Pushed raw files

master
RezTech 2017-07-08 14:47:21 -04:00
parent 22d0d4d39f
commit 79f967ecc9
5854 changed files with 2989978 additions and 0 deletions

7
ac130.cfg Normal file
View File

@ -0,0 +1,7 @@
r_colormap 1
r_lightmap 2
r_blur 1.5
r_scenebrightness 4
bind SPACE "r_colormap 1;r_lightmap 2;r_blur 1.5;r_scenebrightness 4"
bind BACKSPACE "r_colormap 0;r_lightmap 0;r_blur 0;r_scenebrightness 1"

View File

@ -0,0 +1,18 @@
GRAPH_FLOAT_FILE
15
0.0000 0.0000
0.1218 0.0171
0.1972 0.0295
0.2612 0.0451
0.3244 0.0644
0.3872 0.0897
0.4543 0.1281
0.5149 0.1729
0.5723 0.2203
0.6263 0.2771
0.6771 0.3483
0.7288 0.4296
0.7781 0.5157
0.8387 0.6301
1.0000 1.0000

View File

@ -0,0 +1,16 @@
GRAPH_FLOAT_FILE
13
0.0000 0.0000
0.1323 0.0235
0.2102 0.0469
0.2939 0.0778
0.3741 0.1170
0.4555 0.1724
0.5401 0.2400
0.6118 0.3149
0.6726 0.4018
0.7268 0.4906
0.7797 0.5833
0.8386 0.6926
1.0000 1.0000

View File

@ -0,0 +1,15 @@
GRAPH_FLOAT_FILE
12
0.0000 0.0000
0.1322 0.0396
0.2338 0.0780
0.3235 0.1267
0.4022 0.1812
0.4809 0.2479
0.5561 0.3254
0.6205 0.3936
0.6930 0.4771
0.7819 0.5943
0.8598 0.7299
1.0000 1.0000

View File

@ -0,0 +1,10 @@
GRAPH_FLOAT_FILE
7
0.0000 0.0000
0.1242 0.0423
0.2238 0.0885
0.3210 0.1553
0.4118 0.2419
0.5116 0.3508
1.0000 1.0000

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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
aitype/ally_hero_dunn.gsc Normal file
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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

View File

@ -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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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
aitype/ally_socom_m4.gsc Normal file
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
aitype/ally_socom_mp5.gsc Normal file
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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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
aitype/ally_us_army_ar.gsc Normal file
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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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();
}

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();
}

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();
}

View File

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

View File

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

View File

@ -0,0 +1,58 @@
// THIS FILE IS AUTOGENERATED, DO NOT MODIFY
/*QUAKED actor_civilian_worker_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();
}

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();
}

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();
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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");
}

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

Some files were not shown because too many files have changed in this diff Show More