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/ GameStar Special 2004 September / GSSH0904CD2.iso / Doom3 / Mods / Fireballs / fireballs.exe / def / weapon_fists.def
Text File  |  2004-08-04  |  8KB  |  174 lines

  1. /***********************************************************************
  2.  
  3.     weapon_fists.def
  4.  
  5. ***********************************************************************/
  6.  
  7. export fred {
  8.     // view model fists
  9.     options -prefix FIST_ -keep lknee1 rknee1 SPINNER rmissile lmissile target forehead1 -parent rmissile rhand -parent lmissile lhand 
  10.     mesh    models/weapons/berserk/cycles/idle.mb -dest models/md5/weapons/fists_view/fists
  11.     anim    models/weapons/berserk/cycles/idle.mb -rotate 180 -dest models/md5/weapons/fists_view/idle
  12.     anim    models/weapons/berserk/cycles/berserk_idle.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_idle
  13.     anim    models/weapons/berserk/cycles/berserk_punch1.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch1
  14.     anim    models/weapons/berserk/cycles/berserk_punch2.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch2
  15.     anim    models/weapons/berserk/cycles/berserk_punch3.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch3
  16.     anim    models/weapons/berserk/cycles/berserk_punch4.mb -rotate 180 -dest models/md5/weapons/fists_view/berserk_punch4
  17.  
  18.  
  19.     anim    models/weapons/berserk/cycles/punch1.mb -range 30 53 -rotate 180 -dest models/md5/weapons/fists_view/punch1
  20.     anim    models/weapons/berserk/cycles/punch2.mb -range 30 53 -rotate 180 -dest models/md5/weapons/fists_view/punch2
  21.     anim    models/weapons/berserk/cycles/punch2.mb -range 133 160 -rotate 180 -dest models/md5/weapons/fists_view/punch3
  22.     anim    models/weapons/berserk/cycles/punch2.mb -range 186 193 -rotate 180 -dest models/md5/weapons/fists_view/punch4
  23.     anim    models/weapons/berserk/cycles/punch2.mb -range 193 213 -rotate 180 -dest models/md5/weapons/fists_view/punch5
  24.     anim    models/weapons/berserk/cycles/punch2.mb -range 20 30 -rotate 180 -dest models/md5/weapons/fists_view/raise
  25.     anim    models/weapons/berserk/cycles/punch2.mb -range 213 218 -rotate 180 -dest models/md5/weapons/fists_view/lower
  26. }
  27.  
  28. entityDef weapon_fists {
  29.     "model_view"                     "viewmodel_fists"
  30.  
  31.     "inv_name"                        "Fists"
  32.     "inv_weapon"                    "weapon_fists"
  33.     "icon"                            "guis/assets/hud/wpn_12"
  34.  
  35.     "weapon_scriptobject"            "weapon_fists"
  36.     "def_melee"                        "projectile_fireball_hellknight2"
  37.     "melee_distance"                "48"
  38.     "def_projectile"                "projectile_fireball_hellknight2"
  39.     "ammoType"                        "ammo_cells" // default: ""
  40.     "ammoRequired"                    "0"
  41.     "clipSize"                        "0"
  42.     "mtr_flashShader"                ""
  43.     "flashColor"                    ""
  44.     "flashRadius"                    "0"
  45.     "silent_fire"                    "1"
  46.  
  47.     "hide_time"                        "0.3"                                // time to hide weapon when talking to npcs or looking at guis
  48.     "hide_distance"                    "-15"                                // distance to offset weapon when talking to npcs or looking at guis
  49.  
  50.     "impact_damage_effect"            "1"
  51.  
  52.     "snd_acquire"                    "guisounds_weapon"
  53.     "skin_invisible"                "skins/fists_invis"
  54.     
  55.     "stealing"                        "1"                    // this weapon steals other player weapon
  56. }
  57.  
  58. model viewmodel_fists {
  59.     mesh                            models/md5/weapons/fists_view/fists.md5mesh
  60.     offset                            ( -10 0 -6.5 )
  61.  
  62.     anim raise                        models/md5/weapons/fists_view/raise.md5anim {
  63.         frame    1                    sound_weapon fist_raise
  64.     }
  65.     anim idle                         models/md5/weapons/fists_view/idle.md5anim
  66.     anim berserk_idle                models/md5/weapons/fists_view/berserk_idle.md5anim
  67.     anim aim                         models/md5/weapons/fists_view/idle.md5anim
  68.     anim punch_left1                models/md5/weapons/fists_view/berserk_punch1.md5anim {
  69.         frame 8                        create_missile lmissile
  70.         frame 34                    launch_missile lmissile
  71.     }
  72.     anim punch_left2                models/md5/weapons/fists_view/berserk_punch3.md5anim {
  73.         frame 8                        create_missile lmissile
  74.         frame 34                    launch_missile lmissile
  75.     }
  76.     anim punch_right1                models/md5/weapons/fists_view/berserk_punch2.md5anim {
  77.         frame 8                        create_missile rmissile
  78.         frame 34                    launch_missile rmissile
  79.     }
  80.     anim punch_right2                models/md5/weapons/fists_view/berserk_punch4.md5anim {
  81.         frame 8                        create_missile rmissile
  82.         frame 34                    launch_missile rmissile
  83.     }
  84.     anim putaway                     models/md5/weapons/fists_view/lower.md5anim
  85. }
  86.  
