# 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 RECORD Cer_Leader CLASS EC_HUNTER LEADER leader1 MODEL Cer_BodB1 LOW_LOD_MODEL Cer_BodB1 LOD_DATA 0,70,0,-1 IMPULSE_LIMIT 700 COLLISION_DATA hunter PHYSICS HUNTER_PHYS STATE_SOUNDS default_hunter ANIMATION_BLOCK CerberusAnims HEAD Led_Hed HEAD_SELECTION 1 VOICE CERBERUS KO_TIME 15.0 STUN_TIME 60.0 HIT_POINTS 300 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 HARDHEAD END #FORCE RECORD dummy ################# Hunter Characters Hoods################# 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 Led_Hed CLASS EC_PEDHEAD MODEL Led_Hed SKIN_TEX Led_Hed_128 SKIN_TEX Led_Hed_128 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_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_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 # execution 1 not used now NEXT_EXECUTION # execution 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 2.5 EXECUTE_TVP EXECUTE_SHARD2 EXECUTE_MODEL_ANIM Knife_Sneak_Attack2_W EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 3 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.9 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 4.5 EXECUTE_TVP EXECUTE_SHARD3 EXECUTE_MODEL_ANIM Knife_Sneak_Attack3_W EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 5.1 EXECUTE_TVP EXECUTE_SHARD4 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL_ANIM Knife_Sneak_Attack4_W END RECORD Crowbar_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_CROWBAR ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_RIGHT MODEL Crowbar_(CT) WEAPON crowbar KICK_WEAPON kick_beater 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_Pipe SELECT_DELAY 0.067 HOLSTER_TRANSLATION -0.00467038, -0.208354, -0.0273411 HOLSTER_ROTATION 0.818567, 0.0274890, -0.571474, 0.0510866 MODEL_DISPLAY_ANIM Crowbar_Spin_W BND_SPH_BOOST 2.2 TRANSPARENT # execution 1 not used now NEXT_EXECUTION # execution 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7 EXECUTE_TVP EXECUTE_CROWBAR2 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION # execution 3 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.6 EXECUTE_TVP EXECUTE_CROWBAR3 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL_ANIM Crowbar_Sneak_Attack3_W NEXT_EXECUTION # execution 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7 EXECUTE_TVP EXECUTE_CROWBAR4 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL_ANIM Crowbar_Sneak_Attack4_W END RECORD Sickle_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_SICKLE ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_RIGHT MODEL Sickle_(CT) WEAPON sickle KICK_WEAPON kick_blade2 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_Pipe SELECT_DELAY 0.067 HOLSTER_TRANSLATION 0.000830219, -0.0339160, -0.0402715 HOLSTER_ROTATION 0.759960, -0.138850, 0.611969, 0.169336 MODEL_DISPLAY_ANIM Sickle_Spin_W BND_SPH_BOOST 2.2 TRANSPARENT # execution 1 not used now NEXT_EXECUTION #EXECUTION 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.5 