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GameStar Special 2004 September
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GSSH0904CD2.iso
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Doom3
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Mods
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Fireballs
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fireballs.exe
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def
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weapon_fists.def
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Text File
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2004-08-04
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8KB
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174 lines
/***********************************************************************
weapon_fists.def
***********************************************************************/
export fred {
// view model fists
options -prefix FIST_ -keep lknee1 rknee1 SPINNER rmissile lmissile target forehead1 -parent rmissile rhand -parent lmissile lhand
mesh models/weapons/berserk/cycles/idle.mb -dest models/md5/weapons/fists_view/fists
anim models/weapons/berserk/cycles/idle.mb -rotate 180 -dest models/md5/weapons/fists_view/idle
anim models/weapons/berserk/cycles/berserk_idle.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_idle
anim models/weapons/berserk/cycles/berserk_punch1.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch1
anim models/weapons/berserk/cycles/berserk_punch2.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch2
anim models/weapons/berserk/cycles/berserk_punch3.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch3
anim models/weapons/berserk/cycles/berserk_punch4.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch4
anim models/weapons/berserk/cycles/punch1.mb -range 30 53 -rotate 180 -dest models/md5/weapons/fists_view/punch1
anim models/weapons/berserk/cycles/punch2.mb -range 30 53 -rotate 180 -dest models/md5/weapons/fists_view/punch2
anim models/weapons/berserk/cycles/punch2.mb -range 133 160 -rotate 180 -dest models/md5/weapons/fists_view/punch3
anim models/weapons/berserk/cycles/punch2.mb -range 186 193 -rotate 180 -dest models/md5/weapons/fists_view/punch4
anim models/weapons/berserk/cycles/punch2.mb -range 193 213 -rotate 180 -dest models/md5/weapons/fists_view/punch5
anim models/weapons/berserk/cycles/punch2.mb -range 20 30 -rotate 180 -dest models/md5/weapons/fists_view/raise
anim models/weapons/berserk/cycles/punch2.mb -range 213 218 -rotate 180 -dest models/md5/weapons/fists_view/lower
}
entityDef weapon_fists {
"model_view" "viewmodel_fists"
"inv_name" "Fists"
"inv_weapon" "weapon_fists"
"icon" "guis/assets/hud/wpn_12"
"weapon_scriptobject" "weapon_fists"
"def_melee" "projectile_fireball_hellknight2"
"melee_distance" "48"
"def_projectile" "projectile_fireball_hellknight2"
"ammoType" "ammo_cells" // default: ""
"ammoRequired" "0"
"clipSize" "0"
"mtr_flashShader" ""
"flashColor" ""
"flashRadius" "0"
"silent_fire" "1"
"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
"impact_damage_effect" "1"
"snd_acquire" "guisounds_weapon"
"skin_invisible" "skins/fists_invis"
"stealing" "1" // this weapon steals other player weapon
}
model viewmodel_fists {
mesh models/md5/weapons/fists_view/fists.md5mesh
offset ( -10 0 -6.5 )
anim raise models/md5/weapons/fists_view/raise.md5anim {
frame 1 sound_weapon fist_raise
}
anim idle models/md5/weapons/fists_view/idle.md5anim
anim berserk_idle models/md5/weapons/fists_view/berserk_idle.md5anim
anim aim models/md5/weapons/fists_view/idle.md5anim
anim punch_left1 models/md5/weapons/fists_view/berserk_punch1.md5anim {
frame 8 create_missile lmissile
frame 34 launch_missile lmissile
}
anim punch_left2 models/md5/weapons/fists_view/berserk_punch3.md5anim {
frame 8 create_missile lmissile
frame 34 launch_missile lmissile
}
anim punch_right1 models/md5/weapons/fists_view/berserk_punch2.md5anim {
frame 8 create_missile rmissile
frame 34 launch_missile rmissile
}
anim punch_right2 models/md5/weapons/fists_view/berserk_punch4.md5anim {
frame 8 create_missile rmissile
frame 34 launch_missile rmissile
}
anim putaway models/md5/weapons/fists_view/lower.md5anim
}
entityDef damage_fireball_hellknight2 {
"damage" "100" // default: 30
"kickDir" "1 0 0"
"mtr_blob" "genericDamage"
"blob_time" "300"
"blob_size" "400"
"blob_offset_x" "400"
"knockback" "100" // default: 10
"kick_time" "400"
"kick_amplitude" "1"
"dv_time" "100"
"smoke_wound_flesh" "bloodwound.smoke"
}
entityDef damage_fireball_hellknight_splash2 {
"damage" "100" // default: 45
"radius" "120"
}
entityDef projectile_fireball_hellknight2 {
"spawnclass" "idProjectile"
"mins" "-4 -4 -4"
"maxs" "4 4 4"
"cone" "3"
"model" "hellknight_fireball2.prt"
"def_damage" "damage_fireball_hellknight2"
"def_splash_damage" "damage_fireball_hellknight_splash2"
"launchFromBarrel" "1"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "475 0 -150" // 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" "0" // 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" "5"
"gravity" "200" // default: 250 // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "20" // 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" "0" // 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" "75"
"smoke_fly" "hellknight_trail.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
// parametric particles -- temp
"model_detonate" "hellknight_explosion.prt"
"debris_count" "3"
"def_debris" "debris_largeshrapnel"
"def_shrapnel" "debris_shrapnel"
"mtr_light_shader" "lights/impflyflash"
"light_color" "0.9 0.6 0.1"
"light_radius" "160"
"light_offset" "0 0 0"
"mtr_explode_light_shader" "lights/spawnflash"
"explode_light_color" "0.9 0.6 0.1"
"explode_light_radius" "320"
"explode_light_fadetime" "1"
"snd_attackmissile" "monster_demon_hellknight_attackmissile"
"snd_explode" "monster_demon_imp_fireball_explode"
"snd_fly" "monster_demon_imp_fireball_flight" // particle effect while in the air
}