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- SDEF
-
- //
- // The file declaration section
- //
- path models/nuke2
- //origin -20 0 5
- origin 5 -10 -185
- scale 0.5
-
- // base model
- view_base2.sbm
- //view_base.sbm
-
- //nuke_03g.tga
- nuke_03h.tga
-
- //
- // Declare the animation types and files
- //
- ready1 bring_up.sam
- fire1 fire.sam
- idle1 idle1.sam
- putaway1 put_away.sam
- reload1 reload.sam
- empty1 idle1.sam
-
- //
- // Define model group areas
- //
- id 100 group weapon bone barrel 0 180 110
- id 50 group clip
- id 55 group clip_transparent translucent33
- id 56 group clip_glow
- id 60 group rod
- id 70 group weapon bone vent 90 90 0 2015attach
- id 80 group barrel_glow fullbright translucent33 translucent66
-
-
- //
- // The initialization section
- //
- !init:
- //
- // SERVER Initialization Commands
-
- server actionincrement 100
-
- // I wish this stuff didn't FUCKING CRASH THE GAME!!!!!
- // It works just fine in normal models...
- //server group clip +nodraw
- //server group rod +nodraw
- //server group clip_transparent +nodraw
- //server group clip_glow +nodraw
-
- // Class Setup
-
- //
- // Define the animation sound references
- //
- client aliascache snd_fire "weapons/nuke/badass.wav"
- client aliascache snd_launch "weapons/nuke/firep1.wav"
- client aliascache snd_loop "weapons/nuke/loop3.wav"
- client aliascache snd_pnu "weapons/nuke/pnu2.wav"
- client aliascache snd_two "weapons/nuke/pnu4.wav"
- client aliascache snd_load "weapons/nuke/reload2.wav"
- client aliascache snd_up "weapons/nuke/loop3up.wav"
- client aliascache snd_on "weapons/nuke/loop3up2.wav"
- client aliascache snd_off "weapons/nuke/loop3down.wav"
- client aliascache snd_dip "weapons/nuke/loop3down.wav"
- client aliascache snd_post "weapons/nuke/loop3down.wav"
-
- client aliascache snd_power1 "weapons/nuke/loop5pow.wav"
-
- //
- // The main section
- //
- !main:
-
- // Define tricky animation stuff
-
- server fire1 0 groupalpha 0.100
- server fire1 1 groupalpha 0.200
- server fire1 2 groupalpha 0.300
- server fire1 3 groupalpha 0.400
- server fire1 4 groupalpha 0.500
- server fire1 5 groupalpha 0.600
- server fire1 6 groupalpha 0.700
- server fire1 7 groupalpha 0.800
- server fire1 8 groupalpha 1.000
- server fire1 13 groupalpha 0.000
- server fire1 13 shoot
-
- //server fire1 first prevframe 34
- server fire1 first weaponsound
- // dlight <red> <rand_red_amount> <green> <rand_green_amount> <blue> <rand_blue_amount> <radius> <rand_radius_amount> <life> <decay>
- //client fire1 first dlight 0.3 0 0.2 0 1.0 0 500 25 1.0 0.7
- client fire1 first randomsound snd_power 1 1
- //client fire1 first randomsound snd_fire 1 1
- //client fire1 first randomsound snd_up 1 7
- server fire1 11 weaponsound
- client fire1 11 randomsound snd_launch 1 1
- client fire1 11 randomsound snd_fire 1 2
- client fire1 11 randomsound snd_post 1 7
- server fire1 12 group clip_transparent -fullbright
- server fire1 12 group clip_glow -fullbright
- client fire1 13 attach barrel sprites/nukeflair.spr time 0.05 origin 10 0 0
- client fire1 18 randomsound snd_two 1 1
- // client fire1 19 attach vent sprites/nukesteam1.spr time 2.0 origin -0.5 10.5 -4 animateonce angles 0 180 0 fast
- // client fire1 19 attach vent sprites/steam.spr scale 0.2 time 2.0 animate angles 0 0 90 fast
- client fire1 23 randomsound snd_two 1 1
- client fire1 30 randomsound snd_pnu 1 1
- // client fire1 34 attach vent sprites/nukesteam2.spr time 3.2 origin -0.5 10.5 -4 animateonce angles 0 180 0
- // client fire1 34 attach vent sprites/steam.spr scale 0.3 time 2.0 animate angles 0 0 90
- // client fire1 34 attach vent sprites/steam.spr scale 0.2 time 1.0 animate angles 0 0 90 fast
- //client fire1 34 attach vent sprites/steam2.spr scale 0.2 time 3.2 animate angles 0 0 90
- server fire1 last group clip +nodraw
- server fire1 last group rod +nodraw
- server fire1 last group clip_glow +nodraw
- server fire1 last group clip_transparent +nodraw
-
- //client ready1 first randomsound snd_on 1 7
- server ready1 0 groupalpha 0.000
- client ready1 5 randomsound snd_pnu 1 2
- client ready1 6 randomsound snd_on 1 7
- client ready1 12 randomsound snd_pnu .5 2
- client ready1 15 randomsound snd_pnu .5 2
- client ready1 last randomsound snd_loop 1 7
-
- client putaway1 first randomsound snd_off 1 7
- client putaway1 first randomsound snd_pnu .4 2
- client putaway1 7 randomsound snd_pnu .5 2
- client putaway1 10 randomsound snd_pnu .5 2
-
- //server reload1 first prevframe 24
- server reload1 1 group clip -nodraw
- server reload1 1 group rod -nodraw
- server reload1 1 group clip_glow -nodraw
- server reload1 1 group clip_transparent -nodraw
- server reload1 1 group clip_glow fullbright
- server reload1 1 group clip_transparent fullbright
-
- client reload1 8 randomsound snd_load 1 1
- client reload1 10 randomsound snd_two 1 2
- client reload1 12 randomsound snd_up 1 7
- client reload1 18 randomsound snd_two 1 2
- client reload1 last randomsound snd_loop 1 7
-
- //client reload1 last randomsound snd_loop 1 7
-
- //client fire1 0 attach barrel sprites/nukeball.spr time 0.1 scale 0.05 randomroll
- //client fire1 1 attach barrel sprites/nukeball.spr time 0.1 scale 0.1 randomroll
- //client fire1 2 attach barrel sprites/nukeball.spr time 0.1 scale 0.15 randomroll
- //client fire1 3 attach barrel sprites/nukeball.spr time 0.1 scale 0.2 randomroll
- //client fire1 4 attach barrel sprites/nukeball.spr time 0.1 scale 0.25 randomroll
- //client fire1 5 attach barrel sprites/nukeball.spr time 0.1 scale 0.3 randomroll
- //client fire1 6 attach barrel sprites/nukeball.spr time 0.1 scale 0.35 randomroll
- //client fire1 7 attach barrel sprites/nukeball.spr time 0.1 scale 0.4 randomroll
- //client fire1 8 attach barrel sprites/nukeball.spr time 0.1 scale 0.45 randomroll
- //client fire1 9 attach barrel sprites/nukeball.spr time 0.1 scale 0.45 randomroll
-