig_HedF1 LOD_DATA 0,20,0,-1 BND_SPH_BOOST 1.5 END RECORD Sw_Hed CLASS EC_PEDHEAD MODEL Sw_Hed LOD_DATA 0,20,0,-1 BND_SPH_BOOST 1.5 END #FORCE RECORD Explode_Head CLASS EC_PEDHEAD MODEL DedHed1 LOD_DATA 0,20,0,-1 EXPLODEABLE # explode bits are held as static array – so only define once EXPLODE_BIT_MODEL_1 DedBit1 EXPLODE_BIT_MODEL_2 DedBit2 EXPLODE_BIT_MODEL_3 DedBit3 EXPLODE_BIT_MODEL_4 DedBit4 BND_SPH_BOOST 1.5 END #FORCE RECORD Explode_Head2 CLASS EC_PEDHEAD MODEL DedHed2 LOD_DATA 0,20,0,-1 EXPLODEABLE BND_SPH_BOOST 1.5 END #FORCE RECORD Explode_Head3 CLASS EC_PEDHEAD MODEL DedHed3 LOD_DATA 0,20,0,-1 EXPLODEABLE BND_SPH_BOOST 1.5 END #FORCE RECORD Bag_Head CLASS EC_PEDHEAD MODEL Bag_Head LOD_DATA 0,20,0,-1 BND_SPH_BOOST 1.5 END #FORCE RECORD dummy ################# weapons collectable entity types################# END RECORD fists CLASS EC_WEAPON COLLECTABLE_TYPE CT_FISTS ANIMATION_BLOCK EntityAnims MODEL fist_poly_hunter WEAPON fists KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_melee FIRE_SPEED 1.0f HAND_ANIM Hands_Fists END RECORD Shard_Piggsy_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_PIGSY_SHARD ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL Shard_(CT) WEAPON shard KICK_WEAPON kick_blade OBSTRUCT_WEAPON obstruct_melee COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 FIRE_SPEED 1.0f # HAND_ANIM Hands_Knife SELECT_DELAY 0.067 HOLSTER_TRANSLATION 0.00363002, -0.0512080, -0.0411447 HOLSTER_ROTATION 0.791032, -0.0461251, 0.606774, 0.0629711 DISPLAY_SCALE 1.5 MODEL_DISPLAY_ANIM Shard_Spin_W BND_SPH_BOOST 3.0 TRANSPARENT EXECUTE_DAMAGE 1 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 3.56 EXECUTE_TVP EXECUTE_SHARD_PIGGSY EXECUTE_MODEL_ANIM Spike_Piggsy_Sneak_Attack_W EXECUTE_NUM_TVPS 1 END RECORD Chainsaw_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_CHAINSAW ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BACK MODEL Chainsaw_(CT) WEAPON chainsaw OBSTRUCT_WEAPON obstruct_melee KICK_WEAPON kick_beater2 COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 FIRE_SPEED 1.0f # HAND_ANIM Hands_Bat SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.0774278, -0.202598, 0.0309384 HOLSTER_ROTATION -0.375853, 0.625926, -0.446469, 0.517317 BND_SPH_BOOST 1.8 TRANSPARENT MODEL_DISPLAY_ANIM Uzi_Spin_W # execution 1 not used now NEXT_EXECUTION # execution 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.8 EXECUTE_TVP EXECUTE_CROWBAR2 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 3 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.8 EXECUTE_TVP EXECUTE_CROWBAR2 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.8 EXECUTE_TVP EXECUTE_CROWBAR2 EXECUTE_NUM_TVPS 1 END RECORD 6Shooter_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_6SHOOTER ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_RIGHT MODEL 6Shooter_(CT) WEAPON 6shooter KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_1handedGun COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DISTANCE 150.0 LOD_INFO 000000000 LOD_DATA 0,50,0,-1 # HAND_ANIM Hands_Eagle SELECT_DELAY 0.067 SHELL_NUMBER 6 SHELL_EJECT_POS 0.146, 0.096, 0.064 SHELL_EJECT_POS 0.146, 0.087, 0.083 SHELL_EJECT_POS 0.146, 0.067, 0.084 SHELL_EJECT_POS 0.146, 0.058, 0.069 SHELL_EJECT_POS 0.146, 0.065, 0.049 SHELL_EJECT_POS 0.146, 0.086, 0.048 SHELL_EJECT_DELAY_RELOAD 0.600 SHELL_RAND_DELAY 0.100 SHELL_VELOCITY -0.1,0.0,0.0 SHELL_VEL_RAND 0.4 SHELL_SPIN 0.0,10.0,0.0 SHELL_MODEL Small_Shell SHELL_RADIUS 0.006 HOLSTER_TRANSLATION -0.000946304, -0.0326051, 0.0691672 HOLSTER_ROTATION 