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Text File  |  2004-08-06  |  10KB  |  284 lines

  1. /***********************************************************************
  2.  
  3.     weapon_shotgun.def
  4.  
  5. ***********************************************************************/
  6.  
  7. export fred {
  8.     // view model shotgun    
  9.     options -prefix SG_ -keep barrel eject shell flash -parent flash body -rename barrel2 barrel -parent barrel body -parent eject body -parent body Rhand -parent shell Lhand -rename origin blah -sourcedir models/weapons/shotgun/cycles -destdir models/md5/weapons/shotgun_view 
  10.     mesh    idle.mb -dest viewshotgun
  11.     anim    idle.mb
  12.     anim    raise.mb
  13.     anim    fire1.mb
  14.     anim    fire2.mb
  15.     anim    fire3.mb
  16.     anim    reload_start.mb
  17.     anim    reload_loop.mb
  18.     anim    reload_loop2.mb
  19.     anim    reload_loop3.mb
  20.     anim    reload_end.mb
  21.     anim    reload2.mb
  22.     anim    lower.mb
  23.     anim    empty.mb
  24.  
  25.     // world model shotgun
  26.     options -prefix PLAYER_SHOTGUN_ -keep ATTACHER barrel flash eject -parent flash sgbody -parent eject sgbody -rename ATTACHER origin -rename sgbarrel barrel -clearorigin
  27.     addoptions -skipmesh PLAYER_shotgun_body_mesh
  28.     addoptions -skipmesh PLAYER_shotgun_handle_mesh
  29.     addoptions -skipmesh PLAYER_shotgun_trigger_mesh
  30.     addoptions -skipmesh PLAYER_shotgun_loflap_mesh
  31.     addoptions -skipmesh PLAYER_shotgun_extender_mesh
  32.     addoptions -skipmesh PLAYER_shotgun_upflap1_mesh
  33.     addoptions -skipmesh PLAYER_shotgun_upflap2_mesh
  34.     
  35.     mesh    models/characters/player/mocap/shotgun_idle.mb -dest models/md5/weapons/shotgun_world/worldshotgun
  36.     anim    models/characters/player/mocap/shotgun_idle.mb -dest models/md5/weapons/shotgun_world/shotgun_idle
  37.     anim    models/characters/player/mocap/shotgun_fire.mb -range 49 75 -dest models/md5/weapons/shotgun_world/shotgun_fire1
  38. }
  39.  
  40. entityDef weapon_shotgun {
  41.     "editor_color"                ".3 .3 1"
  42.     "editor_mins"                "-16 -16 0"
  43.     "editor_maxs"                "16 16 32"
  44.     "editor_usage"                "Shotgun"
  45.     "editor_rotatable"        "1"
  46.  
  47.     "spawnclass"                "idItem"
  48.     "size"                        "32 32 32"
  49.     "model"                        "models/weapons/shotgun/w_shotgun2.lwo"
  50.     "model_view"                 "viewmodel_shotgun"
  51.     "model_world"                 "worldmodel_shotgun"
  52.     "joint_attach"                "SHOTGUN_ATTACHER"
  53.     "def_dropItem"                "moveable_item_shotgun"
  54.  
  55.     "inv_name"                    "Shotgun"
  56.     "inv_weapon"                "weapon_shotgun"
  57.     "inv_ammo_shells"            "8"
  58.     "inv_item"                    "5"
  59.     "icon"                        "guis/assets/hud/wpn_2"
  60.  
  61.     "weapon_scriptobject"        "weapon_shotgun"
  62.     "def_projectile"            "projectile_bullet_shotgun"
  63.     "ammoType"                    "ammo_shells"
  64.     "ammoRequired"                "1"
  65.     "clipSize"                    "8"
  66.     "lowAmmo"                    "2"
  67.     "mtr_flashShader"            "muzzleflash"
  68.     "flashColor"                "1 0.8 0.4"
  69.     "flashRadius"                "480"
  70.     "silent_fire"                "0"
  71.     "recoilTime"                "325"
  72.     "recoilAngles"                "-1 0 0"
  73.  
  74.     "weaponAngleOffsetAverages" "15"
  75.     "weaponAngleOffsetScale"     ".40"
  76.     "weaponAngleOffsetMax"        "20"
  77.     "weaponOffsetTime"            "500"
  78.     "weaponOffsetScale"            "0.005"
  79.  
  80.     "hide_time"                    "0.3"                                // time to hide weapon when talking to npcs or looking at guis
  81.     "hide_distance"                "-15"                                // distance to offset weapon when talking to npcs or looking at guis
  82.  
  83.     "smoke_muzzle"                "shotgunmuzzlesmoke.prt"
  84.     "def_ejectBrass"            "debris_shotgunbrass"
  85.     "ejectBrassDelay"            "650"
  86.  
  87.     "snd_acquire"                "sound_weapon_acquire"
  88.     "snd_respawn"                "sound_weapon_respawn"
  89.     "skin_invisible"            "skins/shotgun_invis"
  90.     
