Pushed raw files

This commit is contained in:
RezTech committed 2017-07-08 14:47:21 -04:00
1 parent 22d0d4d39f
commit 79f967ecc9
5854 files changed
+2989978

No files matched your search

+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_airport_comrad_m4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_composite_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 = "allies";
self.type = "human";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 3600;
self.secondaryweapon = "beretta";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 4;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
character\character_airport_a::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_airport_a::precache();
precacheItem("m4_grunt");
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_airport_comrad_saw (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_composite_lmg"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = 3600;
self.secondaryweapon = "beretta";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 4;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m240";
character\character_airport_b::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_airport_b::precache();
precacheItem("m240");
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_airport_comrad_shotgun (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_composite_shotgun"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = 3600;
self.secondaryweapon = "beretta";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 4;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "striker";
character\character_airport_c::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_airport_c::precache();
precacheItem("striker");
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+66
View File
@@ -0,0 +1,66 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_airport_comrad_SMG (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_composite_shotgun"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = 3600;
self.secondaryweapon = "beretta";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 4;
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 = "mp5";
break;
case 1:
self.weapon = "mp5_reflex";
break;
case 2:
self.weapon = "mp5_silencer";
break;
case 3:
self.weapon = "mp5_silencer_reflex";
break;
}
character\character_airport_e::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_airport_e::precache();
precacheItem("mp5");
precacheItem("mp5_reflex");
precacheItem("mp5_silencer");
precacheItem("mp5_silencer_reflex");
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+70
View File
@@ -0,0 +1,70 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_arab_trainee_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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(3) )
{
case 0:
self.weapon = "m16_basic";
break;
case 1:
self.weapon = "m16_acog";
break;
case 2:
self.weapon = "m4_grunt";
break;
}
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_trn_arab_a::main();
break;
case 1:
character\character_trn_arab_b::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_trn_arab_a::precache();
character\character_trn_arab_b::precache();
precacheItem("m16_basic");
precacheItem("m16_acog");
precacheItem("m4_grunt");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+101
View File
@@ -0,0 +1,101 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_arab_translator (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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_trn_arab_b::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_trn_arab_b::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");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_favela_driver (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 );
}
switch( codescripts\character::get_random_weapon(2) )
{
case 0:
self.weapon = "mp5";
break;
case 1:
self.weapon = "mp5_reflex";
break;
}
character\character_seal_soccom_assault_b_blk::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_assault_b_blk::precache();
precacheItem("mp5");
precacheItem("mp5_reflex");
precacheItem("glock");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_favela_grabteam_driver (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_militia_assault_aa_blk"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "militia";
self.accuracy = 0.2;
self.health = 150;
self.secondaryweapon = "";
self.sidearm = "ak47";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "beretta";
character\character_opf_militia_assault_aa_blk::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_opf_militia_assault_aa_blk::precache();
precacheItem("beretta");
precacheItem("ak47");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_favela_grabteam_guy1 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_militia_assault_ab_blk"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "militia";
self.accuracy = 0.2;
self.health = 150;
self.secondaryweapon = "";
self.sidearm = "ak47";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "beretta";
character\character_opf_militia_assault_ab_blk::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_opf_militia_assault_ab_blk::precache();
precacheItem("beretta");
precacheItem("ak47");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_favela_grabteam_guy2 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_militia_smg_aa_wht"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "militia";
self.accuracy = 0.2;
self.health = 150;
self.secondaryweapon = "";
self.sidearm = "ak47";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "beretta";
character\character_opf_militia_smg_aa_wht::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_opf_militia_smg_aa_wht::precache();
precacheItem("beretta");
precacheItem("ak47");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_dunn (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 );
}
self.weapon = "scar_h_thermal";
character\character_hero_us_army_dunn::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_us_army_dunn::precache();
precacheItem("scar_h_thermal");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_foley (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 );
}
self.weapon = "scar_h_grenadier";
character\character_hero_us_army_foley::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_us_army_foley::precache();
precacheItem("scar_h_grenadier");
precacheItem("scar_h_m203");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_ghost_arctic (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 = 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 = "masada_acog";
character\character_hero_arctic_ghost::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_arctic_ghost::precache();
precacheItem("masada_acog");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_ghost_forest (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 = 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 = "masada_acog";
character\character_hero_forest_ghost::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_forest_ghost::precache();
precacheItem("masada_acog");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_ghost_forest_dmg (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 = 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 = "masada_acog";
character\character_hero_forest_ghost_dmg::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_forest_ghost_dmg::precache();
precacheItem("masada_acog");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// 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");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_ghost_udt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_hero_seal_udt_ghost"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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_udt_ghost::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_seal_udt_ghost::precache();
precacheItem("m4_grunt");
