The bad news: The definitions are so closely tied to the way Doomsday defines its actors that I can't use it. I also don't like the definition format which IMO is quite non-intuitive.
All this means I have to define a completely new format from scratch. Here's my first attempt:
Code: Select all
MODEL Arachnotron
{
Path "Monsters/Arachnotron"
Model 0, "spider_platform.dmd"
Model 1, "spider_brain_left.dmd"
Model 2, "spider_brain_right.dmd"
Model 3, "arachnotron_death.dmd"
Scale 0, 1.4, 1.2, 1.4
Scale 1, 1.4, 1.2, 1.4
Scale 2, 1.4, 1.2, 1.4
Scale 3, 1.4, 1.2, 1.4
States
{
Spawn
{
Frame 0, "attack1"
Frame 1, "attack1"
Frame 2, "attack1"
}
Spawn+1
{
Frame 0, "attack1"
Frame 1, "attack1"
Frame 2, "attack1"
}
Missile
{
Inter 0
{
Frame 0, "walk5_D"
Frame 1, "walk5_D"
Frame 2, "walk5_D"
}
Inter 0.1
{
Frame 0, "walk6_D"
Frame 1, "walk6_D"
Frame 2, "walk6_D"
}
Inter 0.2
{
Frame 0, "walk2_D"
Frame 1, "walk2_D"
Frame 2, "walk2_D"
}
Inter 0.3
{
Frame 0, "walk3_D"
Frame 1, "walk3_D"
Frame 2, "walk3_D"
}
Inter 0.4
{
Frame 0, "walk5_D"
Frame 1, "walk5_D"
Frame 2, "walk5_D"
}
Inter 0.5
{
Frame 0, "walk6_D"
Frame 1, "walk6_D"
Frame 2, "walk6_D"
}
Inter 0.6
{
Frame 0, "walk2_D"
Frame 1, "walk2_D"
Frame 2, "walk2_D"
}
Inter 0.7
{
Frame 0, "walk3_D"
Frame 1, "walk3_D"
Frame 2, "walk3_D"
}
Inter 0.8
{
Frame 0, "walk5_D"
Frame 1, "walk5_D"
Frame 2, "walk5_D"
}
Inter 0.9
{
Frame 0, "walk6_D"
Frame 1, "walk6_D"
Frame 2, "walk6_D"
}
Inter 0.99
{
Frame 0, "attack1"
Frame 1, "attack1"
Frame 2, "attack1"
}
}
Missile+1
{
Frame 0, "attack1"
Frame 1, "attack1"
Frame 2, "attack1"
}
Missile+2
{
Frame 0, "attack2"
Frame 1, "attack2"
Frame 2, "attack2"
}
Missile+3
{
Frame 0, "attack1"
Frame 1, "attack1"
Frame 2, "attack1"
}
See
{
Frame 0, "attack_D30"
Frame 1, "attack_D30"
Frame 2, "attack_D30"
}
See+1
{
Frame 0, "walk1"
Frame 1, "walk1"
Frame 2, "walk1"
}
See+2
{
Frame 0, "walk2"
Frame 1, "walk2"
Frame 2, "walk2"
}
See+3
{
Frame 0, "walk3"
Frame 1, "walk3"
Frame 2, "walk3"
}
See+4
{
Frame 0, "walk4"
Frame 1, "walk4"
Frame 2, "walk4"
}
See+5
{
Frame 0, "walk5"
Frame 1, "walk5"
Frame 2, "walk5"
}
See+6
{
Frame 0, "walk6"
Frame 1, "walk6"
Frame 2, "walk6"
}
See+7
{
Frame 0, "walk1"
Frame 1, "walk1"
Frame 2, "walk1"
}
See+8
{
Frame 0, "walk2"
Frame 1, "walk2"
Frame 2, "walk2"
}
See+9
{
Frame 0, "walk3"
Frame 1, "walk3"
Frame 2, "walk3"
}
See+10
{
Frame 0, "walk4"
Frame 1, "walk4"
Frame 2, "walk4"
}
See+11
{
Frame 0, "walk5"
Frame 1, "walk5"
Frame 2, "walk5"
}
See+12
{
Frame 0, "walk6"
Frame 1, "walk6"
Frame 2, "walk6"
}
Pain
{
Frame 0, "pain1"
Frame 1, "pain1"
Frame 2, "pain1"
}
Pain+1
{
Frame 0, "pain1"
Frame 1, "pain1"
Frame 2, "pain1"
}
Death
{
Inter 0
{
Frame 3, "1"
}
Inter 0.2
{
Frame 3, "2"
}
Inter 0.4
{
Frame 3, "3"
}
Inter 0.6
{
Frame 3, "4"
}
Inter 0.8
{
Frame 3, "5"
}
}
Death+1
{
Inter 0
{
Frame 3, "6"
}
Inter 0.5
{
Frame 3, "7"
}
}
Death+2
{
Inter 0
{
Frame 3, "8"
}
Inter 0.5
{
Frame 3, "9"
}
}
Death+3
{
Inter 0
{
Frame 3, "10"
}
Inter 0.5
{
Frame 3, "11"
}
}
Death+4
{
Inter 0
{
Frame 3, "12"
}
Inter 0.5
{
Frame 3, "13"
}
}
Death+5
{
Frame 3, "14"
}
Death+6
{
Frame 3, "15"
}
Raise
{
Frame 3, "13"
}
Raise+1
{
Frame 3, "12"
}
Raise+2
{
Frame 3, "11"
}
Raise+3
{
Frame 3, "7"
}
Raise+4
{
Frame 3, "5"
}
Raise+5
{
Frame 3, "3"
}
Raise+6
{
Frame 3, "2"
}
}
}