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sha'vile skin for andrew joll shambler (drake)

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  • sha'vile skin for andrew joll shambler (drake)

    hey everyone,

    lately been working a lot on making the drake mod be HD, mainly for use with both 'unforgiven' and 'wicked this way comes' maps.
    few days ago remade the staff model, and just a bit ago i was playing around with andrew jolls shambler, and trying to make a skin for it for the sha'vile

    the result:

    DOWNLOAD SHA'VILE FOR ANDREW JOLL SHAMBLER

    just drop it in either mod-folder to use it
    PS ive also included seans nice-looking furry skin for normal shambler in the pk3 as a little extra

    .

    to able to play 'something wicked this way comes' in DP, you need the latest DP-build from 4th of march 2013 which supports bsp2, which you can get here: http://icculus.org/twilight/darkplac...ne20130304.zip
    Last edited by talisa; 12-04-2013, 02:28 PM.
    .
    are you curious about what all there is out there in terms of HD content for quake?
    > then make sure to check out my 'definitive' HD replacement content thread! <
    everything that is out there for quake and both mission-packs, compiled into one massive thread

  • #2
    this is a cool monster i love the fact the uses lava balls

    Comment


    • #3
      yeah me too, and its neat that its a bit like the doom archvile.
      although it can be annoying too that it does that, lol, and you find yourself wondering where all the monsters came from and it points out the shavile resurrected a bunch of monsters you just killed


      hope you like the skin i made for AJs shambler for the sha'vile
      .
      are you curious about what all there is out there in terms of HD content for quake?
      > then make sure to check out my 'definitive' HD replacement content thread! <
      everything that is out there for quake and both mission-packs, compiled into one massive thread

      Comment


      • #4
        I LOVE YOUR WORK!!! and it dose not hurt thats its for my fav mod your doing realy good on the quake puzzle game. you get the NIN quote of the day

        so impressed with all you do try so hard to be like you

        off topic: if you ever make a mlp model i want it.

        Comment


        • #5
          Hate it. Not because of anything you did. To me it's akin to if somebody had a kid that was covered in feathers (born that way). I am so used to the big white shambler that this thing looks atrocious to me.

          I'm sure your work is very representational of what someone else did to this poor shambler. And I would bet that you have done a good job. I am not critisizing your work. I am hating this shambler version.
          http://www.nextgenquake.com

          Comment


          • #6
            lol glad you do JD
            lols i doubt ill ever make an mlp model for quake though


            @gypsy
            hmm yeah its a different shambler then original yush, very different indeed true.
            its a version of the shambler which is as the name implies, a shambler which acts just like the archvile from doom. it sets you on fire and blows you away just the archvile, and resurrects dead enemies... and as bonus it throws lava-balls at you.

            but yeah, basically its just a bad rip-off of the archvile, which looks a bit odd in a way,
            and it feels kinda funny to have a shambler act like an archvile.

            not exactly my fave enemy of the mod, but im busy trying to remake the whole mod as HD,
            covering as much as possible of it. and this one was quite easy when using the effects of paintshop
            Last edited by talisa; 04-20-2013, 11:03 PM.
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

            Comment


            • #7
              The link is already dead?
              MOD it! Start Point Remake Quake Scout's Journey Quaketastic WhiteDay Quake Terminus UQE

              Comment


              • #8
                Yeah I got the, "Nothing Here
                The file you are looking for has been deleted or moved."


                Originally posted by hgdagon View Post
                The link is already dead?

                Comment


                • #9
                  whut in the hell?


                  oh im sorry, i moved the file to a different folder on my dropbox,
                  didnt think i'd have to change the link cuz on mediafire the link of a file stayed same if it was moved...

                  thats just dumb, that the link instantly becomes invalid if the file is moved to another folder... ah well


                  sorry about that people, didnt know that... fixed it
                  Last edited by talisa; 04-21-2013, 06:05 AM.
                  .
                  are you curious about what all there is out there in terms of HD content for quake?
                  > then make sure to check out my 'definitive' HD replacement content thread! <
                  everything that is out there for quake and both mission-packs, compiled into one massive thread

                  Comment


                  • #10
                    Some time ago I've worked on a fiend reskin, but since I'm not a skinner and I can't use photoshop very well, was a simple recolor, but some very small areas went out a bit crappy. If i find it, I'll post it

                    Comment


                    • #11
                      Glad to see you are on such a roll! Keep up the good work.
                      Last edited by gdiddy62; 04-21-2013, 07:53 AM.

