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Text File  |  2002-10-21  |  3.0 KB  |  152 lines

  1. setup
  2. {
  3.     scale 0.52            // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
  4. //    scale 0.55            // Seems to work better than 0.52
  5.     path models/weapons/steilhandgranate
  6.     skelmodel steilhandgranate.skd
  7.     surface all shader stielhandgranate
  8.  
  9.  
  10. }
  11.  
  12. init
  13. {
  14.     server
  15.     {
  16.         classname        Weapon
  17.         weapontype        grenade
  18.         name            "Stielhandgranate"
  19.         rank            520 520
  20.  
  21.         pickupsound        steilhandgranate_snd_pickup
  22.         ammopickupsound    steilhandgranate_snd_pickup_ammo
  23.         noammosound        steilhandgranate_snd_noammo
  24.  
  25.         // Holstering info
  26. //        holstertag        "Bip01 Spine1"
  27. //        holsteroffset    "3.12 10.5 3.64"
  28. //        holsterangles    "20 -40 0"
  29. //        holsterScale    1.0
  30.  
  31.         // Primary fire type info (fast, arcing throw)
  32.         firetype        projectile
  33.         ammotype        "grenade"
  34.         projectile        models/projectiles/steilhandgranate_primary.tik
  35.         semiauto
  36.         clipsize        1
  37.         ammorequired    1
  38.         firedelay        0.75
  39. //        maxchargetime    4.0
  40. //        jsl-->changed to 5 per Brady
  41.         maxchargetime    5.0
  42.         minchargetime    0.6
  43.         cooktime    5.5
  44.         crosshair        1
  45.         quiet // don't notify AI of it being fired
  46.         autoputaway     1 // automatically put the weapon away when out of ammo
  47.         usenoammo        0 // don't allow it to be used when it has no ammo
  48.         movementspeed    1.0
  49.  
  50.         sp startammo    1
  51.         dm startammo    0
  52.         sprealism startammo    1
  53.         dmrealism startammo    0
  54.  
  55.         // Secondary fire type info (more controllable, straight throw)
  56.         shareclip
  57.         secondary firetype        projectile
  58.         secondary ammotype        "grenade"
  59.         secondary projectile    models/projectiles/steilhandgranate.tik
  60.         secondary clipsize        1
  61.         secondary ammorequired    1
  62.         secondary firedelay        0.75
  63.         secondary maxchargetime    1.5
  64.         secondary minchargetime    0.5
  65.  
  66.         // AI animation group info
  67.         weapongroup        grenade
  68.  
  69.         cache models/projectiles/steilhandgranate_primary.tik
  70.         cache models/projectiles/steilhandgranate.tik
  71.     }
  72.     client
  73.     {
  74.     }
  75. }
  76.  
  77. animations
  78. {
  79.     raise steilhandgranate.skc
  80.     {
  81.         // if we're pulling out grenades, we've definatly got 'em
  82.         server
  83.         {
  84.             enter surface all -nodraw
  85.         }
  86.     }
  87.     idle   steilhandgranate.skc
  88.     {
  89.         server
  90.         {
  91.             enter surface all -nodraw
  92.         }
  93.     }
  94.  
  95.     // this should make sure that it doesn't look like there's a grenade in hand when you don't have one
  96.     idle_empty steilhandgranate.skc
  97.     {
  98.         server
  99.         {
  100.             enter surface all +nodraw
  101.         }
  102.     }
  103.  
  104.     charge steilhandgranate.skc
  105.     {
  106.         client
  107.         {
  108.             enter sound steilhandgranate_snd_grenade_pull weapon
  109.         }
  110.     }
  111.     secondarycharge steilhandgranate.skc
  112.     {
  113.         client
  114.         {
  115.             enter sound steilhandgranate_snd_grenade_pull weapon
  116.         }
  117.     }
  118.  
  119.     fire   steilhandgranate.skc
  120.     {
  121.         server
  122.         {
  123.             first shoot
  124.             first surface all +nodraw
  125.         }
  126.         client
  127.         {
  128.             first sound steilhandgranate_snd_grenade_throw weapon
  129.         }
  130.     }
  131.     secondaryfire   steilhandgranate.skc
  132.     {
  133.         server
  134.         {
  135.             first shoot secondary
  136.             first surface all +nodraw
  137.         }
  138.         client
  139.         {
  140.             first sound steilhandgranate_snd_grenade_throw weapon
  141.         }
  142.     }
  143.  
  144.     reload  steilhandgranate.skc
  145.     {
  146.         server
  147.         {
  148.             2 surface all -nodraw
  149.         }
  150.     }
  151. }
  152.