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Text File  |  2004-08-04  |  9KB  |  221 lines

  1. /***********************************************************************
  2.  
  3.     weapon_handgrenade.def
  4.  
  5. ***********************************************************************/
  6.  
  7. export fred {
  8.     // View Model Grenade
  9.     options -prefix NADE_ -keep barrel -parent barrel Rhand -sourcedir models/weapons/grenades/cycles -destdir models/md5/weapons/grenade_view
  10.     mesh    idle1.mb -dest viewgrenade
  11.     anim    idle1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_idle
  12.     anim    raise.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_raise
  13.     anim    lower.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_lower
  14.     //anim    fire1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire1
  15.     anim    fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire2
  16.     anim    start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 20 130 -dest grenade_start
  17.     anim    start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 152 180 -dest grenade_throw
  18.     //anim    models/weapons/grenades/cycles/fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 99 132 -dest throw
  19.     //anim    models/weapons/grenades/cycles/fire3.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 98 132 -dest grenade_lowthrow
  20.     anim    fastthrow.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fastthrow
  21.  
  22.  
  23.     // World Model Grenade    
  24.     options -prefix PLAYER_NADE_ -keep ATTACHER barrel -parent barrel gbody -rename ATTACHER origin -clearorigin -sourcedir models/characters/player/mocap -destdir models/md5/weapons/grenade_world
  25.     mesh    grenade_idle.mb -dest worldgrenade
  26.     anim    grenade_idle.mb -dest grenade_idle
  27.     anim    grenade_throw.mb -dest grenade_throw
  28. }
  29.  
  30. entityDef weapon_handgrenade {
  31.     "editor_color"                ".3 .3 1"
  32.     "editor_mins"                "-16 -16 0"
  33.     "editor_maxs"                "16 16 32"
  34.     "editor_usage"                "Hand Grenade"
  35.     "editor_rotatable"            "1"
  36.  
  37.     "spawnclass"                "idItem"
  38.     "size"                        "32 32 32"
  39.     "model"                        "models/items/grenade_ammo/grenade.lwo"
  40.     "model_view"                "viewmodel_grenade"
  41.     "model_world"                 "worldmodel_handgrenade"
  42.     "joint_attach"                "NADE_ATTACHER"
  43.     "def_dropItem"                "moveable_item_grenades"
  44.  
  45.     "inv_name"                    "Hand Grenades"
  46.     "inv_weapon"                "weapon_handgrenade"
  47.     "inv_ammo_grenades"         "5"
  48.     "inv_item"                    "5"
  49.     "icon"                        "guis/assets/hud/wpn_4"
  50.  
  51.     "weapon_scriptobject"        "weapon_handgrenade"
  52.     "def_projectile"            "projectile_grenade"
  53.     "def_explode_inhand"        "env_grenade_explodeinhand"
  54.     "def_damage_inhand"            "damage_grenadeSplash_inhand"
  55.     "ammoType"                    "ammo_grenades"
  56.     "ammoRequired"                "1"
  57.     "clipSize"                    "0"
  58.     "silent_fire"                "1"
  59.  
  60.     "hide_time"                    "0.3"                                // time to hide weapon when talking to npcs or looking at guis
  61.     "hide_distance"                "-15"                                // distance to offset weapon when talking to npcs or looking at guis
  62.  
  63.     "snd_acquire"                "player_grenade_use"
  64.     "snd_respawn"                "sound_weapon_respawn"
  65.     "snd_explode"                "rocket_impact"
  66.  
  67.     // skin_invisible not defined, weapon code will call UpdateSkin on weapon script
  68.     "skin_nade"                    "skins/models/weapons/nade"
  69.     "skin_nade_invis"            "skins/models/weapons/nade_invis"
  70.     "skin_nonade"                "skins/models/weapons/nonade"
  71.     "skin_nonade_invis"            "skins/models/weapons/nonade_invis"
  72.     
  73.     "spread"                    "0"
  74.     
  75.     "primed_fuse"                "3"
  76. }
  77.  
  78. entityDef env_grenade_explodeinhand {
  79.     "spawnclass"                "idAnimatedEntity"
  80.     "model"                        "grenadeExplosion.prt"
  81. }
  82.  
  83. entityDef moveable_item_grenades {
  84.     "inherit"                    "weapon_handgrenade"
  85.     "spawnclass"                "idMoveableItem"
  86.     "model"                        "models/weapons/grenades/grenades_world.lwo"
  87.     "density"                    "0.05"
  88.     "friction"                    "0.2"
  89.     "bouncyness"                "0"
  90. }
  91.  
  92. model worldmodel_handgrenade {
  93.     mesh                        models/md5/weapons/grenade_world/worldgrenade.md5mesh
  94.     skin                        skins/models/weapons/nade.skin
  95.  
  96.     anim idle                     models/md5/weapons/grenade_world/grenade_idle.md5anim
  97.     anim fire                    models/md5/weapons/grenade_world/grenade_throw.md5anim {
  98.         frame 44                object_call GrenadeNoNade
  99.         frame 69                object_call    GrenadeNade
  100.     }
  101. }
  102.  
  103. model viewmodel_grenade {
  104.     mesh                        models/md5/weapons/grenade_view/viewgrenade.md5mesh
  105.     offset                        ( 6 3 -3 )
  106.  