                      Comment


                      • #12
                        thanx gdiddy
                        ill most def keep it up

                        ive also done some skins for capnbubs dog, which i might release next.
                        completely forgot i did some skins for capnbubs dog too. they arent exactly amazing though, lol. but im no professional texturer, just someone playing around with filters and the tools of paintshop to try and hopefully make something nice

                        also totally wanna give the fiend a try, and make that arctic fiend skin thats shown in unforgiven.
                        that skin is pretty neat i think, furry white fiend with icy blue eyes



                        @gypsy
                        of course, i know from experience you never mean anything bad, and i completely understand your comment, that shambler version does indeed look weird and i like the normal shambler way more myself too.
                        Last edited by talisa; 04-21-2013, 09:40 AM.
                        .
                        are you curious about what all there is out there in terms of HD content for quake?
                        > then make sure to check out my 'definitive' HD replacement content thread! <
                        everything that is out there for quake and both mission-packs, compiled into one massive thread

                        Comment


                        • #13
                          Soon I'll return to my "project" of Soe and Nsoe hd textures, your works will improve Tronyn works even more.

                          Comment


                          • #14
                            A qc for a lava shambler

                            MAKE A NEW QC FILE CALLED LAVA SHAMBLER
                            ADD THIS
                            Code:
                            /*
                            ==============================================================================
                            
                            SHAMBLER
                            
                            ==============================================================================
                            */
                            
                            $cd id1/models/lavashams
                            $origin 0 0 24
                            $base base		
                            $skin base
                            
                            $frame stand1 stand2 stand3 stand4 stand5 stand6 stand7 stand8 stand9
                            $frame stand10 stand11 stand12 stand13 stand14 stand15 stand16 stand17
                            
                            $frame walk1 walk2 walk3 walk4 walk5 walk6 walk7 
                            $frame walk8 walk9 walk10 walk11 walk12
                            
                            $frame	run1 run2 run3 run4 run5 run6
                            
                            $frame smash1 smash2 smash3 smash4 smash5 smash6 smash7 
                            $frame smash8 smash9 smash10 smash11 smash12
                            
                            $frame swingr1 swingr2 swingr3 swingr4 swingr5 
                            $frame swingr6 swingr7 swingr8 swingr9
                            
                            $frame swingl1 swingl2 swingl3 swingl4 swingl5 
                            $frame swingl6 swingl7 swingl8 swingl9
                            
                            $frame magic1 magic2 magic3 magic4 magic5 
                            $frame magic6 magic7 magic8 magic9 magic10 magic11 magic12
                            
                            $frame pain1 pain2 pain3 pain4 pain5 pain6
                            
                            $frame death1 death2 death3 death4 death5 death6 
                            $frame death7 death8 death9 death10 death11
                            
                            void() lavasham_stand1	=[	$stand1,	lavasham_stand2	] {ai_stand();};
                            void() lavasham_stand2	=[	$stand2,	lavasham_stand3	] {ai_stand();};
                            void() lavasham_stand3	=[	$stand3,	lavasham_stand4	] {ai_stand();};
                            void() lavasham_stand4	=[	$stand4,	lavasham_stand5	] {ai_stand();};
                            void() lavasham_stand5	=[	$stand5,	lavasham_stand6	] {ai_stand();};
                            void() lavasham_stand6	=[	$stand6,	lavasham_stand7	] {ai_stand();};
                            void() lavasham_stand7	=[	$stand7,	lavasham_stand8	] {ai_stand();};
                            void() lavasham_stand8	=[	$stand8,	lavasham_stand9	] {ai_stand();};
                            void() lavasham_stand9	=[	$stand9,	lavasham_stand10] {ai_stand();};
                            void() lavasham_stand10	=[	$stand10,	lavasham_stand11] {ai_stand();};
                            void() lavasham_stand11	=[	$stand11,	lavasham_stand12] {ai_stand();};
                            void() lavasham_stand12	=[	$stand12,	lavasham_stand13] {ai_stand();};
                            void() lavasham_stand13	=[	$stand13,	lavasham_stand14] {ai_stand();};
                            void() lavasham_stand14	=[	$stand14,	lavasham_stand15] {ai_stand();};
                            void() lavasham_stand15	=[	$stand15,	lavasham_stand16] {ai_stand();};
                            void() lavasham_stand16	=[	$stand16,	lavasham_stand17] {ai_stand();};
                            void() lavasham_stand17	=[	$stand17,	lavasham_stand1	] {ai_stand();};
                            
