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Text File  |  2004-01-06  |  6.4 KB  |  245 lines

  1. VehicleMountedMG = {
  2.     name = "VehicleMountedMG",
  3.     
  4.     PlayerSlowDown = 1.0,                                    -- factor to slow down the player when he holds that weapon
  5. --    character    = "Objects/Vehicles/Mounted_gun/m2.cga",
  6.     ---------------------------------------------------
  7.     ActivateSound = Sound:Load3DSound("Sounds/Weapons/M4/m4weapact.wav"),    -- sound to play when this weapon is selected
  8.     AimMode=1,
  9.     
  10.     ZoomNoSway=1,             --no sway in zoom mode
  11.     ZoomOverlayFunc=AimModeZoomHUD.DrawHUD,
  12.     ---------------------------------------------------
  13.     ZoomFixedFactor=1,
  14.     FireParams ={                                                    -- describes all supported firemodes
  15.     {
  16.         vehicleWeapon = 1,
  17.         no_zoom = 1,
  18.         HasCrosshair=1,
  19.         draw_thirdperson = 1,--if 1 the crosshair will be showed also in thirdperson view
  20.         AmmoType="VehicleMG",
  21.         min_recoil=0,
  22.         max_recoil=0,
  23.         reload_time=0.1, -- default 2.8
  24.         fire_rate=0.082,
  25.         distance=1600,
  26.         damage=20, -- default =7
  27.         damage_drop_per_meter=.004,
  28.         bullet_per_shot=1,
  29.         bullets_per_clip=300,
  30.         FModeActivationTime = 2.0,
  31.         iImpactForceMul = 50,
  32.         iImpactForceMulFinal = 140,
  33.         
  34.         FireLoop="Sounds/Weapons/mounted/FINAL_M249_STEREO_MONO.wav",
  35.         FireLoopStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_LOOP.wav",
  36.         TrailOff="Sounds/Weapons/mounted/FINAL_M249_MONO_TAIL.wav",
  37.         TrailOffStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_TAIL.wav",
  38.         
  39.         DrySound = "Sounds/Weapons/DE/dryfire.wav",
  40.         
  41.         LightFlash = {
  42.             fRadius = 5.0,
  43.             vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
  44.             vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
  45.             fLifeTime = 0.75,
  46.         },
  47.     
  48.         ShellCases = {
  49.             geometry=System:LoadObject("Objects/Weapons/shells/rifleshell.cgf"),
  50.             focus = 1.5,
  51.             color = { 1, 1, 1},
  52.             speed = 0.1,
  53.             count = 1,
  54.             size = 3.0, 
  55.             size_speed = 0.0,
  56.             gravity = { x = 0.0, y = 0.0, z = -9.81 },
  57.             lifetime = 5.0,
  58.             frames = 0,
  59.             color_based_blending = 0,
  60.             particle_type = 0,
  61.         },
  62.  
  63.         -- remove this if not nedded for current weapon
  64.         MuzzleFlash = {
  65.             geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_fpv.cgf",
  66.             bone_name = "spitfire",
  67.             lifetime = 0.15,
  68.         },
  69.         MuzzleFlashTPV = {
  70.             geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_tpv.cgf",
  71.             bone_name = "spitfire",
  72.             lifetime = 0.05,
  73.         },
  74.  
  75.         -- trace "moving bullet"    
  76.         -- remove this if not nedded for current weapon
  77.         Trace = {
  78.             geometry=System:LoadObject("Objects/Weapons/trail_mounted.cgf"),
  79.             focus = 5000,
  80.             color = { 1, 1, 1},
  81.             speed = 120.0,
  82.             count = 1,
  83.             size = 1.0, 
  84.             size_speed = 0.0,
  85.             gravity = { x = 0.0, y = 0.0, z = 0.0 },
  86.             lifetime = 0.04,
  87.             frames = 0,
  88.             color_based_blending = 3,
  89.             particle_type = 0,
  90.         },
  91.  
  92.         SoundMinMaxVol = { 175, 4, 100000 },
  93.     },
  94.     {
  95.         vehicleWeapon = 1,        
  96.         HasCrosshair=1,
  97.         no_zoom = 1,
  98.         draw_thirdperson = 1,--if 1 the crosshair will be showed also in thirdperson view
  99.         AmmoType="VehicleRocket",
  100.         projectile_class="VehicleRocket",
  101.         reload_time=4.5, -- default 3.82
  102.         fire_rate=3.65,
  103. --        fire_activation=FireActivation_OnPress,
  104.         bullet_per_shot=1,
  105.         bullets_per_clip=1,
  106.         FModeActivationTime = 0.0,
  107.         iImpactForceMul = 10,
  108.         
  109.         FireSounds = {
  110.             "Sounds/Weapons/rl/FINAL_RL_MONO.wav",
  111.         },
  112.         FireSoundsStereo = {
  113.             "Sounds/Weapons/rl/FINAL_RL_STEREO.wav",
  114.             
  115.         },
  116.         DrySound = "Sounds/Weapons/AG36/DryFire.wav",
  117.  
