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weapon_plasmagun.def
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2004-08-04
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357 lines
/***********************************************************************
weapon_plasmagun.def
***********************************************************************/
export fred {
// view model plasmagun
options -prefix PLASMA_ -keep barrel eject flash guilight newguithing ventlight -parent ventlight pgbody2 -parent barrel pgbody2 -parent eject pgbody2 -parent gui pgscreen -parent newguithing pgupmon -parent guilight pgupmon -parent fx pgbody2 -parent nut pgbody2 -rename origin blah -sourcedir models/weapons/plasmagun/cycles -destdir models/md5/weapons/plasmagun_view
mesh idle.mb -dest viewplasmagun
anim raise.mb
anim raise2.mb -range 1 90 -dest raise2up
anim raise2.mb -range 90 90 -dest raise2idle
anim idle.mb
anim fire1.mb
anim fire2.mb
anim reload.mb
anim lower.mb
// world model plasmagun
options -ignorescale -prefix PLAYER_pg -keep ATTACHER barrel eject flash guilight -parent barrel body2 -parent eject body2 -parent flash body2 -parent eject body2 -parent guilight body2 -rename ATTACHER origin -clearorigin
addoptions -skipmesh PLAYER_plasma_innerscopebot_mesh1
addoptions -skipmesh PLAYER_plasma_outerscopebot_mesh1
addoptions -skipmesh PLAYER_plasma_innerscopetop_mesh1
addoptions -skipmesh PLAYER_plasma_outerscopetop_mesh1
addoptions -skipmesh PLAYER_plasma_innerflap1_mesh1
addoptions -skipmesh PLAYER_plasma_outerflap1_mesh1
addoptions -skipmesh PLAYER_plasma_bolt_mesh1
addoptions -skipmesh PLAYER_plasma_screen_mesh1
addoptions -skipmesh PLAYER_plasma_body_mesh1
addoptions -skipmesh PLAYER_plasma_handle_mesh1
addoptions -skipmesh PLAYER_plasma_outerflap2_mesh1
addoptions -skipmesh PLAYER_plasma_innerflap2_mesh4
addoptions -skipmesh PLAYER_plasma_uppermon_mesh4
mesh models/characters/player/mocap/plasmagun_idle.mb -dest models/md5/weapons/plasmagun_world/worldplasmagun
anim models/characters/player/mocap/plasmagun_idle.mb -dest models/md5/weapons/plasmagun_world/plasmagun_idle
}
entityDef weapon_plasmagun {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Plasma Gun"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/plasmagun/plasmagun_world.lwo"
"model_view" "viewmodel_plasmagun"
"model_world" "worldmodel_plasmagun"
"joint_attach" "pgATTACHER"
"def_dropItem" "moveable_item_plasmagun"
"inv_name" "Plasma Gun"
"inv_weapon" "weapon_plasmagun"
"inv_ammo_cells" "50"
"inv_item" "5"
"icon" "guis/assets/hud/wpn_5"
"gui" "guis/weapons/plasmagun.gui"
"mtr_guiLightShader" "lights/viewWeaponGuiLight"
"weapon_scriptobject" "weapon_plasmagun"
"def_projectile" "projectile_plasmablast"
"muzzle_launch" "1"
"ammoType" "ammo_cells"
"ammoRequired" "1"
"clipSize" "50"
"lowAmmo" "10"
"mtr_flashShader" "muzzleflash"
"flashColor" "0.18 0.70 0.82"
"flashRadius" "360"
"silent_fire" "0"
"smoke_muzzle" "plasmamuzzlesmoke.prt"
"gib" "1"
"weaponAngleOffsetAverages" "15"
"weaponAngleOffsetScale" ".40"
"weaponAngleOffsetMax" "20"
"weaponOffsetTime" "500"
"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
"nozzleFx" "1"
"nozzleFxFade" "100"
"nozzleGlowColor" "0.18 0.70 0.82"
"nozzleGlowOffset" "-6 2 1"
"nozzleGlowRadius" "160"
"mtr_nozzleGlowShader" "lights/plasmaglow"
//"snd_acquire" "sound_weapon_acquire"
"snd_acquire" "player_plasma_raise"
"snd_respawn" "sound_weapon_respawn"
"snd_hum" "player_plasma_idle"
"skin_invisible" "skins/plasma_invis"
"spread" "0"
}
entityDef moveable_item_plasmagun {
"inherit" "weapon_plasmagun"
"spawnclass" "idMoveableItem"
"density" "0.05"
"friction" "0.2"
"bouncyness" "0"
}
model worldmodel_plasmagun {
mesh models/md5/weapons/plasmagun_world/worldplasmagun.md5mesh
//offset ( 1 2 1 )
anim raise models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim
anim idle models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim
anim aim models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim
anim fire1 models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim {
frame 1 sound_weapon plasma_fire
}
anim reload models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim {
frame 1 sound_weapon plasma_reload
}
anim noammo models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim {
frame 1 sound_weapon plasma_dryfire
}
anim putaway models/md5/weapons/plasmagun_world/plasmagun_idle.md5anim
}
model viewmodel_plasmagun {
mesh models/md5/weapons/plasmagun_view/viewplasmagun.md5mesh
anim raise models/md5/weapons/plasmagun_view/raise.md5anim {
frame 1 sound_weapon player_plasma_raise
}
anim guiup models/md5/weapons/plasmagun_view/raise2up.md5anim
anim guiidle models/md5/weapons/plasmagun_view/raise2idle.md5anim
