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weapon_rocketlauncher.def
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Text File
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2004-08-03
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9KB
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213 lines
/***********************************************************************
weapon_rocketlauncher.def
***********************************************************************/
export fred {
// View Model Rocket Launcher
options -prefix RL_ -keep barrel -keep flash -rename origin blah -rename barrel2 barrel -parent barrel RLBODY -parent flash RLBODY
mesh models/weapons/rocketlauncher/cycles/idle.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/viewrocketlauncher
anim models/weapons/rocketlauncher/cycles/raise.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/raise
anim models/weapons/rocketlauncher/cycles/idle.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/idle
anim models/weapons/rocketlauncher/cycles/fire.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/fire
anim models/weapons/rocketlauncher/cycles/reload.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/reload
anim models/weapons/rocketlauncher/cycles/lower.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/lower
// world model Rocket Launcher
options -prefix PLAYER_RL -keep barrel _ATTACHER flash eject -parent eject BODY -parent flash BODY -rename barrel2 barrel -rename _ATTACHER origin -parent barrel BODY -clearorigin
addoptions -skipmesh PLAYER_rshell1
addoptions -skipmesh PLAYER_rshell2
addoptions -skipmesh PLAYER_rshell3
addoptions -skipmesh PLAYER_rshell4
addoptions -skipmesh PLAYER_reloader1
addoptions -skipmesh PLAYER_handle
addoptions -skipmesh PLAYER_aimer
addoptions -skipmesh PLAYER_body
mesh models/characters/player/mocap/rocketlauncher_aim.mb -dest models/md5/weapons/rocketlauncher_world/worldrocketlauncher
//anim models/characters/player/mocap/rocketlauncher_aim.mb -dest models/md5/weapons/rocketlauncher_world/rocketlauncher_aim
anim models/characters/male_npc/cycles/tweakedplayermoves/rocketlauncher_aim.mb -dest models/md5/weapons/rocketlauncher_world/rocketlauncher_aim
//anim models/characters/player/mocap/rocketlauncher_fire.mb -dest models/md5/weapons/rocketlauncher_world/rocketlauncher_fire
}
entityDef weapon_rocketlauncher {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "Rocket Launcher"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/rocketlauncher/w_rocketlauncher.lwo"
"model_view" "viewmodel_rocketlauncher"
"model_world" "worldmodel_rocketlauncher"
"joint_attach" "RL_ATTACHER"
"def_dropItem" "moveable_item_rocketlauncher"
"inv_name" "Rocket Launcher"
"inv_weapon" "weapon_rocketlauncher"
"inv_ammo_rockets" "5"
"inv_item" "5"
"icon" "guis/assets/hud/wpn_6"
"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
"hide_distance" "-20" // distance to offset weapon when talking to npcs or looking at guis
"weapon_scriptobject" "weapon_rocketlauncher"
"def_projectile" "projectile_rocket"
"ammoType" "ammo_rockets"
"ammoRequired" "1"
"clipSize" "5"
"lowAmmo" "1"
"mtr_flashShader" "muzzleflash"
"flashColor" "1 0.8 0.4"
"flashRadius" "600"
"silent_fire" "0"
"recoilTime" "325"
"recoilAngles" "-1 0 0"
"weaponAngleOffsetAverages" "15"
"weaponAngleOffsetScale" ".5"
"weaponAngleOffsetMax" "50"
"weaponOffsetTime" "500"
"weaponOffsetScale" "0.005"
//"smoke_muzzle" "rocketmuzzle.prt"
"snd_acquire" "sound_weapon_acquire"
"snd_respawn" "sound_weapon_respawn"
"skin_1" "models/weapons/0rox.skin"
"skin_2" "models/weapons/1rox.skin"
"skin_3" "models/weapons/2rox.skin"
"skin_4" "models/weapons/3rox.skin"
"skin_5" "models/weapons/4rox.skin"
"skin_6" "models/weapons/5rox.skin"
"skin_invisible" "skins/rocket_invis"
"spread" "1"
}
entityDef moveable_item_rocketlauncher {
"inherit" "weapon_rocketlauncher"
"spawnclass" "idMoveableItem"
"density" "0.05"
"friction" "0.2"
"bouncyness" "0"
}
model worldmodel_rocketlauncher {
mesh models/md5/weapons/rocketlauncher_world/worldrocketlauncher.md5mesh
anim raise models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
anim idle models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
anim aim models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
anim fire models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
anim reload models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
anim noammo models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
anim putaway models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim
}
model viewmodel_rocketlauncher {
mesh models/md5/weapons/rocketlauncher_view/viewrocketlauncher.md5mesh
offset ( -6 -3 -60 )
anim raise models/md5/weapons/rocketlauncher_view/raise.md5anim {
frame 1 sound_weapon player_rocketlauncher_raise
}
anim idle models/md5/weapons/rocketlauncher_view/idle.md5anim
anim fire models/md5/weapons/rocketlauncher_view/fire.md5anim {
frame 1 sound_weapon player_rocketlauncher_fire
}
anim reload models/md5/weapons/rocketlauncher_view/reload.md5anim {
frame 1 sound_weapon player_rocketlauncher_reload
}
anim putaway models/md5/weapons/rocketlauncher_view/lower.md5anim
}
entityDef projectile_rocket {
"spawnclass" "idProjectile"
"mins" "-3 -3 -6"
"maxs" "3 3 6"
"cone" "3"
"model" "models/weapons/rocketlauncher/rocket.lwo"
"def_damage" "damage_rocketDirect"
"def_splash_damage" "damage_rocketSplash"
"launchFromBarrel" "1" // launch from barrel
"health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "900 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0)
"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" "4" // when to stop accelerating
"linear_friction" "0" // "air" friction
"angular_friction" "0"
"contact_friction" "0"
"bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "300"
"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/ballburn01"
"decal_size" "300"
"smoke_fly" "rockettrail.prt" // particle effect while in the air
// parametric particles -- temp
"model_detonate" "rocketExplosion.prt"
"smoke_detonate" "" // particle effect when detonates
"smoke_residue" "" // particle effect while in the air
"smoke_bounce" ""
"smoke_fuse" ""
"debris_count" "6"
"def_debris" "debris_largeshrapnel"
"def_shrapnel" "debris_shrapnel"
"mtr_light_shader" ""
"light_color" "1 0.8 0.4"
"light_radius" "800"
"light_offset" "0 0 0"
"mtr_explode_light_shader" "muzzleflash"
"explode_light_color" "2 1.6 0.8"
"explode_light_radius" "640"
"explode_light_fadetime" "0.5"
"snd_fly" "rocket_flight" // sound effect while in the air
"snd_explode" "rocket_impact"
}
entityDef damage_rocketDirect {
"damage" "170"
"push" "1000"
"mtr_wound_flesh" "textures/decals/hurt02"
"mtr_splat_flesh" ""
"gib" "1"
"smoke_wound_flesh" "bloodwound.prt"
}
entityDef damage_rocketSplash {
"damage" "150"
"radius" "175" //changed by Tim 6-22-04 from 132
"knockback" "80"
"push" "10000"
"attackerDamageScale" "0.2"
"attackerPushScale" "0.2"
"gib" "0"
}