EXECUTE_TVP EXECUTE_SICKLE2 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION #EXECUTION 3 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.9 EXECUTE_TVP EXECUTE_SICKLE3 EXECUTE_NUM_TVPS 1 NEXT_EXECUTION #EXECUTION 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.6 EXECUTE_TVP EXECUTE_SICKLE4 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL Sickle_Execute_(CT) EXECUTE_BONE 1094 EXECUTE_MODEL_ANIM Sickle_Sneak_Attack_W END RECORD Desert_Eagle_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_DESERT_EAGLE ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_RIGHT MODEL Desert_Eagle_(CT) WEAPON desertEagle 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 1 SHELL_EJECT_POS 0.126, 0.003,0.120 SHELL_EJECT_DELAY_FIRE 0.0 SHELL_VELOCITY 0.0,3.0,3.0 SHELL_VEL_RAND 0.1 SHELL_SPIN 0.0,50.0,50.0 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 0.36,0.022,0.116 MODEL_DISPLAY_ANIM Eagle_Spin_W BND_SPH_BOOST 1.6 TRANSPARENT OBSTRUCT_POINT -0.1, 0.45, 0.92 OBSTRUCT_POINT_ZOOM -0.1, 0.45, 0.92 END RECORD Shotgun_Torch_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_SHOTGUN_TORCH ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BACK MODEL Shotgun_Torch_(CT) WEAPON shotgun 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 MODEL_USE_ANIM Shotgun_Fire_W # HAND_ANIM Hands_Shotgun SELECT_DELAY 0.0 MODEL_HOLSTER_ANIM Shotgun_Select_W SHELL_NUMBER 1 SHELL_EJECT_POS 0.3, -0.023,0.171 SHELL_EJECT_DELAY_FIRE 0.169 SHELL_EJECT_DELAY_RELOAD 0.7 SHELL_VELOCITY 0.0,2.0,2.0 SHELL_VEL_RAND 0.1 SHELL_SPIN 0.0,15.0,0.0 SHELL_MODEL Shotgun_Shell SHELL_RADIUS 0.012 TORCH_LIGHT TORCH_LIGHT_POS 0.896, 0.0, 0.269 TORCH_LIGHT_ORIEN 0.0, -13.0, 0.0 HOLSTER_TRANSLATION 0.0292686, -0.268981, -0.0109802 HOLSTER_ROTATION -0.657599, 0.746149, 0.103826, 0.00671652 STRAP1_TRANSLATION -0.0149087, 0.0457390, 0.234539 STRAP1_ROTATION 0.190266, -0.0132573, 0.756095, 0.626053 STRAP2_TRANSLATION 0.0662390, -0.104970, 0.274615 STRAP2_ROTATION -0.00336594, -0.0459649, 0.707099, 0.705611 FLASH_MODEL Commando_Flash FLASH_POS 0.88,0.0,0.329 MODEL_DISPLAY_ANIM Shotgun_Spin_W BND_SPH_BOOST 1.7 TRANSPARENT OBSTRUCT_POINT 0.0, -0.15, 0.95 OBSTRUCT_POINT_ZOOM -0.2, 0.35, 1.15 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 Sniper_Rifle_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_SNIPER_RIFLE ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BACK MODEL Sniper_Rifle_(CT) WEAPON sniperRifle 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 SHELL_NUMBER 1 SHELL_EJECT_POS 0.184, 0.017, 0.169 SHELL_EJECT_DELAY_FIRE 0.2 SHELL_VELOCITY 0.0, -2.0,2.0 SHELL_VEL_RAND 0.1 SHELL_SPIN 0.0,15.0,0.0 SHELL_MODEL Commando_Shell SHELL_RADIUS 0.006 MODEL_USE_ANIM Sniper_Fire_W # HAND_ANIM Hands_Sniper SELECT_DELAY 0.0 MODEL_HOLSTER_ANIM Sniper_Select_W HOLSTER_TRANSLATION 0.0679775, -0.187571, 0.0131947 HOLSTER_ROTATION -0.682874, 0.716683, 0.0951046, 0.104896 STRAP1_TRANSLATION -0.0274634, -0.0632705, 