                            void() lavasham_walk1		=[      $walk1,        lavasham_walk2 ] {ai_walk(10);};
                            void() lavasham_walk2       =[      $walk2,        lavasham_walk3 ] {ai_walk(9);};
                            void() lavasham_walk3       =[      $walk3,        lavasham_walk4 ] {ai_walk(9);};
                            void() lavasham_walk4       =[      $walk4,        lavasham_walk5 ] {ai_walk(5);};
                            void() lavasham_walk5       =[      $walk5,        lavasham_walk6 ] {ai_walk(6);};
                            void() lavasham_walk6       =[      $walk6,        lavasham_walk7 ] {ai_walk(12);};
                            void() lavasham_walk7       =[      $walk7,        lavasham_walk8 ] {ai_walk(8);};
                            void() lavasham_walk8       =[      $walk8,        lavasham_walk9 ] {ai_walk(3);};
                            void() lavasham_walk9       =[      $walk9,        lavasham_walk10] {ai_walk(13);};
                            void() lavasham_walk10      =[      $walk10,       lavasham_walk11] {ai_walk(9);};
                            void() lavasham_walk11      =[      $walk11,       lavasham_walk12] {ai_walk(7);};
                            void() lavasham_walk12      =[      $walk12,       lavasham_walk1 ] {ai_walk(7);
                            if (random() > 0.8)
                            	sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);};
                            
                            void() lavasham_run1       =[      $run1,        lavasham_run2      ] {ai_run(20);};
                            void() lavasham_run2       =[      $run2,        lavasham_run3      ] {ai_run(24);};
                            void() lavasham_run3       =[      $run3,        lavasham_run4      ] {ai_run(20);};
                            void() lavasham_run4       =[      $run4,        lavasham_run5      ] {ai_run(20);};
                            void() lavasham_run5       =[      $run5,        lavasham_run6      ] {ai_run(24);};
                            void() lavasham_run6       =[      $run6,        lavasham_run1      ] {ai_run(20);
                            if (random() > 0.8)
                            	sound (self, CHAN_VOICE, "shambler/sidle.wav", 1, ATTN_IDLE);
                            };
                            
                            void() lavasham_smash1     =[      $smash1,       lavasham_smash2    ] {
                            sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
                            ai_charge(2);};
                            void() lavasham_smash2     =[      $smash2,       lavasham_smash3    ] {ai_charge(6);};
                            void() lavasham_smash3     =[      $smash3,       lavasham_smash4    ] {ai_charge(6);};
                            void() lavasham_smash4     =[      $smash4,       lavasham_smash5    ] {ai_charge(5);};
                            void() lavasham_smash5     =[      $smash5,       lavasham_smash6    ] {ai_charge(4);};
                            void() lavasham_smash6     =[      $smash6,       lavasham_smash7    ] {ai_charge(1);};
                            void() lavasham_smash7     =[      $smash7,       lavasham_smash8    ] {ai_charge(0);};
                            void() lavasham_smash8     =[      $smash8,       lavasham_smash9    ] {ai_charge(0);};
                            void() lavasham_smash9     =[      $smash9,       lavasham_smash10   ] {ai_charge(0);};
                            void() lavasham_smash10    =[      $smash10,      lavasham_smash11   ] {
                            local vector	delta;
                            local float 	ldmg;
                            
                            	if (!self.enemy)
                            		return;
                            	ai_charge(0);
                            
                            	delta = self.enemy.origin - self.origin;
                            
                            	if (vlen(delta) > 100)
                            		return;
                            	if (!CanDamage (self.enemy, self))
                            		return;
                            		
                            	ldmg = (random() + random() + random()) * 40;
                            	T_Damage (self.enemy, self, self, ldmg);
                            	sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
                            
                            	SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
                            	SpawnMeatSpray (self.origin + v_forward*16, crandom() * 100 * v_right);
                            };
                            void() lavasham_smash11    =[      $smash11,      lavasham_smash12   ] {ai_charge(5);};
                            void() lavasham_smash12    =[      $smash12,      lavasham_run1	   ] {ai_charge(4);};
                            
                            void() lavasham_swingr1;
                            
                            void(float side) lavashamClaw =
                            {
                            local vector	delta;
                            local float 	ldmg;
                            
                            	if (!self.enemy)
                            		return;
                            	ai_charge(10);
                            
                            	delta = self.enemy.origin - self.origin;
                            
                            	if (vlen(delta) > 100)
                            		return;
                            		