  107.     anim raise                     models/md5/weapons/grenade_view/grenade_raise.md5anim {
  108.         frame    1                sound_weapon player_grenade_use
  109.     }
  110.     anim idle                     models/md5/weapons/grenade_view/grenade_idle.md5anim {
  111.         frame 1                    object_call GrenadeNade
  112.     }
  113.     anim putaway                 models/md5/weapons/grenade_view/grenade_lower.md5anim
  114.     anim fire                     models/md5/weapons/grenade_view/grenade_fire2.md5anim 
  115.     anim throw_start             models/md5/weapons/grenade_view/grenade_start.md5anim {
  116.         // frame 1                 sound_body player_handgrenade_throw
  117.         // Was frame 6 -Xian
  118.     }        
  119.     anim throw                     models/md5/weapons/grenade_view/grenade_throw.md5anim {
  120.         frame 1                    object_call GrenadeNade
  121.         frame 8                    object_call GrenadeNoNade
  122.     }
  123.  
  124.     anim throw_quick             models/md5/weapons/grenade_view/grenade_fastthrow.md5anim {
  125.         frame 1                    object_call GrenadeNade
  126.         frame 14                object_call GrenadeNoNade
  127.     }
  128. }
  129.  
  130. entityDef damage_grenadeDirect {
  131.     "damage"                    "150"
  132.     "push"                        "1000"
  133.     "mtr_wound_flesh"            "textures/decals/hurt02"
  134.     "mtr_splat_flesh"            ""
  135.     "gib"                        "0"
  136.     "smoke_wound_flesh"            "bloodwound.prt"
  137. }
  138.  
  139. entityDef damage_grenadeSplash {
  140.     "damage"                    "150"
  141.     "radius"                    "175"
  142.     "knockback"                    "80"
  143.     "push"                        "10000"
  144.     "attackerDamageScale"        "0.2"
  145.     "attackerPushScale"            "0.2"
  146.     "gib"                        "0"
  147. }
  148.  
  149. entityDef damage_grenadeSplash_inhand {
  150.     "inherit"                    "damage_grenadeSplash"
  151.     "selfDamageScale"            "20"
  152. }
  153.  
  154. entityDef projectile_grenade {
  155.     "spawnclass"                "idProjectile"
  156.     "mins"                        "-3 -3 0"
  157.     "maxs"                        "3 3 11"
  158.     "cylinder"                    "6"
  159.     "model"                     "models/weapons/grenades/grenades_world.lwo"
  160.     "offsetModel"                "0 0 -5"
  161.  
  162.     "def_damage"                "damage_grenadeDirect"
  163.     "def_splash_damage"            "damage_grenadeSplash"
  164.                                 
  165.     "launchFromBarrel"            "1"
  166.     "health"                    "0"                    // amount of damage projectile can take if damaged (0 means it can't be destroyed)
  167.     "velocity"                    "300 0 40"            // how fast the projectile leaves the gun (or distance if fuse is 0)
  168.     "angular_velocity"            "10 -10 10"            // how the projectile is rotating when it leaves the gun
  169.     "thrust"                    "0"                    // the rate of acceleration (always in the direction of the projectiles model)
  170.     "thrust_start"                "0"                    // when to start accelerating
  171.     "thrust_end"                "0"                    // when to stop accelerating
  172.     "linear_friction"            "0.6"                // "air" friction
  173.     "angular_friction"            "0.4"
  174.     "contact_friction"            "0.1"
  175.     "bounce"                    "0.45"                // how much speed a projectile retains when it bounces off of objects (coefficient of restitution).  0 means no bounce.
  176.     "mass"                        "10"
  177.     "gravity"                    "1066"                // how much gravity affects the trajectory.  gravity direction is same as the entity that fired it.
  178.     "fuse"                        "3"                    // how long before the projectile is removed or self-detonates.  Use 0 for beam weapons (velocity == distance).
  179.                         
  180.     "detonate_on_fuse"            "1"                    // whether projectile should detonate when it's fuse runs out
  181.     "detonate_on_death"            "0"                    // whether projectile should detonate when it's "killed" (health runs out)
  182.     "detonate_on_world"            "0"                    // whether projectile should detonate when it hits an obstacle
  183.     "detonate_on_actor"            "1"                    // whether projectile should detonate when it hits a character in the game
  184.     "detonate_on_trigger"        "1"                    // whether projectile should detonate when triggered by a character in the game
  185.                                 
  186.     "impact_damage_effect"        "1"                    // whether projectile causes blood splats from characters that bleed
  187.     "impact_gib"                "1"                    // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
  188.  
  189.     "mtr_detonate"                "textures/decals/ballburn01"
  190.     "decal_size"                "300" 
  191.  
  192.     "model_detonate"            "grenadeExplosion.prt"            // parametric particles -- temp
  193.  
  194.     "smoke_fly"                    "grenadetrail.prt"            // particle effect while in the air
  195.     "smoke_detonate"            ""                                // particle effect when detonates
  196.     "smoke_residue"                ""                                // particle effect while in the air
  197.     "smoke_fuse"                ""
  198.     "smoke_bounce"                "bulletricochet.prt"
  199.  
  200.     "debris_count"                "6"
  201.     "def_debris"                "debris_largeshrapnel"
  202.     "def_shrapnel"                "debris_shrapnel"
  203.  
  204.     "mtr_light_shader"            ""
  205.     "light_color"                ""
  206.     "light_radius"                ""
  207.     "light_offset"                ""
  208.  
  209.     "mtr_explode_light_shader"    "muzzleflash"
  210.     "explode_light_color"        "1 0.8 0.4"
  211.     "explode_light_radius"        "1000"
  212.     "explode_light_fadetime"    "0.25"
  213.     
  214.     "detonation_axis"            "0 0 1"
  215.  
  216.     "snd_impact"                "player_handgrenade_bounce"
  217.     "snd_bounce"                "player_handgrenade_bounce"
  218.     "snd_explode"                "rocket_impact"
  219.     "snd_throw"                    "player_handgrenade_throw"    // For precache -- referenced in the script
  220. }
  221.