0.275854 STRAP1_ROTATION 0.00819321, -0.341318, 0.748969, 0.567873 STRAP2_TRANSLATION -0.0101958, -0.133720, 0.345149 STRAP2_ROTATION 0.0223652, -0.107945, 0.776228, 0.620740 FLASH_MODEL Commando_Flash FLASH_POS 1.238,-0.013,0.401 MODEL_DISPLAY_ANIM Sniper_Spin_W BND_SPH_BOOST 1.3 TRANSPARENT OBSTRUCT_POINT 0.0, -0.15, 1.1 OBSTRUCT_POINT_ZOOM -0.14, 0.39, 1.27 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 RECORD Bottle_(CT) CLASS EC_RESPONDER MATERIAL MATERIAL_BOTTLE COLLECTABLE_TYPE CT_BOTTLE ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_REAR MODEL Bottle_(CT) WEAPON bottle 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 -0.0561571, 0.00280270, -0.0202289 HOLSTER_ROTATION -0.179646, -0.187489, 0.312789, 0.913640 MODEL_DISPLAY_ANIM Bottle_Spin_W SMASHABLE2 BND_SPH_BOOST 1.3 TRANSPARENT END RECORD Can_(CT) CLASS EC_RESPONDER MATERIAL MATERIAL_CAN COLLECTABLE_TYPE CT_CAN ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_REAR MODEL Can_(CT) WEAPON can 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 -0.0373442, 0.00171289, -0.00330573 HOLSTER_ROTATION -0.168730, -0.0820061, 0.505414, 0.842236 MODEL_DISPLAY_ANIM Can_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 Bag_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_BAG ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL Bag_(CT) WEAPON fists 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 Bag_Spin_W BND_SPH_BOOST 1.3 TRANSPARENT # execution 1 not used now NEXT_EXECUTION # execution 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 1.0 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 0.86 EXECUTE_TVP EXECUTE_BAG2 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL Bag_Execute_(CT) EXECUTE_MODEL_ANIM Bag_Sneak_Attack2_W NEXT_EXECUTION # execution 3 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.6 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 0.43 EXECUTE_TVP EXECUTE_BAG3 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL Bag_Execute_(CT) EXECUTE_MODEL_ANIM Bag_Sneak_Attack3_W NEXT_EXECUTION # execution 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.8 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 0.63 EXECUTE_TVP EXECUTE_BAG4 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL Bag_Execute_(CT) EXECUTE_MODEL_ANIM Bag_Sneak_Attack4_W END RECORD Wire_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_WIRE ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL Wire_(CT) WEAPON fists 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 0.0510925, 0.0129074, -0.0470257 HOLSTER_ROTATION -0.133181, 0.981417, -0.121225, 0.0662454 MODEL_DISPLAY_ANIM Wire_Spin_W BND_SPH_BOOST 1.3 TRANSPARENT # execution 1 not used now NEXT_EXECUTION #EXECUTION 2 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.7 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 7.33 EXECUTE_TVP EXECUTE_WIRE2 EXECUTE_NUM_TVPS 1 EXECUTE_MODEL Wire_Execute_(CT) EXECUTE_MODEL_ANIM Wire_Sneak_Attack2_W NEXT_EXECUTION #EXECUTION 3 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.5 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 7.63 EXECUTE_TVP EXECUTE_WIRE3 EXECUTE_MODEL Wire_Execute_(CT) EXECUTE_MODEL_ANIM Wire_Sneak_Attack3_W EXECUTE_NUM_TVPS 1 NEXT_EXECUTION #EXECUTION 4 EXECUTE_HUNTER_WEAPON_DROP_TIME 0.4 EXECUTE_PLAYER_WEAPON_DESTROY_TIME 6.9 EXECUTE_TVP EXECUTE_WIRE4 EXECUTE_HEAD_SEVER_TIME 6.8 EXECUTE_MODEL Wire_Execute_(CT) EXECUTE_MODEL_ANIM Wire_Sneak_Attack4_W EXECUTE_NUM_TVPS 1 END #FORCE RECORD dummy ################# weapon ammo collectable entity types################# END RECORD CJ_MACHINEGUN_AMMO_(CT) CLASS EC_COLLECTABLE COLLECTABLE_TYPE CT_AMMO_MGUN ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL CJ_MACHINEGUN_AMMO_(CT) COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 DISPLAY_SCALE 2.0 MODEL_DISPLAY_ANIM Health_Spin_W BND_SPH_BOOST 1.3 TRANSPARENT END RECORD CJ_PISTOL_AMMO_(CT) CLASS EC_COLLECTABLE COLLECTABLE_TYPE CT_AMMO_PISTOL ANIMATION_BLOCK EntityAnims HOLSTER_SLOT BELT_LEFT MODEL CJ_PISTOL_AMMO_(CT) COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,50,0,-1 DISPLAY_SCALE 2.0 MODEL_DISPLAY_ANIM Health_Spin_W BND_SPH_BOOST 1.3 TRANSPARENT 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 RECORD CJ_Key_(CT) CLASS EC_WEAPON COLLECTABLE_TYPE CT_KEY ANIMATION_BLOCK EntityAnims HOLSTER_SLOT SPECIAL MODEL CJ_Key_(CT) WEAPON fists COLLISION_DATA GenCollectable PHYSICS COLLECTABLE_PHYS HOTSPOT_RADIUS 0.75 LOD_DATA 0,25,0,-1 FIRE_SPEED 1.0f SELECT_DELAY 0.067 DISPLAY_SCALE 1.5 HOLSTER_TRANSLATION 0.00363002, -0.0512080, -0.0411447 HOLSTER_ROTATION 0.791032, -0.0461251, 0.606774, 0.0629711 BND_SPH_BOOST 1.3 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 RECORD Gen_Lock CLASS EC_USEABLE MATERIAL MATERIAL_METAL MODEL Gen_Lock ANIMATION_BLOCK EntityAnims COLLISION_DATA Gen_Lock LOD_DATA 1,40,0,-1 HIT_POINTS 10 ARMOUR_CLASS ARM_MEDIUM LOCKED 1 USEABLE_CLASS LOCK USE_ITEM Hammer_(CT) USEABLE_ANIM Lock_Break_O COLLECTABLE_ANIM Lock_Break_W HOTSPOT_HORIZ_DIST 0.55 HOTSPOT_VERT_DIST 0.0 MUST_ALIGN INTERUPTABLE TURN_OFF_COLLISIONS DESTROY_WHEN_USED HOTSPOT_RADIUS 1.0 FOCUS_RADIUS 60.0 USE_DELAY 1.767 DESTROY_TIME 2.0 BND_SPH_BOOST 15.0 END #FORCE RECORD dummy ######## animating object ARCHETYPES END #FORCE RECORD dummy ######## GENERIC smart new SWITCH ARCHETYPES END #FORCE RECORD dummy ######## GENERIC smart new SWITCH ARCHETYPES END RECORD MAN_Powerlever_(S) CLASS EC_SWITCH MATERIAL MATERIAL_METAL MODEL MAN_Powerlever_(S) COLLISION_DATA Gen_MainPower_Lever_(S) USE_DELAY 1.0 LOD_DISTANCE 60.0 LOD_DATA 0,20,0,-1 LOCKED USEABLE_CLASS POWER_LEVER ANIMATION_BLOCK EntityAnims USEABLE_ANIM PowerLever_On_O USEABLE_OFF_ANIM Gen_Power_Lever_Off_O HOTSPOT_HORIZ_DIST 0.6 HOTSPOT_VERT_DIST 0.0 HOTSPOT_RADIUS 0.7 FOCUS_RADIUS 70.0 MUST_ALIGN 2_STATE MULTIPLE END RECORD MAN_Videorack_Switch_(S) CLASS EC_SWITCH MATERIAL MATERIAL_METAL MODEL MAN_Videorack_Switch_(S) COLLISION_DATA