precacheItem("glock");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_makarov_airport (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_composite_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 = 3600;
self.secondaryweapon = "m79";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 4;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
character\character_vil_makarov::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_vil_makarov::precache();
precacheItem("m4_grunt");
precacheItem("m79");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_nikolai (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_hero_nikolai"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "masada_acog";
character\character_hero_nikolai::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_nikolai::precache();
precacheItem("masada_acog");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+50
View File
@@ -0,0 +1,50 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_price_afghan_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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 = "usp_silencer";
self.sidearm = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grenadier";
character\character_hero_desert_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_desert_price::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("usp_silencer");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_price_afghan_scar (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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 = "usp_silencer";
self.sidearm = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "cheytac_silencer";
character\character_hero_desert_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_desert_price::precache();
precacheItem("cheytac_silencer");
precacheItem("usp_silencer");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+50
View File
@@ -0,0 +1,50 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_price_afghan_zodiac (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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 = "usp_silencer";
self.sidearm = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grenadier";
character\character_hero_zodiac_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_zodiac_price::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("usp_silencer");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_price_arctic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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 = "at4";
self.sidearm = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m21_scoped_arctic_silenced";
character\character_hero_arctic_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_arctic_price::precache();
precacheItem("m21_scoped_arctic_silenced");
precacheItem("at4");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_price_arctic_gasmask (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_hero_soap_arctic"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "at4";
self.sidearm = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "famas_arctic";
character\character_hero_arctic_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_arctic_price::precache();
precacheItem("famas_arctic");
precacheItem("at4");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_price_gulag (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_hero_price_gulag"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "at4";
self.sidearm = "usp_silencer";
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_gulag_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_gulag_price::precache();
precacheItem("m4_grunt");
precacheItem("at4");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_shepherd (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_vil_shepherd"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "elite";
self.accuracy = 0.12;
self.health = 150;
self.secondaryweapon = "coltanaconda";
self.sidearm = "coltanaconda";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 512.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
character\character_vil_shepherd::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_vil_shepherd::precache();
precacheItem("m4_grunt");
precacheItem("coltanaconda");
precacheItem("coltanaconda");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_shepherd_no_gun (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_vil_shepherd"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "elite";
self.accuracy = 0.12;
self.health = 150;
self.secondaryweapon = "coltanaconda";
self.sidearm = "coltanaconda";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 512.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
character\character_vil_shepherd_no_gun::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_vil_shepherd_no_gun::precache();
precacheItem("m4_grunt");
precacheItem("coltanaconda");
precacheItem("coltanaconda");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_soap_arctic (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_hero_soap_arctic"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m21_scoped_arctic_silenced";
character\character_hero_arctic_soap::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_arctic_soap::precache();
precacheItem("m21_scoped_arctic_silenced");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// 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");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_hero_soap_udt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_hero_seal_udt_soap"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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_udt_soap::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_hero_seal_udt_soap::precache();
precacheItem("m4_grunt");
precacheItem("glock");
precacheItem("fraggrenade");
}
+78
View File
@@ -0,0 +1,78 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_marine_AR_m4grunt (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 = "m4_grunt";
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("m4_grunt");
precacheItem("colt45");
precacheItem("colt45");
precacheItem("fraggrenade");
}
@@ -0,0 +1,62 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_marine_woodland_AR_m4grunt (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_sp_usmc_force_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 = "usp";
self.sidearm = "usp";
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";
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_sp_usmc_force_a::main();
break;
case 1:
character\character_sp_usmc_force_b::main();
break;
case 2:
character\character_sp_usmc_force_c::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_usmc_force_a::precache();
character\character_sp_usmc_force_b::precache();
character\character_sp_usmc_force_c::precache();
precacheItem("m4_grunt");
precacheItem("usp");
precacheItem("usp");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_pilot_velinda_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_velinda"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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_velinda_desert::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_pilot_velinda_desert::precache();
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_pilot_velinda_woodland (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_cobra_pilot_woodland_velinda"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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_velinda_woodland::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_pilot_velinda_woodland::precache();
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// 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");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_pilot_zach_woodland (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_cobra_pilot_woodland_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 = "mp5";
character\character_sp_pilot_zack_woodland::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_pilot_zack_woodland::precache();