0.551606, -0.433285, 0.529388, 0.477224 FLASH_MODEL Commando_Flash FLASH_POS 0.375, 0.023, 0.123 MODEL_DISPLAY_ANIM 6Shooter_Spin_W BND_SPH_BOOST 1.5 TRANSPARENT OBSTRUCT_POINT -0.1, 0.45, 0.92 OBSTRUCT_POINT_ZOOM -0.1, 0.45, 0.92 END RECORD C_Commando_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_COLT_COMMANDO ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BACK MODEL C_Commando_(CT) WEAPON coltCommando KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_2handedGun COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DISTANCE 150.0 LOD_INFO 000000000 LOD_DATA 0,50,0,-1 # HAND_ANIM Hands_Commando SELECT_DELAY 0.0 MODEL_HOLSTER_ANIM Commando_Select_W SHELL_NUMBER 1 SHELL_EJECT_POS 0.273, 0.021,0.194 SHELL_EJECT_DELAY_FIRE 0.0 SHELL_VELOCITY 0.0,3.0,3.0 SHELL_VEL_RAND 0.4 SHELL_SPIN 0.0,50.0,50.0 SHELL_MODEL Commando_Shell SHELL_RADIUS 0.006 HOLSTER_TRANSLATION 0.0361870, -0.146442, 0.00132996 HOLSTER_ROTATION -0.677247, 0.721156, 0.145843, 0.0 STRAP1_TRANSLATION -0.0418631, 0.0199174, 0.230830 STRAP1_ROTATION 0.152003, -0.263088, 0.693105, 0.653670 STRAP2_TRANSLATION -0.0705744, -0.0963834, 0.185386 STRAP2_ROTATION -0.0925742, -0.134645, 0.701021, 0.694169 FLASH_MODEL Commando_Flash FLASH_POS 0.852, -0.006, 0.302 MODEL_DISPLAY_ANIM Colt_Spin_W BND_SPH_BOOST 1.4 TRANSPARENT OBSTRUCT_POINT 0.0, -0.15, 1.1 OBSTRUCT_POINT_ZOOM -0.2, 0.35, 1.05 END RECORD Chainsaw_Player_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_CHAINSAW_PLAYER ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BACK MODEL Chainsaw_Player_(CT) WEAPON chainsaw_player KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_1handedGun COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DISTANCE 150.0 LOD_INFO 000000000 LOD_DATA 0,50,0,-1 # HAND_ANIM Hands_Uzi SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.00662448, -0.243668, 0.110333 HOLSTER_ROTATION 0.751069, 0.658544, -0.0258535, 0.0393433 STRAP1_TRANSLATION -0.0418631, 0.0199174, 0.230830 STRAP1_ROTATION 0.152003, -0.263088, 0.693105, 0.653670 STRAP2_TRANSLATION -0.0705744, -0.0963834, 0.185386 STRAP2_ROTATION -0.0925742, -0.134645, 0.701021, 0.694169 FLASH_POS 0.0231,0.015,-0.008 MODEL_DISPLAY_ANIM Uzi_Spin_W BND_SPH_BOOST 1.8 TRANSPARENT OBSTRUCT_POINT -0.1, 0.45, 0.92 OBSTRUCT_POINT_ZOOM -0.1, 0.45, 0.92 # execution 1 (director) EXECUTE_HUNTER_WEAPON_DROP_TIME 0.1 EXECUTE_TVP STARKWEATHER_DIE2 EXECUTE_HEAD_EXPLODE_TIME 6.3 EXECUTE_MODEL_ANIM Chainsaw_Sneak_Attack1_W EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.5 EXECUTE_TVP EXECUTE_CHAINSAW2 EXECUTE_HEAD_SEVER_TIME 0.5 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 3 same as 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.5 EXECUTE_TVP EXECUTE_CHAINSAW3 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.2 EXECUTE_HEAD_EXPLODE_TIME 0.5 EXECUTE_TVP EXECUTE_CHAINSAW4 EXECUTE_NUM_TVPS 1 END RECORD Half_Brick_(CT) CLASS EC_RESPONDER MATERIAL MATERIAL_BRICK COLLECTABLE_TYPE CT_BRICK_HALF ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_REAR MODEL Half_Brick_(CT) WEAPON brickHalf KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_melee COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 ATTACHABLE 0 FIRE_DELAY 0.083 USE_DELAY 0.667 # HAND_ANIM Hands_Brick_Half SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.0400256, 0.00191091, -0.00816100 HOLSTER_ROTATION -0.143093, -0.112240, 0.429231, 0.884696 MODEL_DISPLAY_ANIM Brick_Spin_W BND_SPH_BOOST 1.3 TRANSPARENT END #FORCE RECORD Severed_Head_(CT) CLASS EC_RESPONDER MATERIAL MATERIAL_GORE COLLECTABLE_TYPE