Gen_MainPower_Lever_(S) USEABLE_CLASS SWITCH USE_DELAY 0.5 LOD_DATA 0,40,0,-1 LOD_DATA 1,40,0,-1 HOTSPOT_HORIZ_DIST 0.6 HOTSPOT_VERT_DIST 0.0 HOTSPOT_RADIUS 0.7 FOCUS_RADIUS 70.0 MUST_ALIGN LOCKED 2_STATE MULTIPLE SWITCH_MODEL END RECORD MAN_Elevator_Button_(S) CLASS EC_SWITCH MATERIAL MATERIAL_METAL MODEL MAN_Elevator_Button_(S) COLLISION_DATA Gen_MainPower_Lever_(S) USEABLE_CLASS BUTTON USE_DELAY 0.5 LOD_DATA 0,40,0,-1 LOD_DATA 1,40,0,-1 HOTSPOT_HORIZ_DIST 0.6 HOTSPOT_VERT_DIST 0.0 HOTSPOT_RADIUS 0.7 FOCUS_RADIUS 70.0 MUST_ALIGN LOCKED MULTIPLE # 2_STATE SWITCH_MODEL 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 RECORD CJ_MINICAM CLASS EC_BASIC MATERIAL MATERIAL_METALHARD MODEL CJ_MINICAM COLLISION_DATA CJ_MINICAM LOD_DATA 0,40,100,-1 LOD_DATA 1,40,0,-1 DAMAGE_FX FXE000 HIT_POINTS 1000 LOCKED END RECORD CJ_MONITER CLASS EC_BASIC MODEL CJ_MONITER COLLISION_DATA CJ_MONITER LOD_DATA 0,40,100,-1 LOD_DATA 1,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_LIGHT HIT_POINTS 1000 DAMAGE_FX FXE000 LOCKED END #FORCE RECORD dummy ######## GENERIC CJ STATIC ARCHETYPES END RECORD CJ_SWIVELCHAIR CLASS EC_BASIC MATERIAL MATERIAL_WOOD_THIN MODEL CJ_SWIVELCHAIR COLLISION_DATA CJ_SWIVELCHAIR LOD_DATA 0,30,0,-1 LOCKED END RECORD CJ_VIDEO_RACK2 CLASS EC_BASIC MATERIAL MATERIAL_METAL MODEL CJ_VIDEO_RACK2 COLLISION_DATA CJ_VIDEO_RACK2 LOD_DATA 0,50,0,-1 LOCKED 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 RECORD CJ_LIFT_RDOOR_(SD) CLASS EC_SLIDEDOOR MATERIAL MATERIAL_METAL MODEL CJ_LIFT_RDOOR_(SD) COLLISION_DATA CJ_LIFT_RDOOR_(SD) LOD_DATA 0,40,0,-1 PHYSICS LIFT_PHYS END #FORCE RECORD dummy ######## GENERIC CJ DOOR ARCHETYPES END RECORD CJ_BREAKABLE3_(D) CLASS EC_DOOR MATERIAL MATERIAL_WOOD MODEL CJ_BREAKABLE3_(D) COLLISION_DATA CJ_BREAKABLE3_(D) LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_METAL PHYSICS SWINGDOOR_PHYS END #FORCE RECORD dummy ######## GENERIC CJ MOVING ARCHETYPES END #FORCE RECORD dummy ######## CJ FALLING ARCHETYPES END RECORD CJ_FLAME_Drum_(F) CLASS EC_BASIC MODEL CJ_FLAME_Drum_(F) MATERIAL MATERIAL_TRASHCAN COLLISION_DATA CJ_FLAME_Drum_(F) LOD_DATA 0,40,0,-1 PHYSICS FLAME_DRUM_PHYS SHADOW KICKABLE END #FORCE RECORD dummy ######## GENERIC CJ attic cutscene ARCHETYPES 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 RECORD Estate_Interior_Door_(D) CLASS EC_DOOR MATERIAL MATERIAL_WOOD MODEL Estate_Interior_Door_(D) COLLISION_DATA Estate_Interior_Door_(D) LOD_DATA 0,40,0,-1 PHYSICS SWINGDOOR_PHYS 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 RECORD searchable CLASS EC_USEABLE LOD_DATA 0,20,0,-1 HOTSPOT_RADIUS 1.0 FOCUS_RADIUS 1.0 USE_DELAY 1.0 SEARCHABLE USEABLE_CLASS SEARCHABLE MULTIPLE 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 Gen_Interior_Trashcan_(F) CLASS EC_BASIC MATERIAL MATERIAL_TRASHCAN MODEL Gen_Interior_Trashcan_(F) COLLISION_DATA Gen_Interior_Trashcan_(F) LOD_DATA 0,15,0,-1 PHYSICS INT_TRASHCAN_PHYS SHADOW KICKABLE END RECORD Gen_Interior_WoodDoor_(D) CLASS EC_DOOR