precacheItem("mp5");
precacheItem("beretta");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_sas_ghillie (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_complete_sp_usmc_ghillie_price"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "usp_silencer";
self.sidearm = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m14_scoped";
character\character_sp_usmc_ghillie_price::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_sp_usmc_ghillie_price::precache();
precacheItem("m14_scoped");
precacheItem("usp_silencer");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_seal_udt_dive (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_udt_dive_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 = "flash_grenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_silencer";
character\character_seal_udt_dive_a::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_udt_dive_a::precache();
precacheItem("m4_silencer");
precacheItem("beretta");
precacheItem("flash_grenade");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_seal_udt_M14 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_udt_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 = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m14_scoped";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_seal_udt_assault_a::main();
break;
case 1:
character\character_seal_udt_smg::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_udt_assault_a::precache();
character\character_seal_udt_smg::precache();
precacheItem("m14_scoped");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_seal_udt_M4_silencer (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_udt_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 = "usp_silencer";
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";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_seal_udt_assault_a::main();
break;
case 1:
character\character_seal_udt_assault_b::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_udt_assault_a::precache();
character\character_seal_udt_assault_b::precache();
precacheItem("m4_silencer");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_seal_udt_MP5 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_udt_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 = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "mp5";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_seal_udt_assault_a::main();
break;
case 1:
character\character_seal_udt_smg::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_udt_assault_a::precache();
character\character_seal_udt_smg::precache();
precacheItem("mp5");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_seal_udt_MP5_silencer (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_seal_udt_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 = "usp_silencer";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "mp5_silencer";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_seal_udt_assault_a::main();
break;
case 1:
character\character_seal_udt_smg::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_udt_assault_a::precache();
character\character_seal_udt_smg::precache();
precacheItem("mp5_silencer");
precacheItem("usp_silencer");
precacheItem("fraggrenade");
}
+136
View File
@@ -0,0 +1,136 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_helmet_AR (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 = "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(17) )
{
case 0:
self.weapon = "m4_grenadier";
break;
case 1:
self.weapon = "m4_grunt";
break;
case 2:
self.weapon = "m4m203_acog";
break;
case 3:
self.weapon = "m4m203_eotech";
break;
case 4:
self.weapon = "m4m203_reflex";
break;
case 5:
self.weapon = "tavor_acog";
break;
case 6:
self.weapon = "tavor_mars";
break;
case 7:
self.weapon = "m16_acog";
break;
case 8:
self.weapon = "m16_grenadier";
break;
case 9:
self.weapon = "m16_reflex";
break;
case 10:
self.weapon = "masada";
break;
case 11:
self.weapon = "masada_acog";
break;
case 12:
self.weapon = "masada_reflex";
break;
case 13:
self.weapon = "scar_h";
break;
case 14:
self.weapon = "scar_h_acog";
break;
case 15:
self.weapon = "scar_h_reflex";
break;
case 16:
self.weapon = "scar_h_shotgun";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_seal_soccom_h_assault_c::main();
break;
case 1:
character\character_seal_soccom_h_assault_c_blk::main();
break;
case 2:
character\character_seal_soccom_h_assault_d::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_h_assault_c::precache();
character\character_seal_soccom_h_assault_c_blk::precache();
character\character_seal_soccom_h_assault_d::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("m4_grunt");
precacheItem("m4m203_acog");
precacheItem("m203_m4_acog");
precacheItem("m4m203_eotech");
precacheItem("m203_m4_eotech");
precacheItem("m4m203_reflex");
precacheItem("m203_m4_reflex");
precacheItem("tavor_acog");
precacheItem("tavor_mars");
precacheItem("m16_acog");
precacheItem("m16_grenadier");
precacheItem("m203");
precacheItem("m16_reflex");
precacheItem("masada");
precacheItem("masada_acog");
precacheItem("masada_reflex");
precacheItem("scar_h");
precacheItem("scar_h_acog");
precacheItem("scar_h_reflex");
precacheItem("scar_h_shotgun");
precacheItem("scar_h_shotgun_attach");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+61
View File
@@ -0,0 +1,61 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_helmet_LMG (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 = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "mg4";
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_seal_soccom_h_assault_c::main();
break;
case 1:
character\character_seal_soccom_h_assault_c_blk::main();
break;
case 2:
character\character_seal_soccom_h_assault_d::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_h_assault_c::precache();
character\character_seal_soccom_h_assault_c_blk::precache();
character\character_seal_soccom_h_assault_d::precache();
precacheItem("mg4");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+70
View File
@@ -0,0 +1,70 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_helmet_mp5 (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 = "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 = "mp5";
break;
case 1:
self.weapon = "mp5_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_seal_soccom_h_assault_c::main();
break;
case 1:
character\character_seal_soccom_h_assault_c_blk::main();
break;
case 2:
character\character_seal_soccom_h_assault_d::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_h_assault_c::precache();
character\character_seal_soccom_h_assault_c_blk::precache();
character\character_seal_soccom_h_assault_d::precache();
precacheItem("mp5");
precacheItem("mp5_reflex");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+70
View File
@@ -0,0 +1,70 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_helmet_SHOTGUN (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 = "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 = "winchester1200";
break;
case 1:
self.weapon = "m1014";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_seal_soccom_h_assault_c::main();
break;
case 1:
character\character_seal_soccom_h_assault_c_blk::main();
break;
case 2:
character\character_seal_soccom_h_assault_d::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_h_assault_c::precache();
character\character_seal_soccom_h_assault_c_blk::precache();
character\character_seal_soccom_h_assault_d::precache();
precacheItem("winchester1200");
precacheItem("m1014");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+82
View File
@@ -0,0 +1,82 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_helmet_SMG (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 = "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(5) )
{
case 0:
self.weapon = "mp5";
break;
case 1:
self.weapon = "mp5_reflex";
break;
case 2:
self.weapon = "ump45";
break;
case 3:
self.weapon = "ump45_acog";
