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weapon_pistol.def
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2004-08-05
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264 lines
/***********************************************************************
weapon_pistol.def
anim fire2 models/md5/weapons/pistol_view/fire2.md5anim {
frame 1 sound_weapon player_pistol_fire
}
anim fire3 models/md5/weapons/pistol_view/fire3.md5anim {
frame 1 sound_weapon player_pistol_fire
}
anim fire4 models/md5/weapons/pistol_view/fire4.md5anim {
frame 1 sound_weapon player_pistol_fire
}
***********************************************************************/
export fred {
// view model pistol
options -prefix PISTOL_ -keep barrel eject flash -keep flash -parent flash Bod -parent barrel Bar -parent Ext eject -parent Bar Bod -parent eject Bod -parent Bod Rhand1 -parent Luparm1 Rloarm1 -parent Cli Bod -parent Trig Bod -rename origin blah -sourcedir models/weapons/pistol/fred/cycles -destdir models/md5/weapons/pistol_view
mesh idle.ma -dest viewpistol
anim idle.ma
anim idle_empty.ma
anim fire1.ma
anim fire2.ma
anim fire3.ma
anim fire4.ma
anim put_away.ma
//anim models/weapons/pistol/fred/cycles/raise3.ma -dest models/md5/weapons/pistol_view/raise3
anim raise.ma
anim reload_empty.ma
anim reload_empty.ma -range 1 14 -dest empty_reload_start
// world model pistol
options -ignorescale -prefix PLAYER_PISTOL_ -keep pistolclip ATTACHER barrel flash eject -parent eject pbody -parent flash pbody -parent pistolclip pbody -rename pbarrel barrel -rename ATTACHER origin -clearorigin
addoptions -skipmesh PLAYER_pistolBarrel
addoptions -skipmesh PLAYER_pistolExtender
addoptions -skipmesh PLAYER_pistolTrigger
addoptions -skipmesh PLAYER_pistolBody
addoptions -skipmesh PLAYER_pistolClip1
mesh models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/worldpistol
anim models/characters/player/mocap/pistol_idle.mb -dest models/md5/weapons/pistol_world/pistol_idle
}
entityDef weapon_pistol {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Pistol"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/pistol/w_pistol.lwo"
"model_view" "viewmodel_pistol"
"model_world" "worldmodel_pistol"
"joint_attach" "PISTOL_ATTACHER"
"def_dropItem" "moveable_item_pistol"
"inv_name" "Pistol"
"inv_weapon" "weapon_pistol"
"inv_item" "5"
"inv_ammo_bullets" "12"
"icon" "guis/assets/hud/wpn_1"
"weapon_scriptobject" "weapon_pistol"
"def_projectile" "projectile_bullet_pistol"
"ammoType" "ammo_bullets"
"ammoRequired" "1"
"clipSize" "12"
"lowAmmo" "4"
//start Cryect
//"mtr_flashShader" "muzzleflash"
//"flashColor" "1 0.8 0.4"
//"flashRadius" "120"
"mtr_flashShader" "lights/flashlight5"
"flashColor" "1 1 1"
"flashTime" "0.016"
"flashRadius" "400"
"flashAngle" "22.0"
"flashTarget" "1280 0 0 "
"flashUp" "0 640 0"
"flashRight" "0 0 -640"
"flashPointLight" "0"
//End Cryect
"silent_fire" "0"
"recoilTime" "125"
"recoilAngles" "-1 0 0"
"weaponAngleOffsetAverages" "10"
"weaponAngleOffsetScale" ".25"
"weaponAngleOffsetMax" "10"
"weaponOffsetTime" "400"
"weaponOffsetScale" "0.005"
"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
"smoke_muzzle" "muzzlesmoke.prt"
"def_ejectBrass" "debris_brass"
"ejectBrassDelay" "10"
"snd_acquire" "sound_weapon_acquire"
"snd_respawn" "sound_weapon_respawn"
"skin_invisible" "skins/pistol_invis"
"spread" "0"
}
entityDef moveable_item_pistol {
"inherit" "weapon_pistol"
"spawnclass" "idMoveableItem"
"density" "0.05"
"friction" "0.2"
"bouncyness" "0"