MATERIAL MATERIAL_WOOD MODEL Gen_Interior_WoodDoor_(D) COLLISION_DATA Gen_Interior_WoodDoor_(D) LOD_DATA 0,50,0,-1 PHYSICS SWINGDOOR_PHYS END RECORD Gen_Maintenance_MetalDoor_(D) CLASS EC_DOOR MODEL Gen_Maintenance_MetalDoor_(D) MATERIAL MATERIAL_METAL_THICK_METAL_PLATE COLLISION_DATA Gen_Maintenance_MetalDoor_(D) LOD_DATA 0,40,0,-1 PHYSICS SWINGDOOR_PHYS END RECORD Gen_Woodenl_ShelvingRack_(T) CLASS EC_BASIC MATERIAL MATERIAL_WOOD_THIN MODEL Gen_Woodenl_ShelvingRack_(T) COLLISION_DATA Gen_Woodenl_ShelvingRack_(T) LOD_DATA 0,20,0,-1 LOCKED END RECORD CJ_WATERCOOLER CLASS EC_BASIC MATERIAL MATERIAL_PLASTIC MODEL CJ_WATERCOOLER COLLISION_DATA CJ_WATERCOOLER LOD_DATA 0,40,100,-1 LOD_DATA 1,40,0,-1 DAMAGE_FX FXE000 HIT_POINTS 1000 LOCKED DAMAGE_SPAWN Shard_(CT) SPAWN_POSITION 0.0,1.0,0.2 SPAWN_VELOCITY 0.0,4.5,0.5 END RECORD CJ_PICTURE_GLASS CLASS EC_BASIC MODEL CJ_PICTURE_GLASS COLLISION_DATA CJ_PICTURE_GLASS LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_NONE SPAWN Shard_(CT) SPAWN_POSITION 0.0,0.0,0.5 HIT_POINTS 5 LOCKED SMASHABLE TRANSPARENT END RECORD CJ_PICTURE_GLASS2 CLASS EC_BASIC MODEL CJ_PICTURE_GLASS2 COLLISION_DATA CJ_PICTURE_GLASS2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_NONE SPAWN Shard_(CT) SPAWN_POSITION 0.0,0.0,0.5 HIT_POINTS 5 LOCKED SMASHABLE TRANSPARENT END RECORD CJ_PICTURE_GLASS3 CLASS EC_BASIC MODEL CJ_PICTURE_GLASS3 COLLISION_DATA CJ_PICTURE_GLASS3 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_NONE SPAWN Shard_(CT) SPAWN_POSITION 0.0,0.0,0.5 HIT_POINTS 5 LOCKED SMASHABLE TRANSPARENT END RECORD CJ_PICTURE_GLASS4 CLASS EC_BASIC MODEL CJ_PICTURE_GLASS4 COLLISION_DATA CJ_PICTURE_GLASS4 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_NONE SPAWN Shard_(CT) SPAWN_POSITION 0.0,0.0,0.5 HIT_POINTS 5 LOCKED SMASHABLE TRANSPARENT END RECORD CJ_ELCTRICBOX2 CLASS EC_BASIC MATERIAL MATERIAL_METAL MATERIAL MATERIAL_METAL_CONTAINER MODEL CJ_ELCTRICBOX2 COLLISION_DATA CJ_ELCTRICBOX2 LOD_DATA 0,40,0,-1 LOCKED END RECORD CJ_Chair1 CLASS EC_BASIC MATERIAL MATERIAL_WOOD_THIN MODEL CJ_Chair1 COLLISION_DATA CJ_Chair1 LOD_DATA 0,40,0,-1 LOCKED END RECORD CJ_Stags_head CLASS EC_BASIC MATERIAL MATERIAL_GORE MODEL CJ_Stags_head COLLISION_DATA CJ_Stags_head LOD_DATA 0,40,0,-1 LOCKED END RECORD CJ_BARSTOOL CLASS EC_BASIC MATERIAL MATERIAL_WOOD_THIN MODEL CJ_BARSTOOL COLLISION_DATA CJ_BARSTOOL LOD_DATA 0,40,0,-1 LOCKED END RECORD CJ_LIFT_SIGN CLASS EC_BASIC MATERIAL MATERIAL_METAL_THICK_METAL_PLATE MODEL CJ_LIFT_SIGN COLLISION_DATA CJ_LIFT_SIGN LOD_DATA 0,30,0,-1 LOCKED END RECORD CJ_LIFT_SIGN2 CLASS EC_BASIC MATERIAL MATERIAL_METAL_THICK_METAL_PLATE MODEL CJ_LIFT_SIGN2 COLLISION_DATA CJ_LIFT_SIGN2 LOD_DATA 0,30,0,-1 LOCKED END RECORD CJ_SURV_SIGN CLASS EC_BASIC MATERIAL MATERIAL_METAL_THICK_METAL_PLATE MODEL CJ_SURV_SIGN COLLISION_DATA CJ_SURV_SIGN LOD_DATA 0,30,0,-1 LOCKED END RECORD CJ_SECURITY_SIGN CLASS EC_BASIC MATERIAL MATERIAL_METAL_THICK_METAL_PLATE MODEL CJ_SECURITY_SIGN