                            	ldmg = (random() + random() + random()) * 20;
                            	T_Damage (self.enemy, self, self, ldmg);
                            	sound (self, CHAN_VOICE, "shambler/smack.wav", 1, ATTN_NORM);
                            
                            	if (side)
                            	{
                            		makevectors (self.angles);
                            		SpawnMeatSpray (self.origin + v_forward*16, side * v_right);
                            	}
                            };
                            
                            void() lavasham_swingl1	=[      $swingl1,      lavasham_swingl2   ] {
                            sound (self, CHAN_VOICE, "shambler/melee2.wav", 1, ATTN_NORM);
                            ai_charge(5);};
                            void() lavasham_swingl2 =[      $swingl2,      lavasham_swingl3   ] {ai_charge(3);};
                            void() lavasham_swingl3 =[      $swingl3,      lavasham_swingl4   ] {ai_charge(7);};
                            void() lavasham_swingl4 =[      $swingl4,      lavasham_swingl5   ] {ai_charge(3);};
                            void() lavasham_swingl5 =[      $swingl5,      lavasham_swingl6   ] {ai_charge(7);};
                            void() lavasham_swingl6 =[      $swingl6,      lavasham_swingl7   ] {ai_charge(9);};
                            void() lavasham_swingl7 =[      $swingl7,      lavasham_swingl8   ] {ai_charge(5); lavashamClaw(250);};
                            void() lavasham_swingl8 =[      $swingl8,      lavasham_swingl9   ] {ai_charge(4);};
                            void() lavasham_swingl9 =[      $swingl9,      lavasham_run1  ] {
                            ai_charge(8);
                            if (random()<0.5)
                            	self.think = lavasham_swingr1;
                            };
                            
                            void() lavasham_swingr1	=[      $swingr1,      lavasham_swingr2   ] {
                            sound (self, CHAN_VOICE, "shambler/melee1.wav", 1, ATTN_NORM);
                            ai_charge(1);};
                            void() lavasham_swingr2	=[      $swingr2,      lavasham_swingr3   ] {ai_charge(8);};
                            void() lavasham_swingr3 =[      $swingr3,      lavasham_swingr4   ] {ai_charge(14);};
                            void() lavasham_swingr4 =[      $swingr4,      lavasham_swingr5   ] {ai_charge(7);};
                            void() lavasham_swingr5 =[      $swingr5,      lavasham_swingr6   ] {ai_charge(3);};
                            void() lavasham_swingr6 =[      $swingr6,      lavasham_swingr7   ] {ai_charge(6);};
                            void() lavasham_swingr7 =[      $swingr7,      lavasham_swingr8   ] {ai_charge(6); lavashamClaw(-250);};
                            void() lavasham_swingr8 =[      $swingr8,      lavasham_swingr9   ] {ai_charge(3);};
                            void() lavasham_swingr9 =[      $swingr9,      lavasham_run1  ] {ai_charge(1);
                            ai_charge(10);
                            if (random()<0.5)
                            	self.think = lavasham_swingl1;
                            };
                            
                            void() lavasham_melee =
                            {
                            	local float chance;
                            	
                            	chance = random();
                            	if (chance > 0.6 || self.health == 600)
                            		lavasham_smash1 ();
                            	else if (chance > 0.3)
                            		lavasham_swingr1 ();
                            	else
                            		lavasham_swingl1 ();
                            };
                            
                            
                            //============================================================================

                            Comment


                            • #15
                              Code:
                              //============================================================================
                              
                              
                              
                              void() lavaMissileTouch;
                              void() lavaHome;
                              void() lavaMissile =
                              {
                              	local	entity 	missile;
                              	local	vector	dir;
                              	local	float	dist, flytime;
                              
                              	dir = normalize((self.enemy.origin + '0 0 10') - self.origin);
                              	dist = vlen (self.enemy.origin - self.origin);
                              	flytime = dist * 0.002;
                              	if (flytime < 0.1)
                              		flytime = 0.1;
                              
                              	self.effects = self.effects | EF_MUZZLEFLASH;
                              
                              
                              	missile = spawn ();
                              	missile.owner = self;
                              
                              	missile.solid = SOLID_BBOX;
                              	missile.movetype = MOVETYPE_FLYMISSILE;
                              	setmodel (missile, "progs/lavaball.mdl");
                              
                              	setsize (missile, '0 0 0', '0 0 0');		
                              