}
model worldmodel_pistol {
mesh models/md5/weapons/pistol_world/worldpistol.md5mesh
anim idle models/md5/weapons/pistol_world/pistol_idle.md5anim
anim idle_empty models/md5/weapons/pistol_world/pistol_idle.md5anim
anim aim models/md5/weapons/pistol_world/pistol_idle.md5anim
anim fire1 models/md5/weapons/pistol_world/pistol_idle.md5anim
anim putaway models/md5/weapons/pistol_world/pistol_idle.md5anim
anim raise models/md5/weapons/pistol_world/pistol_idle.md5anim
anim reload models/md5/weapons/pistol_world/pistol_idle.md5anim
anim noammo models/md5/weapons/pistol_world/pistol_idle.md5anim
}
model viewmodel_pistol {
mesh models/md5/weapons/pistol_view/viewpistol.md5mesh
anim raise models/md5/weapons/pistol_view/raise.md5anim {
frame 7 sound_body player_pistol_raise_01
}
anim idle models/md5/weapons/pistol_view/idle.md5anim
anim idle_empty models/md5/weapons/pistol_view/idle_empty.md5anim
anim fire1 models/md5/weapons/pistol_view/fire1.md5anim {
frame 1 sound_weapon player_pistol_fire
}
anim reload models/md5/weapons/pistol_view/reload_empty.md5anim {
frame 1 sound_weapon player_pistol_reload
}
anim noammo models/md5/weapons/pistol_view/empty_reload_start.md5anim {
frame 1 sound_body player_pistol_empty
}
anim putaway models/md5/weapons/pistol_view/put_away.md5anim
}
entityDef damage_bullet_pistol {
"damage" "14"
"kickDir" "1 0 0"
"mtr_blob" "genericDamage"
"blob_time" "300"
"blob_size" "400"
"blob_offset_x" "400"
"knockback" "1"
"gib" "0"
"smoke_wound_flesh" "burstysquirt.prt"
"mtr_wound_flesh" "textures/decals/hurt02"
"mtr_wound_metal" "textures/decals/hurtmetal"
"mtr_wound_ricochet" "textures/decals/hurtmetal"
"mtr_splat_flesh" "textures/decals/dsplat2"
"mtr_splat_flesh2" "textures/decals/dsplat5"
"mtr_splat_flesh3" "textures/decals/dsplat7"
"mtr_splat_flesh4" "textures/decals/dsplat11"
// the flesh impact is used in the damage so players hear it on their body
// the other impacts are played on detonation
"snd_flesh" "bullet_impact_flesh"
"kick_time" "400"
"kick_amplitude" "1"
"dv_time" "100"
}
entityDef projectile_bullet_pistol {
"spawnclass" "idProjectile"
"mins" "-1 -1 -1"
"maxs" "1 1 1"
"cone" "3"
"scale" "0.1"
"noshadows" "1"
"def_damage" "damage_bullet_pistol"
"launchFromBarrel" "0"
"health" "0"
"velocity" "7200 0 0" // .38 Special 600 fps. Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23
"angular_velocity" "0 0 0"
"thrust" "0"
"thrust_start" "0"
"thrust_end" "0"
"linear_friction" "0"
"angular_friction" "0"
"contact_friction" "0"
"bounce" "0.6"
"mass" "2"
"gravity" "0"
"fuse" "4"
"detonate_on_fuse" "0"
"detonate_on_death" "0"
"detonate_on_world" "1"
"detonate_on_actor" "1"
"impact_damage_effect" "1"
"impact_gib" "1"
"mtr_detonate" "textures/decals/bulleth02"
"mtr_detonate_glass" "textures/decals/testbulletglass1"
"decal_size" "10"
"model_smokespark" "bulletsmokeandspark.prt"
"model_ricochet" "bulletricochet.prt"
// played on collision with non-damagable entities
"snd_plastic" "bullet_impact_plastic"
"snd_cardboard" "bullet_impact_cardboard"
"snd_flesh" "bullet_impact_flesh"
"snd_metal" "bullet_impact_metal"
"snd_stone" "bullet_impact_stone"
"snd_wood" "bullet_impact_wood"
"snd_glass" "bullet_impact_glass"
"snd_liquid" "bullet_impact_liquid"
"snd_ricochet" "bullet_ricochet"
//"snd_impact" "bullet_impact_metal"
"mtr_light_shader" ""
"light_color" "0 0 0"
"light_radius" "0"
"light_offset" "0 0 0"
"mtr_explode_light_shader" ""
"explode_light_color" "0 0 0"
"explode_light_radius" "0"
"explode_light_fadetime" "0"
}