COLLISION_DATA CJ_SECURITY_SIGN LOD_DATA 0,30,0,-1 LOCKED END RECORD CJ_Juke_Box_(T) CLASS EC_BASIC MATERIAL MATERIAL_GLASSHARD MODEL CJ_Juke_Box_(T) COLLISION_DATA CJ_Juke_Box_(T) LOD_DATA 0,30,0,-1 LOCKED END RECORD CJ_BIG_POT(PLANT) CLASS EC_BASIC MATERIAL MATERIAL_CERAMIC MODEL CJ_BIG_POT(PLANT) COLLISION_DATA CJ_BIG_POT(PLANT) LOD_DATA 0,40,0,-1 LOCKED END RECORD CJ_GREENHSHELVES CLASS EC_BASIC MATERIAL MATERIAL_METAL MODEL CJ_GREENHSHELVES COLLISION_DATA CJ_GREENHSHELVES LOD_DATA 0,40,0,-1 LOCKED END RECORD CJ_WOODDOOR10_(D) CLASS EC_DOOR MODEL CJ_WOODDOOR10_(D) COLLISION_DATA CJ_WOODDOOR10_(D) LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 PHYSICS SWINGDOOR_PHYS END RECORD Estate_Leather_Sofa CLASS EC_BASIC MATERIAL MATERIAL_SOFT MODEL Estate_Leather_Sofa COLLISION_DATA Estate_Leather_Sofa LOD_DATA 0,30,0,-1 LOCKED END RECORD Estate_Leather_Armchair CLASS EC_BASIC MATERIAL MATERIAL_SOFT MODEL Estate_Leather_Armchair COLLISION_DATA Estate_Leather_Armchair LOD_DATA 0,30,0,-1 LOCKED END RECORD Estate_Coffee_Table CLASS EC_BASIC MATERIAL MATERIAL_WOOD_THIN MODEL Estate_Coffee_Table COLLISION_DATA Estate_Coffee_Table LOD_DATA 0,40,0,-1 LOCKED SHADOW END RECORD Man_Chandelier CLASS EC_BASIC MODEL Man_Chandelier COLLISION_DATA Man_Chandelier LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_METAL ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED SWINGINWIND ROTATELIKEFAN END RECORD Man_Doorframe1 CLASS EC_BASIC MODEL Man_Doorframe1 COLLISION_DATA Man_Doorframe1 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_Doorglass CLASS EC_BASIC MODEL Man_Doorglass COLLISION_DATA Man_Doorglass LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_LIGHT HIT_POINTS 10 LOCKED SMASHABLE END RECORD Man_Doorframe2 CLASS EC_BASIC MODEL Man_Doorframe2 COLLISION_DATA Man_Doorframe2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_Table2 CLASS EC_BASIC MODEL Man_Table2 COLLISION_DATA Man_Table2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_Table1 CLASS EC_BASIC MODEL Man_Table1 COLLISION_DATA Man_Table1 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_Bookcase CLASS EC_BASIC MODEL Man_Bookcase COLLISION_DATA Man_Bookcase LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_SnookerTable CLASS EC_BASIC MODEL Man_SnookerTable COLLISION_DATA Man_SnookerTable LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_pillar1 CLASS EC_BASIC MODEL Man_pillar1 COLLISION_DATA Man_pillar1 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_Pillar2 CLASS EC_BASIC MODEL Man_Pillar2 COLLISION_DATA Man_Pillar2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_PLASTER ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_PillarBit2 CLASS EC_BASIC MODEL Man_PillarBit2 COLLISION_DATA Man_PillarBit2 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_PLASTER ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD Man_PillarBit1 CLASS EC_BASIC MODEL Man_PillarBit1 COLLISION_DATA Man_PillarBit1 