  91.     "spread"                    "22"
  92. }
  93.  
  94. entityDef moveable_item_shotgun {
  95.     "inherit"                    "weapon_shotgun"
  96.     "spawnclass"                "idMoveableItem"
  97.     "model"                        "models/weapons/shotgun/w_shotgun2.lwo"
  98.     "density"                    "0.05"
  99.     "friction"                    "0.2"
  100.     "bouncyness"                "0"
  101. }
  102.  
  103. model worldmodel_shotgun {
  104.     mesh                        models/md5/weapons/shotgun_world/worldshotgun.md5mesh
  105.  
  106.     anim raise                    models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  107.     anim idle                     models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  108.     anim aim                     models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  109.     anim fire1                     models/md5/weapons/shotgun_world/shotgun_fire1.md5anim
  110.     anim fire2                     models/md5/weapons/shotgun_world/shotgun_fire1.md5anim
  111.     anim fire3                     models/md5/weapons/shotgun_world/shotgun_fire1.md5anim
  112.     anim reload_start             models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  113.     anim reload_loop1             models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  114.     anim reload_loop2             models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  115.     anim reload_end             models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  116.     anim putaway                models/md5/weapons/shotgun_world/shotgun_idle.md5anim
  117. }
  118.  
  119. model viewmodel_shotgun {
  120.     mesh                        models/md5/weapons/shotgun_view/viewshotgun.md5mesh
  121.     
  122.     anim raise                    models/md5/weapons/shotgun_view/raise.md5anim {
  123.         frame 1                    sound_body player_shotgun_raise
  124.     }
  125.     anim idle                     models/md5/weapons/shotgun_view/idle.md5anim
  126.     anim fire1                     models/md5/weapons/shotgun_view/fire1.md5anim {
  127.         frame 1                    sound_weapon player_shotgun_fire
  128.         frame 17                sound_voice player_shotgun_pump
  129.     }
  130.     anim fire2                     models/md5/weapons/shotgun_view/fire2.md5anim {
  131.         frame 1                    sound_weapon player_shotgun_fire
  132.         frame 17                sound_voice player_shotgun_pump
  133.     }
  134.     anim fire3                     models/md5/weapons/shotgun_view/fire3.md5anim {
  135.         frame 1                    sound_weapon player_shotgun_fire
  136.         frame 17                sound_voice player_shotgun_pump
  137.     }
  138.     anim reload_start             models/md5/weapons/shotgun_view/reload_start.md5anim {
  139.         frame 1                    sound player_shotgun_reload_start    
  140.     }
  141.     anim reload_loop1             models/md5/weapons/shotgun_view/reload_loop.md5anim {
  142.         frame 4                    sound player_shotgun_reload    
  143.     }
  144.     anim reload_loop2             models/md5/weapons/shotgun_view/reload_loop2.md5anim {
  145.         frame 4                    sound player_shotgun_reload    
  146.     }
  147.     anim reload_loop3             models/md5/weapons/shotgun_view/reload_loop3.md5anim {
  148.         frame 4                    sound player_shotgun_reload    
  149.     }
  150.     anim reload_end             models/md5/weapons/shotgun_view/reload_end.md5anim {
  151.         //frame 1                    sound player_shotgun_reload_end
  152.         frame 14                sound_voice player_shotgun_pump
  153.     }
  154.     anim noammo                    models/md5/weapons/shotgun_view/empty.md5anim {
  155.         frame 1                    sound_voice player_shotgun_empty
  156.     }
  157.     anim putaway                models/md5/weapons/shotgun_view/lower.md5anim 
  158. }
  159.  
  160. entityDef    damage_shotgun {
  161.     "damage"            "21"
  162.     "kickDir"            "1 0 0"
  163.  
  164.     "mtr_blob"            "genericDamage"
  165.     "blob_time"            "300"
  166.     "blob_size"            "400"
  167.     "blob_offset_x"        "400"
  168.  
  169.     "knockback"            "10"
  170.     
  171.     "gib"                "0"
  172.     "smoke_wound_flesh"    "burstysquirt.prt"
  173.     
  174.     "mtr_wound_flesh"    "textures/decals/hurt02"
  175.     "mtr_wound_metal"    "textures/decals/hurtmetal"
  176.     "mtr_splat_flesh"    "textures/decals/dsplat2"
  177.     "mtr_splat_flesh2"    "textures/decals/dsplat5"
  178.     "mtr_splat_flesh3"    "textures/decals/dsplat7"
  179.     "mtr_splat_flesh4"    "textures/decals/dsplat11"
  180.     "snd_flesh"            "shotgun_impact_flesh"
  181.  
  182.     "kick_time"            "400"
  183.     "kick_amplitude"    "1"
  184.  
  185.     "dv_time"            "100"
  186. }
  187.  
