home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
GEGA 010
/
GEGA010.iso
/
Mods
/
Doom 3
/
BloodyScreme
/
bloodymess.pk4
/
def
/
weapon_handgrenade.def
< prev
next >
Wrap
Text File
|
2004-08-04
|
9KB
|
221 lines
/***********************************************************************
weapon_handgrenade.def
***********************************************************************/
export fred {
// View Model Grenade
options -prefix NADE_ -keep barrel -parent barrel Rhand -sourcedir models/weapons/grenades/cycles -destdir models/md5/weapons/grenade_view
mesh idle1.mb -dest viewgrenade
anim idle1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_idle
anim raise.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_raise
anim lower.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_lower
//anim fire1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire1
anim fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire2
anim start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 20 130 -dest grenade_start
anim start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 152 180 -dest grenade_throw
//anim models/weapons/grenades/cycles/fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 99 132 -dest throw
//anim models/weapons/grenades/cycles/fire3.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 98 132 -dest grenade_lowthrow
anim fastthrow.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fastthrow
// World Model Grenade
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
mesh grenade_idle.mb -dest worldgrenade
anim grenade_idle.mb -dest grenade_idle
anim grenade_throw.mb -dest grenade_throw
}
entityDef weapon_handgrenade {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Hand Grenade"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/items/grenade_ammo/grenade.lwo"
"model_view" "viewmodel_grenade"
"model_world" "worldmodel_handgrenade"
"joint_attach" "NADE_ATTACHER"
"def_dropItem" "moveable_item_grenades"
"inv_name" "Hand Grenades"
"inv_weapon" "weapon_handgrenade"
"inv_ammo_grenades" "5"
"inv_item" "5"
"icon" "guis/assets/hud/wpn_4"
"weapon_scriptobject" "weapon_handgrenade"
"def_projectile" "projectile_grenade"
"def_explode_inhand" "env_grenade_explodeinhand"
"def_damage_inhand" "damage_grenadeSplash_inhand"
"ammoType" "ammo_grenades"
"ammoRequired" "1"
"clipSize" "0"
"silent_fire" "1"
"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
"hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis
"snd_acquire" "player_grenade_use"
"snd_respawn" "sound_weapon_respawn"
"snd_explode" "rocket_impact"
// skin_invisible not defined, weapon code will call UpdateSkin on weapon script
"skin_nade" "skins/models/weapons/nade"
"skin_nade_invis" "skins/models/weapons/nade_invis"
"skin_nonade" "skins/models/weapons/nonade"
"skin_nonade_invis" "skins/models/weapons/nonade_invis"
"spread" "0"
"primed_fuse" "3"
}
entityDef env_grenade_explodeinhand {
"spawnclass" "idAnimatedEntity"
"model" "grenadeExplosion.prt"
}
entityDef moveable_item_grenades {
"inherit" "weapon_handgrenade"
"spawnclass" "idMoveableItem"
"model" "models/weapons/grenades/grenades_world.lwo"
"density" "0.05"
"friction" "0.2"
"bouncyness" "0"
}
model worldmodel_handgrenade {
mesh models/md5/weapons/grenade_world/worldgrenade.md5mesh
skin skins/models/weapons/nade.skin
anim idle models/md5/weapons/grenade_world/grenade_idle.md5anim
anim fire models/md5/weapons/grenade_world/grenade_throw.md5anim {
frame 44 object_call GrenadeNoNade
frame 69 object_call GrenadeNade
}
}
model viewmodel_grenade {
mesh models/md5/weapons/grenade_view/viewgrenade.md5mesh
offset ( 6 3 -3 )
anim raise models/md5/weapons/grenade_view/grenade_raise.md5anim {
frame 1 sound_weapon player_grenade_use
}
anim idle models/md5/weapons/grenade_view/grenade_idle.md5anim {
frame 1 object_call GrenadeNade
}
anim putaway models/md5/weapons/grenade_view/grenade_lower.md5anim
anim fire models/md5/weapons/grenade_view/grenade_fire2.md5anim
anim throw_start models/md5/weapons/grenade_view/grenade_start.md5anim {
// frame 1 sound_body player_handgrenade_throw
// Was frame 6 -Xian
}
anim throw models/md5/weapons/grenade_view/grenade_throw.md5anim {
frame 1 object_call GrenadeNade
frame 8 object_call GrenadeNoNade
}
anim throw_quick models/md5/weapons/grenade_view/grenade_fastthrow.md5anim {
frame 1 object_call GrenadeNade
frame 14 object_call GrenadeNoNade
}
}
entityDef damage_grenadeDirect {
"damage" "150"
"push" "1000"
"mtr_wound_flesh" "textures/decals/hurt02"
"mtr_splat_flesh" ""
"gib" "0"
"smoke_wound_flesh" "bloodwound.prt"
}
entityDef damage_grenadeSplash {
"damage" "150"
"radius" "175"
"knockback" "80"
"push" "10000"
"attackerDamageScale" "0.2"
"attackerPushScale" "0.2"
"gib" "0"
}
entityDef damage_grenadeSplash_inhand {
"inherit" "damage_grenadeSplash"
"selfDamageScale" "20"
}
entityDef projectile_grenade {
"spawnclass" "idProjectile"
"mins" "-3 -3 0"
"maxs" "3 3 11"
"cylinder" "6"
"model" "models/weapons/grenades/grenades_world.lwo"
"offsetModel" "0 0 -5"
"def_damage" "damage_grenadeDirect"
"def_splash_damage" "damage_grenadeSplash"
"launchFromBarrel" "1"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "300 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0)
"angular_velocity" "10 -10 10" // how the projectile is rotating when it leaves the gun
"thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
"thrust_start" "0" // when to start accelerating
"thrust_end" "0" // when to stop accelerating
"linear_friction" "0.6" // "air" friction
"angular_friction" "0.4"
"contact_friction" "0.1"
"bounce" "0.45" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "10"
"gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "3" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
"detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out
"detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out)
"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
"detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
"detonate_on_trigger" "1" // whether projectile should detonate when triggered by a character in the game
"impact_damage_effect" "1" // whether projectile causes blood splats from characters that bleed
"impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
"mtr_detonate" "textures/decals/ballburn01"
"decal_size" "300"
"model_detonate" "grenadeExplosion.prt" // parametric particles -- temp
"smoke_fly" "grenadetrail.prt" // particle effect while in the air
"smoke_detonate" "" // particle effect when detonates
"smoke_residue" "" // particle effect while in the air
"smoke_fuse" ""
"smoke_bounce" "bulletricochet.prt"
"debris_count" "6"
"def_debris" "debris_largeshrapnel"
"def_shrapnel" "debris_shrapnel"
"mtr_light_shader" ""
"light_color" ""
"light_radius" ""
"light_offset" ""
"mtr_explode_light_shader" "muzzleflash"
"explode_light_color" "1 0.8 0.4"
"explode_light_radius" "1000"
"explode_light_fadetime" "0.25"
"detonation_axis" "0 0 1"
"snd_impact" "player_handgrenade_bounce"
"snd_bounce" "player_handgrenade_bounce"
"snd_explode" "rocket_impact"
"snd_throw" "player_handgrenade_throw" // For precache -- referenced in the script
}