break;
case 4:
self.weapon = "ump45_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_seal_soccom_h_assault_c::main();
break;
case 1:
character\character_seal_soccom_h_assault_c_blk::main();
break;
case 2:
character\character_seal_soccom_h_assault_d::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_h_assault_c::precache();
character\character_seal_soccom_h_assault_c_blk::precache();
character\character_seal_soccom_h_assault_d::precache();
precacheItem("mp5");
precacheItem("mp5_reflex");
precacheItem("ump45");
precacheItem("ump45_acog");
precacheItem("ump45_reflex");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+58
View File
@@ -0,0 +1,58 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_M4 (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 );
}
switch( codescripts\character::get_random_weapon(2) )
{
case 0:
self.weapon = "m4_grenadier";
break;
case 1:
self.weapon = "m4_grunt";
break;
}
character\character_seal_soccom_assault_c::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_assault_c::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("m4_grunt");
precacheItem("glock");
precacheItem("fraggrenade");
}
+66
View File
@@ -0,0 +1,66 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_MP5 (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 );
}
switch( codescripts\character::get_random_weapon(2) )
{
case 0:
self.weapon = "mp5";
break;
case 1:
self.weapon = "mp5_reflex";
break;
}
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_seal_soccom_assault_d::main();
break;
case 1:
character\character_seal_soccom_assault_c_blk::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_assault_d::precache();
character\character_seal_soccom_assault_c_blk::precache();
precacheItem("mp5");
precacheItem("mp5_reflex");
precacheItem("glock");
precacheItem("fraggrenade");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_socom_SHOTGUN (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 );
}
switch( codescripts\character::get_random_weapon(2) )
{
case 0:
self.weapon = "spas12";
break;
case 1:
self.weapon = "spas12_reflex";
break;
}
character\character_seal_soccom_assault_c_blk::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_seal_soccom_assault_c_blk::precache();
precacheItem("spas12");
precacheItem("spas12_reflex");
precacheItem("glock");
precacheItem("fraggrenade");
}
+136
View File
@@ -0,0 +1,136 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_tf_141_arctic_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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(17) )
{
case 0:
self.weapon = "m4_grenadier";
break;
case 1:
self.weapon = "m4_grunt";
break;
case 2:
self.weapon = "m4m203_acog";
break;
case 3:
self.weapon = "m4m203_eotech";
break;
case 4:
self.weapon = "m4m203_reflex";
break;
case 5:
self.weapon = "tavor_acog";
break;
case 6:
self.weapon = "tavor_mars";
break;
case 7:
self.weapon = "m16_acog";
break;
case 8:
self.weapon = "m16_grenadier";
break;
case 9:
self.weapon = "m16_reflex";
break;
case 10:
self.weapon = "masada";
break;
case 11:
self.weapon = "masada_acog";
break;
case 12:
self.weapon = "masada_reflex";
break;
case 13:
self.weapon = "scar_h";
break;
case 14:
self.weapon = "scar_h_acog";
break;
case 15:
self.weapon = "scar_h_reflex";
break;
case 16:
self.weapon = "scar_h_shotgun";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_tf_141_arctic_assault_a::main();
break;
case 1:
character\character_tf_141_arctic_assault_b::main();
break;
case 2:
character\character_tf_141_arctic_shotgun::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_tf_141_arctic_assault_a::precache();
character\character_tf_141_arctic_assault_b::precache();
character\character_tf_141_arctic_shotgun::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("m4_grunt");
precacheItem("m4m203_acog");
precacheItem("m203_m4_acog");
precacheItem("m4m203_eotech");
precacheItem("m203_m4_eotech");
precacheItem("m4m203_reflex");
precacheItem("m203_m4_reflex");
precacheItem("tavor_acog");
precacheItem("tavor_mars");
precacheItem("m16_acog");
precacheItem("m16_grenadier");
precacheItem("m203");
precacheItem("m16_reflex");
precacheItem("masada");
precacheItem("masada_acog");
precacheItem("masada_reflex");
precacheItem("scar_h");
precacheItem("scar_h_acog");
precacheItem("scar_h_reflex");
precacheItem("scar_h_shotgun");
precacheItem("scar_h_shotgun_attach");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_tf_141_arctic_bricktop (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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 );
}
self.weapon = "m4_grenadier";
character\character_tf_141_arctic_lmg::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_tf_141_arctic_lmg::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+57
View File
@@ -0,0 +1,57 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_tf_141_arctic_SHOTGUN (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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(2) )
{
case 0:
self.weapon = "winchester1200";
break;
case 1:
self.weapon = "m1014";
break;
}
character\character_tf_141_arctic_shotgun::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_tf_141_arctic_shotgun::precache();
precacheItem("winchester1200");
precacheItem("m1014");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+50
View File
@@ -0,0 +1,50 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_tf_141_desert_AT4 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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 = "m4_grenadier";
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 = "at4";
character\character_tf_141_desert_lmg::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_tf_141_desert_lmg::precache();
precacheItem("at4");
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+136
View File
@@ -0,0 +1,136 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_tf_141_forest_AR (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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(17) )
{
case 0:
self.weapon = "m4_grenadier";
break;
case 1:
self.weapon = "m4_grunt";
break;
case 2:
self.weapon = "m4m203_acog";
break;
case 3:
self.weapon = "m4m203_eotech";
break;
case 4:
self.weapon = "m4m203_reflex";
break;
case 5:
self.weapon = "tavor_acog";
break;
case 6:
self.weapon = "tavor_mars";
break;
case 7:
self.weapon = "m16_acog";
break;
case 8:
self.weapon = "m16_grenadier";
break;
case 9:
self.weapon = "m16_reflex";
break;
case 10:
self.weapon = "masada";
break;
case 11:
self.weapon = "masada_acog";
break;
case 12:
self.weapon = "masada_reflex";
break;
case 13:
self.weapon = "scar_h";
break;
case 14:
self.weapon = "scar_h_acog";
break;
case 15:
self.weapon = "scar_h_reflex";
break;
case 16:
self.weapon = "scar_h_shotgun";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_tf_141_forest_assault_a::main();
break;
case 1:
character\character_tf_141_forest_assault_b::main();
break;
case 2:
character\character_tf_141_forest_shotgun::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_tf_141_forest_assault_a::precache();
character\character_tf_141_forest_assault_b::precache();
character\character_tf_141_forest_shotgun::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("m4_grunt");
precacheItem("m4m203_acog");
precacheItem("m203_m4_acog");
precacheItem("m4m203_eotech");
precacheItem("m203_m4_eotech");
precacheItem("m4m203_reflex");
precacheItem("m203_m4_reflex");
precacheItem("tavor_acog");
precacheItem("tavor_mars");
precacheItem("m16_acog");
precacheItem("m16_grenadier");
precacheItem("m203");
precacheItem("m16_reflex");
precacheItem("masada");
precacheItem("masada_acog");
precacheItem("masada_reflex");
precacheItem("scar_h");
precacheItem("scar_h_acog");
precacheItem("scar_h_reflex");
precacheItem("scar_h_shotgun");
precacheItem("scar_h_shotgun_attach");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+123
View File
@@ -0,0 +1,123 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_tf_141_forest_unique_a (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_tf141_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(17) )