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_PLASTER ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_IND_LIGHT CLASS EC_BASIC MODEL CJ_IND_LIGHT COLLISION_DATA CJ_IND_LIGHT LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED TRANSPARENT END RECORD CJ_Radiator_old CLASS EC_BASIC MODEL CJ_Radiator_old COLLISION_DATA CJ_Radiator_old LOD_DATA 0,27,0,-1 MATERIAL MATERIAL_METALRAILING ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_VIDEORACK CLASS EC_BASIC MODEL CJ_VIDEORACK COLLISION_DATA CJ_VIDEORACK LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_WIREMESH ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME6 CLASS EC_BASIC MODEL CJ_FRAME6 COLLISION_DATA CJ_FRAME6 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME3 CLASS EC_BASIC MODEL CJ_FRAME3 COLLISION_DATA CJ_FRAME3 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME1 CLASS EC_BASIC MODEL CJ_FRAME1 COLLISION_DATA CJ_FRAME1 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME2 CLASS EC_BASIC MODEL CJ_FRAME2 COLLISION_DATA CJ_FRAME2 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME7 CLASS EC_BASIC MODEL CJ_FRAME7 COLLISION_DATA CJ_FRAME7 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME4 CLASS EC_BASIC MODEL CJ_FRAME4 COLLISION_DATA CJ_FRAME4 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_FRAME5 CLASS EC_BASIC MODEL CJ_FRAME5 COLLISION_DATA CJ_FRAME5 LOD_DATA 0,25,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_Radiator_NEW CLASS EC_BASIC MODEL CJ_Radiator_NEW COLLISION_DATA CJ_Radiator_NEW 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 CJ_BIGFRAME CLASS EC_BASIC MODEL CJ_BIGFRAME COLLISION_DATA CJ_BIGFRAME LOD_DATA 0,50,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_BIGFRAME2 CLASS EC_BASIC MODEL CJ_BIGFRAME2 COLLISION_DATA CJ_BIGFRAME2 LOD_DATA 0,50,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_MANSIONLIGHT_(L) CLASS EC_ENTITYLIGHT MODEL CJ_MANSIONLIGHT_(L) COLLISION_DATA CJ_MANSIONLIGHT_(L) LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_MANSIONLIGHT2_(L) CLASS EC_ENTITYLIGHT MODEL CJ_MANSIONLIGHT2_(L) COLLISION_DATA CJ_MANSIONLIGHT2_(L) LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 PHYSICS HANGING_LIGHT_PHYS TRANSPARENT END RECORD CJ_MANSIONLIGHT3_(L) CLASS EC_ENTITYLIGHT MODEL CJ_MANSIONLIGHT3_(L) COLLISION_DATA CJ_MANSIONLIGHT3_(L) LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_GLASSHARD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED TRANSPARENT END RECORD CJ_BIGFRAME3 CLASS EC_BASIC MODEL CJ_BIGFRAME3 COLLISION_DATA CJ_BIGFRAME3 LOD_DATA 0,50,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_BIGFRAME4 CLASS EC_BASIC MODEL CJ_BIGFRAME4 COLLISION_DATA CJ_BIGFRAME4 LOD_DATA 0,50,0,-1 MATERIAL MATERIAL_WOOD ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED END RECORD CJ_EASYCHAIR1 CLASS EC_BASIC MODEL CJ_EASYCHAIR1 COLLISION_DATA CJ_EASYCHAIR1 LOD_DATA 0,40,0,-1 MATERIAL MATERIAL_SOFT ARMOUR_CLASS ARM_INVULNERABLE HIT_POINTS 100 LOCKED TRANSPARENT END