  87. entityDef damage_fireball_hellknight2 {
  88.     "damage"                        "100" // default: 30
  89.     "kickDir"                        "1 0 0"
  90.  
  91.     "mtr_blob"                        "genericDamage"
  92.     "blob_time"                        "300"
  93.     "blob_size"                        "400"
  94.     "blob_offset_x"                    "400"
  95.  
  96.     "knockback"                        "100" // default: 10
  97.  
  98.     "kick_time"                        "400"
  99.     "kick_amplitude"                "1"
  100.  
  101.     "dv_time"                        "100"
  102.     "smoke_wound_flesh"                "bloodwound.smoke"
  103. }
  104.  
  105.  
  106. entityDef damage_fireball_hellknight_splash2 {
  107.     "damage"                        "100" // default: 45
  108.     "radius"                        "120"
  109. }
  110.  
  111. entityDef projectile_fireball_hellknight2 {
  112.     "spawnclass"                    "idProjectile"
  113.     "mins"                            "-4 -4 -4"
  114.     "maxs"                            "4 4 4"
  115.     "cone"                            "3"
  116.     "model"                         "hellknight_fireball2.prt"
  117.  
  118.     "def_damage"                    "damage_fireball_hellknight2"
  119.     "def_splash_damage"                "damage_fireball_hellknight_splash2"
  120.  
  121.     "launchFromBarrel"                "1"
  122.     "health"                        "0"                        // amount of damage projectile can take if damaged (0 means it can't be destroyed)
  123.     "velocity"                        "475 0 -150"            // how fast the projectile leaves the gun (or distance if fuse is 0)
  124.     "angular_velocity"                "0 0 0"                    // how the projectile is rotating when it leaves the gun
  125.     "thrust"                        "0"                        // the rate of acceleration (always in the direction of the projectiles model)
  126.     "thrust_start"                    "0"                        // when to start accelerating
  127.     "thrust_end"                    "0"                        // when to stop accelerating
  128.     "linear_friction"                "0"                        // "air" friction
  129.     "angular_friction"                "0"
  130.     "contact_friction"                "0"
  131.     "bounce"                        "0"                        // how much speed a projectile retains when it bounces off of objects (coefficient of restitution).  0 means no bounce.
  132.     "mass"                            "5"
  133.     "gravity"                        "200" // default: 250    // how much gravity affects the trajectory.  gravity direction is same as the entity that fired it.
  134.     "fuse"                            "20"                    // how long before the projectile is removed or self-detonates.  Use 0 for beam weapons (velocity == distance).
  135.  
  136.     "detonate_on_fuse"                "0"                        // whether projectile should detonate when it's fuse runs out
  137.     "detonate_on_death"                "1"                        // whether projectile should detonate when it's "killed" (health runs out)
  138.     "detonate_on_world"                "1"                        // whether projectile should detonate when it hits an obstacle
  139.     "detonate_on_actor"                "1"                        // whether projectile should detonate when it hits a character in the game
  140.  
  141.     "impact_damage_effect"            "0"                        // whether projectile causes blood splats from characters that bleed
  142.     "impact_gib"                    "1"                        // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
  143.  
  144.     "mtr_detonate"                    "textures/decals/ballburn_plasma"
  145.     "decal_size"                    "75" 
  146.  
  147.     "smoke_fly"                        "hellknight_trail.prt"    // particle effect while in the air
  148.     "smoke_detonate"                ""                        // particle effect when detonates
  149.     "smoke_residue"                    ""                        // particle effect while in the air
  150.     "smoke_bounce"                    ""                        // particle effect when bounces
  151.     "smoke_fuse"                    ""                        // particle effect when removed from fuse expiring
  152.  
  153.     // parametric particles -- temp
  154.     "model_detonate"                "hellknight_explosion.prt"
  155.  
  156.     "debris_count"                    "3"
  157.     "def_debris"                    "debris_largeshrapnel"
  158.     "def_shrapnel"                    "debris_shrapnel"
  159.  
  160.     "mtr_light_shader"                "lights/impflyflash"
  161.     "light_color"                    "0.9 0.6 0.1"
  162.     "light_radius"                    "160"
  163.     "light_offset"                    "0 0 0"
  164.  
  165.     "mtr_explode_light_shader"        "lights/spawnflash"
  166.     "explode_light_color"            "0.9 0.6 0.1"
  167.     "explode_light_radius"            "320"
  168.     "explode_light_fadetime"        "1"
  169.  
  170.     "snd_attackmissile"                "monster_demon_hellknight_attackmissile"
  171.     "snd_explode"                    "monster_demon_imp_fireball_explode"
  172.     "snd_fly"                        "monster_demon_imp_fireball_flight"                    // particle effect while in the air
  173. }
  174.