{
case 0:
self.weapon = "m4_grenadier";
break;
case 1:
self.weapon = "m4_grunt";
break;
case 2:
self.weapon = "m4m203_acog";
break;
case 3:
self.weapon = "m4m203_eotech";
break;
case 4:
self.weapon = "m4m203_reflex";
break;
case 5:
self.weapon = "tavor_acog";
break;
case 6:
self.weapon = "tavor_mars";
break;
case 7:
self.weapon = "m16_acog";
break;
case 8:
self.weapon = "m16_grenadier";
break;
case 9:
self.weapon = "m16_reflex";
break;
case 10:
self.weapon = "masada";
break;
case 11:
self.weapon = "masada_acog";
break;
case 12:
self.weapon = "masada_reflex";
break;
case 13:
self.weapon = "scar_h";
break;
case 14:
self.weapon = "scar_h_acog";
break;
case 15:
self.weapon = "scar_h_reflex";
break;
case 16:
self.weapon = "scar_h_shotgun";
break;
}
character\character_tf_141_forest_unique_a::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_tf_141_forest_unique_a::precache();
precacheItem("m4_grenadier");
precacheItem("m203_m4");
precacheItem("m4_grunt");
precacheItem("m4m203_acog");
precacheItem("m203_m4_acog");
precacheItem("m4m203_eotech");
precacheItem("m203_m4_eotech");
precacheItem("m4m203_reflex");
precacheItem("m203_m4_reflex");
precacheItem("tavor_acog");
precacheItem("tavor_mars");
precacheItem("m16_acog");
precacheItem("m16_grenadier");
precacheItem("m203");
precacheItem("m16_reflex");
precacheItem("masada");
precacheItem("masada_acog");
precacheItem("masada_reflex");
precacheItem("scar_h");
precacheItem("scar_h_acog");
precacheItem("scar_h_reflex");
precacheItem("scar_h_shotgun");
precacheItem("scar_h_shotgun_attach");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+114
View File
@@ -0,0 +1,114 @@
// 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");
}
+62
View File
@@ -0,0 +1,62 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_AT4 (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 = "m4_grunt";
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 = "at4";
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("at4");
precacheItem("m4_grunt");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+56
View File
@@ -0,0 +1,56 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_casual (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_us_army_dmg_a_blk"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "";
self.grenadeWeapon = "";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_us_army_casual_blk::main();
break;
case 1:
character\character_us_army_casual_wht::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_casual_blk::precache();
character\character_us_army_casual_wht::precache();
precacheItem("m4_grunt");
precacheItem("beretta");
}
+47
View File
@@ -0,0 +1,47 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_casual_welder (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_us_army_dmg_a_blk"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "";
self.grenadeWeapon = "";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
character\character_us_army_welder::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_welder::precache();
precacheItem("m4_grunt");
precacheItem("beretta");
}
+75
View File
@@ -0,0 +1,75 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_M16 (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(3) )
{
case 0:
self.weapon = "m16_basic";
break;
case 1:
self.weapon = "m16_acog";
break;
case 2:
self.weapon = "m16_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("m16_acog");
precacheItem("m16_grenadier");
precacheItem("m203");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+74
View File
@@ -0,0 +1,74 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_M249 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_us_army_lmg"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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(3) )
{
case 0:
self.weapon = "m240";
break;
case 1:
self.weapon = "m240_acog";
break;
case 2:
self.weapon = "m240_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_us_army_lmg::main();
break;
case 1:
character\character_us_army_lmg_b::main();
break;
case 2:
character\character_us_army_lmg_c::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_lmg::precache();
character\character_us_army_lmg_b::precache();
character\character_us_army_lmg_c::precache();
precacheItem("m240");
precacheItem("m240_acog");
precacheItem("m240_reflex");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+71
View File
@@ -0,0 +1,71 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_M4 (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(2) )
{
case 0:
self.weapon = "m4_grenadier";
break;
case 1:
self.weapon = "m4_grunt";
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("m4_grenadier");
precacheItem("m203_m4");
precacheItem("m4_grunt");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+62
View File
@@ -0,0 +1,62 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_M4_grenadier (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 );
}
self.weapon = "m4_grenadier";
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("m4_grenadier");
precacheItem("m203_m4");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+61
View File
@@ -0,0 +1,61 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_MP5 (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_us_army_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 = "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 );
}
self.weapon = "mp5";
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_us_army_smg::main();
break;
case 1:
character\character_us_army_smg_b::main();
break;
case 2:
character\character_us_army_smg_c::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_smg::precache();
character\character_us_army_smg_b::precache();
character\character_us_army_smg_c::precache();
precacheItem("mp5");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+62
View File
@@ -0,0 +1,62 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_RPG (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 = "m4_grunt";
self.sidearm = "beretta";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "rpg";
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("rpg");
precacheItem("m4_grunt");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+80
View File
@@ -0,0 +1,80 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_SCAR (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(4) )
{
case 0:
self.weapon = "scar_h_acog";
break;
case 1:
self.weapon = "scar_h_reflex";
break;
case 2:
self.weapon = "scar_h_shotgun";
break;
case 3:
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("scar_h_acog");
precacheItem("scar_h_reflex");
precacheItem("scar_h_shotgun");
precacheItem("scar_h_shotgun_attach");
precacheItem("scar_h_grenadier");
precacheItem("scar_h_m203");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+74
View File
@@ -0,0 +1,74 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_SHOTGUN (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_us_army_shotgun"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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(3) )
{
case 0:
self.weapon = "m1014";
break;
case 1:
self.weapon = "m1014_reflex";
break;
case 2:
self.weapon = "m1014_eotech";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_us_army_shotgun::main();
break;
case 1:
character\character_us_army_shotgun_b::main();
break;
case 2:
character\character_us_army_shotgun_c::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_shotgun::precache();
character\character_us_army_shotgun_b::precache();
character\character_us_army_shotgun_c::precache();
precacheItem("m1014");
precacheItem("m1014_reflex");
precacheItem("m1014_eotech");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+72
View File
@@ -0,0 +1,72 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_us_army_wounded (0.0 0.25 1.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_us_army_dmg_a_blk"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "";