                              	missile.origin = self.origin + '0 0 60';
                              	missile.velocity = dir * 200;
                              	missile.avelocity = '300 300 300';
                              	missile.nextthink = flytime + time;
                              	missile.think = lavaHome;
                              	missile.enemy = self.enemy;
                              	missile.touch = lavaMissileTouch;
                              };
                              
                              void() lavaHome =
                              {
                              	local vector	dir, vtemp;
                              	vtemp = self.enemy.origin + '0 0 0';
                              	if (self.enemy.health < 1)
                              	{
                              		remove(self);
                              		return;
                              	}
                              	dir = normalize(vtemp - self.origin);
                              	self.velocity = dir * 400; // SPEED OF THROW
                              	self.nextthink = time + 1.5;// IF YOU WANT TO MAKE THE LAVA BALL HEAT SEEKING KEEP THIS NUMBER LOW LIKE .5 OR SO IF YOU WANT HIM JUST TO TROW THE BALL KEEP THIS NUMBER HIGH
                              	self.think = lavaHome;	
                              };
                              
                              void() lavaMissileTouch =
                              {
                              	if (other == self.owner)
                              		return;		// don't explode on owner
                              
                              	
                              	T_Damage (other, self, self, 50);	// 50= HELTH POINT LOST WHEN HIT WITH BALL
                              	T_RadiusDamage (self, self.owner, 20, world); // HELTH POINTS LOST WHEN BALL EXPLODES BY YOU
                              	sound (self, CHAN_WEAPON, "weapons/r_exp3.wav", 1, ATTN_NORM);
                              
                              	WriteByte (MSG_BROADCAST, SVC_TEMPENTITY);
                              	WriteByte (MSG_BROADCAST, TE_EXPLOSION);
                              	WriteCoord (MSG_BROADCAST, self.origin_x);
                              	WriteCoord (MSG_BROADCAST, self.origin_y);
                              	WriteCoord (MSG_BROADCAST, self.origin_z);
                              
                              	self.velocity = '0 0 0';
                              	self.touch = SUB_Null;
                              	setmodel (self, "progs/s_explod.spr");
                              	self.solid = SOLID_NOT;
                              	s_explode1 ();
                              
                              };
                              
                              void() lavasham_magic1     =[      $magic1,       lavasham_magic2    ] {ai_face();
                              	sound (self, CHAN_WEAPON, "shambler/sattck1.wav", 1, ATTN_NORM);
                              };
                              void() lavasham_magic2     =[      $magic2,       lavasham_magic3    ] {ai_face();};
                              void() lavasham_magic3     =[      $magic3,       lavasham_magic4    ] {ai_face();self.nextthink = self.nextthink + 0.2;
                              local entity o;
                              
                              self.effects = self.effects | EF_MUZZLEFLASH;
                              ai_face();
                              self.owner = spawn();
                              o = self.owner;
                              setmodel (o, "progs/lavaball.mdl");
                              setorigin (o, self.origin);
                              o.angles = self.angles;
                              o.nextthink = time + .5; 
                              o.think = SUB_Remove;
                              };
                              void() lavasham_magic4     =[      $magic4,       lavasham_magic5    ]
                              {
                              self.effects = self.effects | EF_MUZZLEFLASH;
                              self.owner.frame = 1;
                              };
                              void() lavasham_magic5     =[      $magic5,       lavasham_magic6    ]
                              {
                              self.effects = self.effects | EF_MUZZLEFLASH;
                              self.owner.frame = 2;
                              };
                              void() lavasham_magic6     =[      $magic6,       lavasham_magic9    ]
                              {
                              remove (self.owner);
                              lavaMissile();
                              sound (self, CHAN_WEAPON, "shambler/sboom.wav", 1, ATTN_NORM);
                              };
                              void() lavasham_magic9     =[      $magic9,       lavasham_magic10   ]
                              {
                              self.effects = self.effects | EF_MUZZLEFLASH;
                              self.owner.frame = 1;
                              };
                              void() lavasham_magic10    =[      $magic10,      lavasham_magic11   ]
                              {
                              self.effects = self.effects | EF_MUZZLEFLASH;
                              self.owner.frame = 2;
                              };
                              void() lavasham_magic11    =[      $magic11,      lavasham_magic12   ]
                              {
                              if (skill == 3)
                              	lavaMissile();
                              };
                              void() lavasham_magic12    =[      $magic12,      lavasham_run1	   ] {};
                              
                              
                              