  188. entityDef debris_shotgunbrass {
  189.     "spawnclass"                "idDebris"
  190.     "mins"                        "-1 -1 -1"
  191.     "maxs"                        "1 1 1"
  192.  
  193.     "model"                     "models/weapons/shell1/sshell_bigger.lwo"
  194.  
  195.     "health"                    "0"                    // amount of damage projectile can take if damaged (0 means it can't be destroyed)
  196.     "velocity"                    "60 30 10"            // how fast the projectile leaves the gun (or distance if fuse is 0)
  197.     "angular_velocity"            "0 0 0"                // how the projectile is rotating when it leaves the gun
  198.     "thrust"                    "0"                    // the rate of acceleration (always in the direction of the projectiles model)
  199.     "thrust_start"                "0"                    // when to start accelerating
  200.     "thrust_end"                "0"                    // when to stop accelerating
  201.     "linear_friction"            "0.6"                // "air" friction
  202.     "angular_friction"            "0.4"
  203.     "contact_friction"            "0.1"
  204.     "bounce"                    "0.5"                // how much speed a projectile retains when it bounces off of objects (coefficient of restitution).  0 means no bounce.
  205.     "mass"                        "1"
  206.     "gravity"                    "666"                // how much gravity affects the trajectory.  gravity direction is same as the entity that fired it.
  207.     "fuse"                        "3"                    // how long before the projectile is removed or self-detonates.  Use 0 for beam weapons (velocity == distance).
  208.  
  209.     "detonate_on_fuse"            "1"                    // whether projectile should detonate when it's fuse runs out
  210.     "detonate_on_death"            "0"                    // whether projectile should detonate when it's "killed" (health runs out)
  211.     "detonate_on_world"            "0"                    // whether projectile should detonate when it hits an obstacle
  212.     "detonate_on_actor"            "0"                    // whether projectile should detonate when it hits a character in the game
  213.     "snd_bounce"                "casings_shotgun"
  214. }
  215.  
  216. entityDef projectile_bullet_shotgun {
  217.     "spawnclass"                "idProjectile"
  218.     "mins"                        "-1 -1 -1"
  219.     "maxs"                        "1 1 1"
  220.     "cone"                        "3"
  221.     //"model"                     "models/items/projectiles/rocket.ase"
  222.     "scale"                        "0.1"
  223.     "noshadows"                    "1"
  224.                                 
  225.     "snd_flesh"                    "bullet_impact_flesh"
  226.     "snd_metal"                    "bullet_impact_metal"
  227.     "snd_stone"                    "bullet_impact_stone"
  228.     "snd_wood"                    "bullet_impact_wood"
  229.     "snd_cardboard"                "bullet_impact_cardboard"
  230.     "snd_glass"                    "bullet_impact_glass"
  231.     "snd_liquid"                "bullet_impact_liquid"
  232.     "snd_ricochet"                "bullet_ricochet"
  233.     "snd_plastic"                "small_plastic"
  234.  
  235.     "snd_impact"                "shotgun_impact_metal"
  236.  
  237.     "def_damage"                "damage_shotgun"
  238.  
  239.     "launchFromBarrel"            "0"
  240.     "health"                    "0"
  241.     "velocity"                    "7200 0 0"    // .38 Special 600 fps.  Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23
  242.     "angular_velocity"            "0 0 0"
  243.     "thrust"                    "0"
  244.     "thrust_start"                "0"
  245.     "thrust_end"                "0"
  246.     "linear_friction"            "0"
  247.     "angular_friction"            "0"
  248.     "contact_friction"            "0"
  249.     "bounce"                    "0.6"
  250.     "mass"                        "5.0"
  251.     "gravity"                    "0"
  252.     "fuse"                        "4"
  253.  
  254.     "detonate_on_fuse"            "0"
  255.     "detonate_on_death"            "0"
  256.     "detonate_on_world"            "1"
  257.     "detonate_on_actor"            "1"
  258.  
  259.     "impact_damage_effect"        "1"
  260.     "impact_gib"                "1"
  261.                                 
  262.     "mtr_detonate"                "textures/decals/bulleth02"
  263.     "mtr_detonate_glass"        "textures/decals/testbulletglass1"
  264.     "decal_size"                "10"
  265.     "model_smokespark"            "sgsmokeandspark.prt"
  266.     "model_ricochet"            "bulletricochet.prt"
  267.  
  268.  
  269.     "smoke_fly"                    ""
  270.     "smoke_detonate"            "smokeandspark.smoke"
  271.     "smoke_bounce"                "sparkdebris.smoke"
  272.     "smoke_fuse"                ""
  273.  
  274.     "mtr_light_shader"            ""
  275.     "light_color"                "0 0 0"
  276.     "light_radius"                "0"
  277.     "light_offset"                "0 0 0"
  278.  
  279.     "mtr_explode_light_shader"    ""
  280.     "explode_light_color"        "0 0 0"
  281.     "explode_light_radius"        "0"
  282.     "explode_light_fadetime"    "0"
  283. }
  284.