anim idle models/md5/weapons/plasmagun_view/idle.md5anim
anim fire1 models/md5/weapons/plasmagun_view/fire1.md5anim {
frame 1 sound_weapon plasma_fire
}
anim fire2 models/md5/weapons/plasmagun_view/fire2.md5anim {
frame 1 sound_weapon plasma_fire
}
anim putaway models/md5/weapons/plasmagun_view/lower.md5anim
anim reload models/md5/weapons/plasmagun_view/reload.md5anim {
frame 1 sound_weapon plasma_reload
}
anim noammo models/md5/weapons/plasmagun_view/fire1.md5anim {
frame 1 sound_weapon plasma_dryfire
}
}
entityDef damage_plasmablast {
"damage" "16"
"smoke_wound_flesh" "bloodwound.prt"
"gib" "1"
}
entityDef projectile_plasmablast {
"spawnclass" "idProjectile"
"mins" "-6 -6 -4"
"maxs" "6 6 4"
"cone" "3"
"model" "models/particles/plasma_bolt/plasma_bolt.lwo"
"def_damage" "damage_plasmablast"
"launchFromBarrel" "1"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "700 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
"random_shader_spin" "1" // sets shader parm 5 which if appropriate the projectile shader will use this as an alternating spin
"angular_velocity" "0 0 0" // 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" // "air" friction
"angular_friction" "0"
"contact_friction" "0"
"bounce" "0.6" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "50"
"push" "4000" // additional impulse when projectile collides
"gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
"detonate_on_fuse" "0" // whether projectile should detonate when it's fuse runs out
"detonate_on_death" "1" // whether projectile should detonate when it's "killed" (health runs out)
"detonate_on_world" "1" // 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
"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/ballburn_plasma"
"decal_size" "70"
"smoke_fly" "plasmatrail.prt" // particle effect while in the air
"smoke_detonate" "" // particle effect when detonates
"smoke_residue" "" // particle effect while in the air
"smoke_bounce" "" // particle effect when bounces
"smoke_fuse" "" // particle effect when removed from fuse expiring
"model_detonate" "plasmaimpact.prt"
// "mtr_light_shader" "muzzleflash"
// "light_color" "0 0 0.8"
// "light_radius" "160"
// "light_offset" "-8 0 0"
// "mtr_explode_light_shader" "muzzleflash"
// "explode_light_color" "0 0 1"
// "explode_light_radius" "240"
// "explode_light_fadetime" "0.25"
"snd_fly" "plasma_flight" // sound effect while in the air
"snd_explode" "plasma_impact"
}
/*
Generated by the Particle Editor.
To use the particle editor, launch the game and type 'editParticles' on the console.
*/
particle plasmaimpact {
depthHack 10
{
count 1
material textures/particles/boomboom2
time 1.400
cycles 1.000
bunching 0.050
distribution sphere 10.000 10.000 0.000
direction cone 0.000
orientation view
speed "0.000"
size "10.000" to "43.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.100
fadeOut 0.750
fadeIndex 0.000
color 0.000 0.360 0.490 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 1
material textures/particles/boomboom
time 0.150
cycles 1.000
bunching 0.050
distribution sphere 2.000 2.000 2.000
direction cone 0.000
orientation view
speed "0.200" to "0.000"
size "0.000" to "35.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.450
fadeIndex 0.000
color 0.200 0.880 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 1
material textures/particles/boomboom
time 0.150
cycles 1.000
bunching 0.050
distribution sphere 2.000 2.000 2.000
direction cone 0.000
orientation view
speed "0.000"
size "5.000" to "40.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.700
fadeIndex 0.000
color 0.010 0.870 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 1
material textures/particles/boomboom2
time 0.150
cycles 1.000
bunching 0.050
distribution sphere 7.000 7.000 7.000
direction cone 0.000
orientation view
speed "0.000"
size "0.000" to "60.500"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.350
fadeIndex 0.000
color 0.010 0.870 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 1
material textures/particles/bfgballblast
time 0.250
cycles 1.000
bunching 0.050
distribution sphere 7.000 7.000 7.000
direction cone 0.000
orientation z
speed "0.000"
size "0.000" to "30.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.350
fadeIndex 0.000
color 0.000 0.400 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
{
count 1
material textures/particles/plasmablast
time 0.250
cycles 1.000
bunching 0.050
distribution sphere 7.000 7.000 7.000
direction cone 0.000
orientation view
speed "0.000"
size "5.000" to "35.000"
aspect "1.000"
randomDistribution 1
boundsExpansion 0.000
fadeIn 0.050
fadeOut 0.350
fadeIndex 0.000
color 0.000 0.400 1.000 1.000
fadeColor 0.000 0.000 0.000 0.000
offset 0.000 0.000 0.000
gravity world 0.000
}
}