  118.         LightFlash = {
  119.             fRadius = 5.0,
  120.             vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
  121.             vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
  122.             fLifeTime = 0.25,
  123.         },
  124.  
  125.         SoundMinMaxVol = { 255, 5, 100000 },
  126.     },
  127.     -- special AI firemode follows
  128.     {
  129.         vehicleWeapon = 1,
  130.         no_zoom = 1,
  131.         HasCrosshair=1,
  132.         draw_thirdperson = 1,--if 1 the crosshair will be showed also in thirdperson view
  133.         AmmoType="Unlimited",
  134.         min_recoil=0,
  135.         max_recoil=0,
  136.         reload_time=0.1,
  137.         fire_rate=0.082,
  138.         distance=1600,
  139.         damage=20,
  140.         damage_drop_per_meter=.004,
  141.         bullet_per_shot=1,
  142.         bullets_per_clip=300,
  143.         FModeActivationTime = 2.0,
  144.         iImpactForceMul = 50,
  145.         iImpactForceMulFinal = 140,
  146.         
  147.         FireLoop="Sounds/Weapons/mounted/FINAL_M249_STEREO_MONO.wav",
  148.         FireLoopStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_LOOP.wav",
  149.         TrailOff="Sounds/Weapons/mounted/FINAL_M249_MONO_TAIL.wav",
  150.         TrailOffStereo="Sounds/Weapons/mounted/FINAL_M249_STEREO_TAIL.wav",
  151.         
  152.         DrySound = "Sounds/Weapons/DE/dryfire.wav",
  153.         
  154.         LightFlash = {
  155.             fRadius = 5.0,
  156.             vDiffRGBA = { r = 1.0, g = 1.0, b = 0.0, a = 1.0, },
  157.             vSpecRGBA = { r = 0.3, g = 0.3, b = 0.3, a = 1.0, },
  158.             fLifeTime = 0.75,
  159.         },
  160.     
  161.         ShellCases = {
  162.             geometry=System:LoadObject("Objects/Weapons/shells/rifleshell.cgf"),
  163.             focus = 1.5,
  164.             color = { 1, 1, 1},
  165.             speed = 0.1,
  166.             count = 1,
  167.             size = 3.0, 
  168.             size_speed = 0.0,
  169.             gravity = { x = 0.0, y = 0.0, z = -9.81 },
  170.             lifetime = 5.0,
  171.             frames = 0,
  172.             color_based_blending = 0,
  173.             particle_type = 0,
  174.         },
  175.  
  176.         -- remove this if not nedded for current weapon
  177.         MuzzleFlash = {
  178.             geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_fpv.cgf",
  179.             bone_name = "spitfire",
  180.             lifetime = 0.15,
  181.         },
  182.         MuzzleFlashTPV = {
  183.             geometry_name = "Objects/Weapons/Muzzle_flash/mf_MG_tpv.cgf",
  184.             bone_name = "spitfire",
  185.             lifetime = 0.05,
  186.         },
  187.  
  188.         -- trace "moving bullet"    
  189.         -- remove this if not nedded for current weapon
  190.         Trace = {
  191.             geometry=System:LoadObject("Objects/Weapons/trail_mounted.cgf"),
  192.             focus = 5000,
  193.             color = { 1, 1, 1},
  194.             speed = 120.0,
  195.             count = 1,
  196.             size = 1.0, 
  197.             size_speed = 0.0,
  198.             gravity = { x = 0.0, y = 0.0, z = 0.0 },
  199.             lifetime = 0.04,
  200.             frames = 0,
  201.             color_based_blending = 3,
  202.             particle_type = 0,
  203.         },
  204.  
  205.         SoundMinMaxVol = { 175, 4, 100000 },
  206.     },
  207.     
  208.     },
  209.  
  210.     SoundEvents={
  211.     --    animname,    frame,    soundfile        
  212.     {    "reload1",    20,            Sound:LoadSound("Sounds/Weapons/M4/M4_20.wav")},
  213.     {    "reload1",    33,            Sound:LoadSound("Sounds/Weapons/M4/M4_33.wav")},
  214.     {    "reload1",    47,            Sound:LoadSound("Sounds/Weapons/M4/M4_47.wav")},
  215.     },
  216.     
  217.     
  218.     CrosshairParticles = {
  219.         focus = 0,
  220.         speed = 0.0,
  221.         count = 1,
  222.         size = 0.15, 
  223.         size_speed=0.0,
  224.         gravity={x=0.0,y=0.0,z=-0.0},
  225.         rotation={x=0.0,y=0.0,z=0.0},
  226.         lifetime=0.0,
  227.         tid = System:LoadTexture("textures\\cloud.dds"),
  228.         start_color = {1,.2,.2},
  229.         end_color = {1,.2,.2},
  230.         blend_type = 2,
  231.         frames=0,
  232.         draw_last=1,
  233.     },
  234.     
  235.     cross3D = 1;
  236. }
  237.  
  238. CreateBasicWeapon(VehicleMountedMG);
  239.  
  240. --function VehicleMountedMG.Client:OnEnhanceHUD(bHit)
  241. --
  242. --    BasicWeapon.DoAutoCrosshair( self, bHit);
  243. --
  244. --end
  245.