self.grenadeWeapon = "";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "m4_grunt";
switch( codescripts\character::get_random_character(6) )
{
case 0:
character\character_us_army_dmg_a_blk::main();
break;
case 1:
character\character_us_army_dmg_a_wht::main();
break;
case 2:
character\character_us_army_dmg_b_blk::main();
break;
case 3:
character\character_us_army_dmg_b_wht::main();
break;
case 4:
character\character_us_army_dmg_c_blk::main();
break;
case 5:
character\character_us_army_dmg_c_wht::main();
break;
}
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_us_army_dmg_a_blk::precache();
character\character_us_army_dmg_a_wht::precache();
character\character_us_army_dmg_b_blk::precache();
character\character_us_army_dmg_b_wht::precache();
character\character_us_army_dmg_c_blk::precache();
character\character_us_army_dmg_c_wht::precache();
precacheItem("m4_grunt");
precacheItem("beretta");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_vip_arcadia (0.0 0.25 1.0) (-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 = "allies";
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( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "ak47";
character\character_corpse_civ_male_a::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_corpse_civ_male_a::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_ally_vip_invasion (0.0 0.25 1.0) (-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 = "allies";
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( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "ak47";
character\character_city_civ_male_a::main();
}
spawner()
{
self setspawnerteam("allies");
}
precache()
{
character\character_city_civ_male_a::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_arab_a_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="character_arab_civilian_lowres_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 = 25;
self.secondaryweapon = "beretta";
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 = "ak47";
character\character_arab_civilian_a::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_arab_civilian_a::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("colt45");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_arab_b_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="character_arab_civilian_lowres_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 = "neutral";
self.type = "civilian";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 25;
self.secondaryweapon = "beretta";
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 = "ak47";
character\character_arab_civilian_b::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_arab_civilian_b::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("colt45");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_arab_c_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="character_arab_civilian_lowres_c"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = 25;
self.secondaryweapon = "beretta";
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 = "ak47";
character\character_arab_civilian_c::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_arab_civilian_c::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("colt45");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_arab_d_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="character_arab_civilian_lowres_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 = "neutral";
self.type = "civilian";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 25;
self.secondaryweapon = "beretta";
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 = "ak47";
character\character_arab_civilian_d::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_arab_civilian_d::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("colt45");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_arab_e_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="character_arab_civilian_lowres_e"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "elite";
self.accuracy = 0.2;
self.health = 25;
self.secondaryweapon = "beretta";
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 = "ak47";
character\character_arab_civilian_e_fem::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_arab_civilian_e_fem::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("colt45");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_arab_f_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="character_arab_civilian_lowres_f"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = 25;
self.secondaryweapon = "beretta";
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 = "ak47";
character\character_arab_civilian_f_fem::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_arab_civilian_f_fem::precache();
precacheItem("ak47");
precacheItem("beretta");
precacheItem("colt45");
precacheItem("fraggrenade");
}
+78
View File
@@ -0,0 +1,78 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_slum_male (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_slum_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(8) )
{
case 0:
character\character_civilian_slum_male_aa::main();
break;
case 1:
character\character_civilian_slum_male_aa_wht::main();
break;
case 2:
character\character_civilian_slum_male_ab::main();
break;
case 3:
character\character_civilian_slum_male_ab_wht::main();
break;
case 4:
character\character_civilian_slum_male_ba::main();
break;
case 5:
character\character_civilian_slum_male_ba_wht::main();
break;
case 6:
character\character_civilian_slum_male_bb::main();
break;
case 7:
character\character_civilian_slum_male_bb_wht::main();
break;
}
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_civilian_slum_male_aa::precache();
character\character_civilian_slum_male_aa_wht::precache();
character\character_civilian_slum_male_ab::precache();
character\character_civilian_slum_male_ab_wht::precache();
character\character_civilian_slum_male_ba::precache();
character\character_civilian_slum_male_ba_wht::precache();
character\character_civilian_slum_male_bb::precache();
character\character_civilian_slum_male_bb_wht::precache();
}
+54
View File
@@ -0,0 +1,54 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_urban_female (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_city_civ_female_a"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
*/
main()
{
self.animTree = "";
self.additionalAssets = "";
self.team = "neutral";
self.type = "civilian";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 30;
self.secondaryweapon = "";
self.sidearm = "";
self.grenadeWeapon = "";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "none";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_civilian_urban_female_a::main();
break;
case 1:
character\character_civilian_urban_female_b::main();
break;
}
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_civilian_urban_female_a::precache();
character\character_civilian_urban_female_b::precache();
}
+54
View File
@@ -0,0 +1,54 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_urban_female_drone (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_city_civ_female_a"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot of perfect info about all enemies
DONTSHAREENEMYINFO -- do not get shared info about enemies at spawn time from teammates
*/
main()
{
self.animTree = "";
self.additionalAssets = "";
self.team = "neutral";
self.type = "civilian";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 30;
self.secondaryweapon = "";
self.sidearm = "";
self.grenadeWeapon = "";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "none";
switch( codescripts\character::get_random_character(2) )
{
case 0:
character\character_civilian_urban_fem_a_drone::main();
break;
case 1:
character\character_civilian_urban_fem_b_drone::main();
break;
}
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_civilian_urban_fem_a_drone::precache();
character\character_civilian_urban_fem_b_drone::precache();