                              void() lavasham_pain1       =[      $pain1, lavasham_pain2      ] {};
                              void() lavasham_pain2       =[      $pain2, lavasham_pain3      ] {};
                              void() lavasham_pain3       =[      $pain3, lavasham_pain4      ] {};
                              void() lavasham_pain4       =[      $pain4, lavasham_pain5      ] {};
                              void() lavasham_pain5       =[      $pain5, lavasham_pain6      ] {};
                              void() lavasham_pain6       =[      $pain6, lavasham_run1      ] {};
                              
                              void(entity attacker, float damage)	lavasham_pain =
                              {
                              	sound (self, CHAN_VOICE, "shambler/shurt2.wav", 1, ATTN_NORM);
                              
                              	if (self.health <= 0)
                              		return;		// allready dying, don't go into pain frame
                              
                              	if (random()*400 > damage)
                              		return;		// didn't flinch
                              
                              	if (self.pain_finished > time)
                              		return;
                              	self.pain_finished = time + 2;
                              		
                              	lavasham_pain1 ();
                              };
                              
                              
                              //============================================================================
                              
                              void() lavasham_death1      =[      $death1,       lavasham_death2     ] {};
                              void() lavasham_death2      =[      $death2,       lavasham_death3     ] {};
                              void() lavasham_death3      =[      $death3,       lavasham_death4     ] {self.solid = SOLID_NOT;};
                              void() lavasham_death4      =[      $death4,       lavasham_death5     ] {};
                              void() lavasham_death5      =[      $death5,       lavasham_death6     ] {};
                              void() lavasham_death6      =[      $death6,       lavasham_death7     ] {};
                              void() lavasham_death7      =[      $death7,       lavasham_death8     ] {};
                              void() lavasham_death8      =[      $death8,       lavasham_death9     ] {};
                              void() lavasham_death9      =[      $death9,       lavasham_death10    ] {};
                              void() lavasham_death10     =[      $death10,      lavasham_death11    ] {};
                              void() lavasham_death11     =[      $death11,      lavasham_death11    ] {};
                              
                              void() lavasham_die =
                              {
                              // check for gib
                              	if (self.health < -10)  // THIS IS THE GIB HEALTH TRY -50 IF YOU WANT HIM LESS GIBBABLE I LIKE YOU SEE THEM EXPLODE SO I USE -10
                              	{
                              		sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
                              		ThrowHead ("progs/h_lavashams.mdl", self.health);
                              		ThrowGib ("progs/gib1.mdl", self.health);
                              		ThrowGib ("progs/gib2.mdl", self.health);
                              		ThrowGib ("progs/gib3.mdl", self.health);
                              		ThrowGib ("progs/gib4.mdl", self.health);
                              		ThrowGib ("progs/gib5.mdl", self.health);
                              		ThrowGib ("progs/gib6.mdl", self.health);
                              		return;
                              	}
                              
                              // regular death
                              	sound (self, CHAN_VOICE, "shambler/sdeath.wav", 1, ATTN_NORM);
                              	lavasham_death1 ();
                              };
                              
                              //============================================================================
                              
                              
                              /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
                              */
                              void() monster_lavashambler =
                              {
                              	if (deathmatch)
                              	{
                              		remove(self);
                              		return;
                              	}
                              	precache_model ("progs/lavashambler.mdl");
                              	precache_model ("progs/lavaball.mdl");
                              	precache_model ("progs/h_lavashams.mdl");
                              	precache_model ("progs/bolt.mdl");
                              	
                              	precache_sound ("shambler/sattck1.wav");
                              	precache_sound ("shambler/sboom.wav");
                              	precache_sound ("shambler/sdeath.wav");
                              	precache_sound ("shambler/shurt2.wav");
                              	precache_sound ("shambler/sidle.wav");
                              	precache_sound ("shambler/ssight.wav");
                              	precache_sound ("shambler/melee1.wav");
                              	precache_sound ("shambler/melee2.wav");
                              	precache_sound ("shambler/smack.wav");
                              
                              	self.solid = SOLID_SLIDEBOX;
                              	self.movetype = MOVETYPE_STEP;
                              	setmodel (self, "progs/lavashambler.mdl");
                              
                              	setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
                              	self.health = 600;
                              
                              	self.th_stand = lavasham_stand1;
                              	self.th_walk = lavasham_walk1;
                              	self.th_run = lavasham_run1;
                              	self.th_die = lavasham_die;
                              	self.th_melee = lavasham_melee;
                              	self.th_missile = lavasham_magic1;
                              	self.th_pain = lavasham_pain;
                              	
                              	walkmonster_start();
                              };

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