CT_HEAD HOLSTER_SLOT BELT_REAR MODEL Bag_Head WEAPON head KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_melee COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 ATTACHABLE 0 FIRE_DELAY 0.083 USE_DELAY 0.667 # HAND_ANIM Hands_Brick_Half SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.1, -0.07, 0.0 HOLSTER_ROTATION -0.6830125, -0.3535532, 0.1830128, 0.6123724 KICKABLE BND_SPH_BOOST 1.3 TRANSPARENT END RECORD Wooden_Spike_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_WOODEN_SPIKE ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL Wooden_Spike_(CT) WEAPON shard KICK_WEAPON kick_fists OBSTRUCT_WEAPON obstruct_melee COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 FIRE_SPEED 1.0f HAND_ANIM Hands_Fists SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.0617866, -0.0726761, 0.00254073 HOLSTER_ROTATION 0.363571, 0.922979, -0.0602170, -0.110906 MODEL_DISPLAY_ANIM Wooden_Spike_Spin_W BND_SPH_BOOST 3.0 TRANSPARENT EXECUTE_DAMAGE 1 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 3.56 EXECUTE_TVP EXECUTE_SPIKE_PIGGSY EXECUTE_MODEL_ANIM Spike_Piggsy_Sneak_Attack_W EXECUTE_NUM_TVPS 1 END #FORCE RECORD dummy ################# weapon ammo collectable entity types################# END #FORCE RECORD dummy ################# non weapon collectable entity types################# END RECORD G_First_Aid_(CT) CLASS EC_COLLECTABLE COLLECTABLE_TYPE CT_G_FIRST_AID ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL G_First_Aid_(CT) COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.0191853, -0.0549033, -0.00446193 HOLSTER_ROTATION 0.733645, 0.0234682, 0.679011, -0.0125628 DISPLAY_SCALE 2.0 MODEL_DISPLAY_ANIM Health_Spin_W BND_SPH_BOOST 2.5 TRANSPARENT END #FORCE RECORD dummy ################# level specific collectable entity types################# END #FORCE RECORD dummy ################# Thrower Projectiles ################# END #FORCE RECORD throwerShot CLASS EC_SHOT MODEL fist_poly_hunter MATERIAL MATERIAL_CAN COLLISION_DATA grenade PHYSICS GRENADE_PHYS LOD_DATA 0,20,0,-1 END #FORCE RECORD headThrowerShot CLASS EC_SHOT MODEL fist_poly_hunter MATERIAL MATERIAL_CAN COLLISION_DATA grenade PHYSICS GRENADE_PHYS LOD_DATA 0,20,0,-1 END #FORCE RECORD dummy ###################generic entity types##################### END #FORCE RECORD dummy ######## GENERIC FALLING ARCHETYPES END #FORCE RECORD dummy ######## GENERIC MOVING ARCHETYPES END #FORCE RECORD dummy ######## GENERIC DOOR ARCHETYPES END #FORCE RECORD dummy ######## GENERIC SLIDING DOOR ARCHETYPES END #FORCE RECORD dummy ######## GENERIC LIGHT ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CONTAINER ARCHETYPES END #FORCE RECORD dummy ######## GENERIC TOPPLER ARCHETYPES END #FORCE RECORD dummy ######## GENERIC SWITCH ARCHETYPES END #FORCE RECORD dummy ######## animating object ARCHETYPES END RECORD Pig_Arms CLASS EC_BASIC MATERIAL MATERIAL_GORE MODEL Pig_Arms ANIMATION_BLOCK EntityAnims LOD_DATA 1,40,0,-1 ARMOUR_CLASS ARM_MEDIUM LOCKED 1 BND_SPH_BOOST 8.0 END RECORD Piggsy_Grill_PART1 CLASS EC_BASIC MATERIAL MATERIAL_PIGSY_GRATING MODEL Piggsy_Grill_PART1 COLLISION_DATA Piggsy_Grill_PART1 ANIMATION_BLOCK EntityAnims LOD_DATA 1,60,0,-1 ARMOUR_CLASS ARM_MEDIUM LOCKED 1 BND_SPH_BOOST 8.0 END RECORD Piggsy_Grill_PART2 CLASS EC_BASIC MATERIAL MATERIAL_PIGSY_GRATING MODEL Piggsy_Grill_PART2 COLLISION_DATA Piggsy_Grill_PART1 ANIMATION_BLOCK EntityAnims LOD_DATA 1,60,0,-1 ARMOUR_CLASS ARM_MEDIUM LOCKED 1 BND_SPH_BOOST 8.0 END RECORD Piggsy_Chain_Door CLASS EC_BASIC MODEL Piggsy_Chain_Door MATERIAL