}
+74
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();
}
+74
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();
}
+58
View File
@@ -0,0 +1,58 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_worker_hostage_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_hostage_a::main();
break;
case 1:
character\character_civilian_worker_hostage_b::main();
break;
case 2:
character\character_civilian_worker_hostage_c::main();
break;
}
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_civilian_worker_hostage_a::precache();
character\character_civilian_worker_hostage_b::precache();
character\character_civilian_worker_hostage_c::precache();
}
+58
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();
}
+58
View File
@@ -0,0 +1,58 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_worker_male_bomb (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_bomb_a::main();
break;
case 1:
character\character_civilian_worker_bomb_b::main();
break;
case 2:
character\character_civilian_worker_bomb_c::main();
break;
}
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_civilian_worker_bomb_a::precache();
character\character_civilian_worker_bomb_b::precache();
character\character_civilian_worker_bomb_c::precache();
}
+83
View File
@@ -0,0 +1,83 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_afghan_AR (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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(8) )
{
case 0:
self.weapon = "ak47_desert";
break;
case 1:
self.weapon = "ak47_reflex";
break;
case 2:
self.weapon = "ak47_desert_grenadier";
break;
case 3:
self.weapon = "ak47_acog";
break;
case 4:
self.weapon = "fal";
break;
case 5:
self.weapon = "fal_acog";
break;
case 6:
self.weapon = "ak47_desert";
break;
case 7:
self.weapon = "fal_shotgun";
break;
}
character\character_opforce_arab_assault_a::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_opforce_arab_assault_a::precache();
precacheItem("ak47_desert");
precacheItem("ak47_reflex");
precacheItem("ak47_desert_grenadier");
precacheItem("gl_ak47_desert");
precacheItem("ak47_acog");
precacheItem("fal");
precacheItem("fal_acog");
precacheItem("ak47_desert");
precacheItem("fal_shotgun");
precacheItem("fal_shotgun_attach");
precacheItem("glock");
precacheItem("fraggrenade");
}
+61
View File
@@ -0,0 +1,61 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_afghan_LMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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( 512.000000, 400.000000 );
self setEngagementMaxDist( 1024.000000, 1250.000000 );
}
switch( codescripts\character::get_random_weapon(3) )
{
case 0:
self.weapon = "rpd";
break;
case 1:
self.weapon = "rpd_reflex";
break;
case 2:
self.weapon = "rpd_acog";
break;
}
character\character_opforce_arab_lmg_a::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_opforce_arab_lmg_a::precache();
precacheItem("rpd");
precacheItem("rpd_reflex");
precacheItem("rpd_acog");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+49
View File
@@ -0,0 +1,49 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_afghan_RPG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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 = "rpg_player.csv";
self.team = "axis";
self.type = "human";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 150;
self.secondaryweapon = "ak47_reflex";
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_opforce_arab_lmg_a::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_opforce_arab_lmg_a::precache();
precacheItem("rpg");
precacheItem("ak47_reflex");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+65
View File
@@ -0,0 +1,65 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_afghan_SMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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, 768.000000 );
}
switch( codescripts\character::get_random_weapon(4) )
{
case 0:
self.weapon = "uzi";
break;
case 1:
self.weapon = "tmp";
break;
case 2:
self.weapon = "mp5";
break;
case 3:
self.weapon = "uzi";
break;
}
character\character_opforce_arab_smg_a::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_opforce_arab_smg_a::precache();
precacheItem("uzi");
precacheItem("tmp");
precacheItem("mp5");
precacheItem("uzi");
precacheItem("beretta");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_afghan_unarmed (0.5 0.5 0.5) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_opforce_afghan_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 = "neutral";
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 );
}
self.weapon = "ak47_desert";
character\character_opforce_arab_unarmed_a::main();
}
spawner()
{
self setspawnerteam("neutral");
}
precache()
{
character\character_opforce_arab_unarmed_a::precache();
precacheItem("ak47_desert");
precacheItem("glock");
precacheItem("fraggrenade");
}
+113
View File
@@ -0,0 +1,113 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_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 = "pp2000";
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 = "ak47";
break;
case 1:
self.weapon = "ak47_digital_reflex";
break;
case 2:
self.weapon = "ak47_digital_grenadier";
break;
case 3:
self.weapon = "ak47_digital_acog";
break;
case 4:
self.weapon = "fal_acog";
break;
case 5:
self.weapon = "fal_shotgun";
break;
case 6:
self.weapon = "tavor_digital_acog";
break;
case 7:
self.weapon = "tavor_mars";
break;
case 8:
self.weapon = "tavor_digital_eotech";
break;
case 9:
self.weapon = "tavor_reflex";
break;
case 10:
self.weapon = "ak47_shotgun";
break;
case 11:
self.weapon = "ak47_digital_eotech";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_airborne_assault_a::main();
break;
case 1:
character\character_airborne_assault_b::main();
break;
case 2:
character\character_airborne_assault_c::main();
break;
}
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_assault_a::precache();
character\character_airborne_assault_b::precache();
character\character_airborne_assault_c::precache();
precacheItem("ak47");
precacheItem("ak47_digital_reflex");
precacheItem("ak47_digital_grenadier");
precacheItem("gl_ak47_digital");
precacheItem("ak47_digital_acog");
precacheItem("fal_acog");
precacheItem("fal_shotgun");
precacheItem("fal_shotgun_attach");
precacheItem("tavor_digital_acog");
precacheItem("tavor_mars");
precacheItem("tavor_digital_eotech");
precacheItem("tavor_reflex");
precacheItem("ak47_shotgun");
precacheItem("ak47_shotgun_attach");
precacheItem("ak47_digital_eotech");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+100
View File
@@ -0,0 +1,100 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_casual_a (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 = "pp2000";
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 = "ak47";
break;
case 1:
self.weapon = "ak47_digital_reflex";
break;
case 2:
self.weapon = "ak47_digital_grenadier";
break;
case 3:
self.weapon = "ak47_digital_acog";
break;
case 4:
self.weapon = "fal_acog";
break;
case 5:
self.weapon = "fal_shotgun";
break;
case 6:
self.weapon = "tavor_digital_acog";
break;
case 7:
self.weapon = "tavor_mars";
break;
case 8:
self.weapon = "tavor_digital_eotech";
break;
case 9:
self.weapon = "tavor_reflex";
break;
case 10:
self.weapon = "ak47_shotgun";
break;
case 11:
self.weapon = "ak47_digital_eotech";
break;
}
character\character_airborne_casual_a::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_casual_a::precache();
precacheItem("ak47");
precacheItem("ak47_digital_reflex");
precacheItem("ak47_digital_grenadier");
precacheItem("gl_ak47_digital");
precacheItem("ak47_digital_acog");
precacheItem("fal_acog");
precacheItem("fal_shotgun");
precacheItem("fal_shotgun_attach");
precacheItem("tavor_digital_acog");
precacheItem("tavor_mars");
precacheItem("tavor_digital_eotech");
precacheItem("tavor_reflex");
precacheItem("ak47_shotgun");
precacheItem("ak47_shotgun_attach");
precacheItem("ak47_digital_eotech");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+48
View File