MATERIAL_WOOD_BIG_DOOR COLLISION_DATA Piggsy_Chain_Door ANIMATION_BLOCK EntityAnims LOD_DATA 1,60,1,-1 LOD_DATA 1,60,0,-1 ARMOUR_CLASS ARM_LIGHT HIT_POINTS 10000 LOCKED 1 BND_SPH_BOOST 8.0 END #FORCE RECORD dummy ######## GENERIC smart new SWITCH ARCHETYPES END #FORCE RECORD dummy ######## GENERIC smart new SWITCH ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ SWITCH ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CLIMBABLE ARCHETYPES END #FORCE RECORD dummy ######## GENERIC STATIC ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ LIGHT ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ damageable STATIC ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ STATIC ARCHETYPES END #FORCE RECORD dummy ######## greenhouse CJ STATIC ARCHETYPES END #FORCE RECORD dummy ######## made of iron CJ STATIC ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ STATIC cars ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ SLIDING DOOR ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ DOOR ARCHETYPES END RECORD CJ_CHAINDOOR2_(D) CLASS EC_DOOR MATERIAL MATERIAL_METAL MODEL CJ_CHAINDOOR2_(D) COLLISION_DATA CJ_CHAINDOOR2_(D) LOD_DATA 0,40,0,-1 ARMOUR_CLASS ARM_INVULNERABLE PHYSICS SWINGDOOR_PHYS END #FORCE RECORD dummy ######## GENERIC CJ MOVING ARCHETYPES END #FORCE RECORD dummy ######## CJ FALLING ARCHETYPES END #FORCE RECORD dummy ######## GENERIC CJ attic cutscene ARCHETYPES END RECORD Cutscene_Chainsaw CLASS EC_BASIC MODEL Cutscene_Chainsaw ANIMATION_BLOCK EntityAnims LOD_DATA 1,60,0,-1 ARMOUR_CLASS ARM_MEDIUM LOCKED 1 BND_SPH_BOOST 3.0 END RECORD Starkweather_Chair CLASS EC_BASIC MATERIAL MATERIAL_WOOD_THIN MODEL Starkweather_Chair ANIMATION_BLOCK EntityAnims LOD_DATA 1,60,0,-1 ARMOUR_CLASS ARM_MEDIUM LOCKED 1 BND_SPH_BOOST 6.0 END #FORCE RECORD dummy ######## unique static AlanB ARCHETYPES END #FORCE RECORD dummy ######## GENERIC Alan B LIGHT ARCHETYPES END #FORCE RECORD dummy ######## unique AlanB DOOR ARCHETYPES END #FORCE RECORD dummy ######## BOWERY FALLING ARCHETYPES END #FORCE RECORD dummy ######## BOWERY CONVEYOR ARCHETYPES END #FORCE RECORD dummy ######## BOWERY MOVING ARCHETYPES END #FORCE RECORD dummy ######## BOWERY DOOR ARCHETYPES END #FORCE RECORD dummy ######## BOWERY SLIDING DOOR ARCHETYPES END #FORCE RECORD dummy ######## BOWERY LIGHT ARCHETYPES END #FORCE RECORD dummy ######## BOWERY CONTAINER ARCHETYPES END #FORCE RECORD dummy ######## BOWERY STATIC ARCHETYPES END #FORCE RECORD dummy ######## BOWERY TOPPLER ARCHETYPES END #FORCE RECORD dummy ######## BOWERY SWITCH ARCHETYPES END #FORCE RECORD dummy ######## BOWERY HANGING ARCHETYPES END #FORCE RECORD dummy ######## UPTOWN MOVING ARCHETYPES END #FORCE RECORD dummy ######## UPTOWN DOOR ARCHETYPES END #FORCE RECORD dummy ######## UPTOWN STATIC ARCHETYPES END #FORCE RECORD dummy ######## UPTOWN LIGHT ARCHETYPES END #FORCE RECORD dummy ########UPTOWN FUNCTIONAL ARCHETYPES########### END #FORCE RECORD dummy ######## Industrial FALLING ARCHETYPES END #FORCE RECORD dummy ######## Industrial container ARCHETYPES END #FORCE RECORD dummy ######## Industrial STATIC ARCHETYPES END #FORCE RECORD dummy ######## INDUSTRIAL SWITCH ARCHETYPES END #FORCE RECORD dummy ######## INDUSTRIAL MOVING ARCHETYPES END #FORCE RECORD dummy ######## Industrial doors ARCHETYPES END #FORCE RECORD dummy ######## Industrial SLIDING DOOR ARCHETYPES END #FORCE RECORD dummy ######## Estate LIGHT ARCHETYPES END #FORCE RECORD dummy ######## ESTATE DOOR ARCHETYPES END #FORCE RECORD dummy ######## GENERIC ESTATE ARCHETYPES END #FORCE RECORD dummy ######## Estate TOPPLER ARCHETYPES END #FORCE RECORD dummy ######## Prison STATIC ARCHETYPES END #FORCE RECORD dummy ######## PRISON ANIMATING ARCHETYPES END #FORCE RECORD dummy ######## PRISON sliding door ARCHETYPES END #FORCE RECORD dummy ######## Prison DOOR ARCHETYPES END #FORCE RECORD dummy ########SPECIAL ARCHETYPES########### END #FORCE RECORD rat #for obbe’s effects force the model in here CLASS EC_BASIC MODEL CJ_RAT END #FORCE RECORD crow #for obbe’s effects force the model in here CLASS EC_BASIC MODEL CJ_CROW END #FORCE RECORD triangle #need a triangle archetype so that LOD stuff doesn't generator an error for null geometry (uses triangle.dff instead!) CLASS EC_BASIC MODEL triangle END RECORD Trigger CLASS EC_TRIGGER LOD_DATA 0,20,0,-1 END RECORD Gen_Save_Point CLASS EC_TRIGGER MODEL CJ_Save_Point(VHSTape) LOD_DATA 0,40,0,-1 END #FORCE RECORD dummy ######### COLLISION ARCHETYPES########## # These are here to force extraction collision information which isn't attached to an entity END #FORCE RECORD dummy COLLISION_DATA visplayer COLLISION_DATA deadped COLLISION_DATA crouch COLLISION_DATA climb END RECORD Attic_Bed CLASS EC_BASIC MODEL Attic_Bed COLLISION_DATA Attic_Bed LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Attic_Corpse CLASS EC_BASIC MODEL Attic_Corpse COLLISION_DATA Attic_Corpse LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Attic_Wall_Lite CLASS EC_BASIC MODEL Attic_Wall_Lite COLLISION_DATA Attic_Wall_Lite LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_METALHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Attic_Ceil_Lite CLASS EC_BASIC MODEL Attic_Ceil_Lite COLLISION_DATA Attic_Ceil_Lite LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_METALHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED SWINGINWIND END RECORD Attic_Wall_Lite_(L) CLASS EC_ENTITYLIGHT MODEL Attic_Wall_Lite_(L) COLLISION_DATA Attic_Wall_Lite_(L) LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_METALHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Attic_Sink CLASS EC_BASIC MODEL Attic_Sink COLLISION_DATA Attic_Sink LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_TILE ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Attic_Planks CLASS EC_BASIC MODEL Attic_Planks COLLISION_DATA Attic_Planks LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_STARK_DESK CLASS EC_BASIC MODEL CJ_STARK_DESK COLLISION_DATA CJ_STARK_DESK LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_bunk_bed2 CLASS EC_BASIC MODEL CJ_bunk_bed2 COLLISION_DATA CJ_bunk_bed2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_METAL ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_LIGHT_BULB_(L) CLASS EC_ENTITYLIGHT MODEL CJ_LIGHT_BULB_(L) COLLISION_DATA CJ_LIGHT_BULB_(L) LOD_DATA 0,40,0,-1 ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Corpse_Cer2 CLASS EC_BASIC MODEL Corpse_Cer2 COLLISION_DATA Corpse_Cer2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GORE ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Corpse_Cer1 CLASS EC_BASIC MODEL Corpse_Cer1 COLLISION_DATA Corpse_Cer1 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GORE ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Corpse_Door CLASS EC_BASIC MODEL Corpse_Door COLLISION_DATA Corpse_Door LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GORE ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Corpse_Cer3 CLASS EC_BASIC MODEL Corpse_Cer3 COLLISION_DATA Corpse_Cer3 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GORE ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END