@@ -0,0 +1,48 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_drone (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 = "pp2000";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 256.000000, 0.000000 );
self setEngagementMaxDist( 768.000000, 1024.000000 );
}
self.weapon = "ak47";
character\character_airborne_assault_a_drone::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_assault_a_drone::precache();
precacheItem("ak47");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+86
View File
@@ -0,0 +1,86 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_LMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_airborne_lmg"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "pp2000";
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(6) )
{
case 0:
self.weapon = "rpd";
break;
case 1:
self.weapon = "rpd_reflex";
break;
case 2:
self.weapon = "rpd_acog";
break;
case 3:
self.weapon = "rpd_digital";
break;
case 4:
self.weapon = "rpd_digital_acog";
break;
case 5:
self.weapon = "rpd_digital_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_airborne_lmg::main();
break;
case 1:
character\character_airborne_lmg_b::main();
break;
case 2:
character\character_airborne_lmg_c::main();
break;
}
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_lmg::precache();
character\character_airborne_lmg_b::precache();
character\character_airborne_lmg_c::precache();
precacheItem("rpd");
precacheItem("rpd_reflex");
precacheItem("rpd_acog");
precacheItem("rpd_digital");
precacheItem("rpd_digital_acog");
precacheItem("rpd_digital_reflex");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+62
View File
@@ -0,0 +1,62 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_riotshield (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_riot_op_airborne"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "riotshield";
self.accuracy = 0.2;
self.health = 150;
self.secondaryweapon = "riotshield";
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(2) )
{
case 0:
self.weapon = "mp5";
break;
case 1:
self.weapon = "mp5_reflex";
break;
}
character\character_op_airborne_riot::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_op_airborne_riot::precache();
precacheItem("mp5");
precacheItem("mp5_reflex");
precacheItem("riotshield");
precacheItem("usp");
precacheItem("fraggrenade");
//----------------
maps\_riotshield::init_riotshield();
//----------------
}
+62
View File
@@ -0,0 +1,62 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_RPG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_airborne_lmg"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "ak47_reflex";
self.sidearm = "pp2000";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 768.000000, 512.000000 );
self setEngagementMaxDist( 1024.000000, 1500.000000 );
}
self.weapon = "rpg";
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_airborne_lmg::main();
break;
case 1:
character\character_airborne_lmg_b::main();
break;
case 2:
character\character_airborne_lmg_c::main();
break;
}
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_lmg::precache();
character\character_airborne_lmg_b::precache();
character\character_airborne_lmg_c::precache();
precacheItem("rpg");
precacheItem("ak47_reflex");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+70
View File
@@ -0,0 +1,70 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_SHOTGUNAUTO (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_airborne_shotgun"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "pp2000";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 0.000000, 0.000000 );
self setEngagementMaxDist( 280.000000, 400.000000 );
}
switch( codescripts\character::get_random_weapon(2) )
{
case 0:
self.weapon = "striker";
break;
case 1:
self.weapon = "striker_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_airborne_shotgun::main();
break;
case 1:
character\character_airborne_shotgun_b::main();
break;
case 2:
character\character_airborne_shotgun_c::main();
break;
}
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_shotgun::precache();
character\character_airborne_shotgun_b::precache();
character\character_airborne_shotgun_c::precache();
precacheItem("striker");
precacheItem("striker_reflex");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+70
View File
@@ -0,0 +1,70 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_SHTGN_striker (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_airborne_shotgun"
"count" -- max AI to ever spawn from this spawner
SPAWNER -- makes this a spawner instead of a guy
FORCESPAWN -- will try to delete an AI if spawning fails from too many AI
UNDELETABLE -- this AI (or AI spawned from here) cannot be deleted to make room for FORCESPAWN guys
PERFECTENEMYINFO -- this AI when spawned will get a snapshot 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 = "pp2000";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 0.000000, 0.000000 );
self setEngagementMaxDist( 280.000000, 400.000000 );
}
switch( codescripts\character::get_random_weapon(2) )
{
case 0:
self.weapon = "striker";
break;
case 1:
self.weapon = "striker_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_airborne_shotgun::main();
break;
case 1:
character\character_airborne_shotgun_b::main();
break;
case 2:
character\character_airborne_shotgun_c::main();
break;
}
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_shotgun::precache();
character\character_airborne_shotgun_b::precache();
character\character_airborne_shotgun_c::precache();
precacheItem("striker");
precacheItem("striker_reflex");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+94
View File
@@ -0,0 +1,94 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_SMG (1.0 0.25 0.0) (-16 -16 0) (16 16 72) SPAWNER FORCESPAWN UNDELETABLE PERFECTENEMYINFO DONTSHAREENEMYINFO
defaultmdl="body_airborne_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 = "";
self.sidearm = "pp2000";
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(8) )
{
case 0:
self.weapon = "p90";
break;
case 1:
self.weapon = "p90_acog";
break;
case 2:
self.weapon = "p90_reflex";
break;
case 3:
self.weapon = "p90_eotech";
break;
case 4:
self.weapon = "ump45_digital_acog";
break;
case 5:
self.weapon = "ump45_digital_eotech";
break;
case 6:
self.weapon = "kriss";
break;
case 7:
self.weapon = "kriss_reflex";
break;
}
switch( codescripts\character::get_random_character(3) )
{
case 0:
character\character_airborne_smg::main();
break;
case 1:
character\character_airborne_smg_b::main();
break;
case 2:
character\character_airborne_smg_c::main();
break;
}
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_airborne_smg::precache();
character\character_airborne_smg_b::precache();
character\character_airborne_smg_c::precache();
precacheItem("p90");
precacheItem("p90_acog");
precacheItem("p90_reflex");
precacheItem("p90_eotech");
precacheItem("ump45_digital_acog");
precacheItem("ump45_digital_eotech");
precacheItem("kriss");
precacheItem("kriss_reflex");
precacheItem("pp2000");
precacheItem("fraggrenade");
}
+52
View File
@@ -0,0 +1,52 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_enemy_airborne_SNPR (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 = "sniper_glint.csv";
self.team = "axis";
self.type = "human";
self.subclass = "regular";
self.accuracy = 0.2;
self.health = 150;
self.secondaryweapon = "";
self.sidearm = "pp2000";
self.grenadeWeapon = "fraggrenade";
self.grenadeAmmo = 0;
if ( isAI( self ) )
{
self setEngagementMinDist( 1250.000000, 1024.000000 );
self setEngagementMaxDist( 1600.000000, 2400.000000 );
}
self.weapon = "dragunov";
character\character_op_airborne_sniper::main();
}
spawner()
{
self setspawnerteam("axis");
}
precache()
{
character\character_op_airborne_sniper::precache();
precacheItem("dragunov");
precacheItem("pp2000");
precacheItem("fraggrenade");
//----------------
maps\_sniper_glint::main();
//----------------
}
Loaded 100 of 5854 files, more files were not shown because too many files have changed in this diff. Show more