mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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294 lines
10 KiB
Modula-2
294 lines
10 KiB
Modula-2
/***********************************************************************
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weapon_shotgun.def
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***********************************************************************/
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export fred {
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// view model shotgun
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options -prefix SG_ -keep barrel eject shell flash -parent flash body -rename barrel2 barrel -parent barrel body -parent eject body -parent body Rhand -parent shell Lhand -rename origin blah -sourcedir models/weapons/shotgun/cycles -destdir models/md5/weapons/shotgun_view
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mesh idle.mb -dest viewshotgun
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anim idle.mb
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anim raise.mb
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anim fire1.mb
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anim fire2.mb
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anim fire3.mb
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anim reload_start.mb
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anim reload_loop.mb
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anim reload_loop2.mb
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anim reload_loop3.mb
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anim reload_end.mb
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anim reload2.mb
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anim lower.mb
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anim empty.mb
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// world model shotgun
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options -prefix PLAYER_SHOTGUN_ -keep ATTACHER barrel flash eject -parent flash sgbody -parent eject sgbody -rename ATTACHER origin -rename sgbarrel barrel -clearorigin
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addoptions -skipmesh PLAYER_shotgun_body_mesh
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addoptions -skipmesh PLAYER_shotgun_handle_mesh
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addoptions -skipmesh PLAYER_shotgun_trigger_mesh
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addoptions -skipmesh PLAYER_shotgun_loflap_mesh
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addoptions -skipmesh PLAYER_shotgun_extender_mesh
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addoptions -skipmesh PLAYER_shotgun_upflap1_mesh
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addoptions -skipmesh PLAYER_shotgun_upflap2_mesh
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mesh models/characters/player/mocap/shotgun_idle.mb -dest models/md5/weapons/shotgun_world/worldshotgun
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anim models/characters/player/mocap/shotgun_idle.mb -dest models/md5/weapons/shotgun_world/shotgun_idle
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anim models/characters/player/mocap/shotgun_fire.mb -range 49 75 -dest models/md5/weapons/shotgun_world/shotgun_fire1
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}
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entityDef weapon_shotgun {
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"editor_color" ".3 .3 1"
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"editor_mins" "-16 -16 0"
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"editor_maxs" "16 16 32"
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"editor_usage" "Shotgun"
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"editor_rotatable" "1"
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"spawnclass" "idItem"
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"size" "32 32 32"
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"model" "models/weapons/shotgun/w_shotgun2.lwo"
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"model_view" "viewmodel_shotgun"
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"model_world" "worldmodel_shotgun"
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"joint_attach" "SHOTGUN_ATTACHER"
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"def_dropItem" "moveable_item_shotgun"
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"inv_name" "#str_00243"
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"inv_weapon" "weapon_shotgun"
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"inv_ammo_shells" "4"
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"inv_item" "5"
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"inv_desc" "#str_02534"
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"display_name" "#str_01820"
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"icon" "guis/assets/hud/wpn_2"
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"pdaIcon" "guis/assets/hud/icons/shotgun_new.tga"
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"hudIcon" "guis/assets/hud/icons/shotgunw.tga"
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"weapon_scriptobject" "weapon_shotgun"
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"def_projectile" "projectile_bullet_shotgun"
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"ammoType" "ammo_shells"
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"ammoRequired" "1"
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"clipSize" "8"
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"lowAmmo" "2"
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"mtr_flashShader" "muzzleflash"
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"flashColor" "1 0.8 0.4"
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"flashRadius" "120"
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"silent_fire" "0"
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"recoilTime" "325"
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"recoilAngles" "-1 0 0"
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"weaponAngleOffsetAverages" "15"
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"weaponAngleOffsetScale" ".40"
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"weaponAngleOffsetMax" "20"
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"weaponOffsetTime" "500"
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"weaponOffsetScale" "0.005"
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"hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis
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"hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis
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"smoke_muzzle" "shotgunmuzzlesmoke.prt"
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"def_ejectBrass" "debris_shotgunbrass"
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"ejectBrassDelay" "650"
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"snd_acquire" "sound_weapon_acquire"
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"snd_respawn" "sound_weapon_respawn"
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"skin_invisible" "skins/shotgun_invis"
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"spread" "22"
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"controllerShakeHighMag" "1.0"
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"controllerShakeHighTime" "120"
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"controllerShakeLowMag" "10.9"
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"controllerShakeLowTime" "250"
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}
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entityDef moveable_item_shotgun {
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"inherit" "weapon_shotgun"
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"spawnclass" "idMoveableItem"
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"model" "models/weapons/shotgun/w_shotgun2.lwo"
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"density" "0.05"
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"friction" "0.2"
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"bouncyness" "0"
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"snd_bounce" "smallbox"
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}
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model worldmodel_shotgun {
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mesh models/md5/weapons/shotgun_world/worldshotgun.md5mesh
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anim raise models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim idle models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim aim models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim fire1 models/md5/weapons/shotgun_world/shotgun_fire1.md5anim
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anim fire2 models/md5/weapons/shotgun_world/shotgun_fire1.md5anim
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anim fire3 models/md5/weapons/shotgun_world/shotgun_fire1.md5anim
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anim reload_start models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim reload_loop1 models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim reload_loop2 models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim reload_end models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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anim putaway models/md5/weapons/shotgun_world/shotgun_idle.md5anim
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}
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model viewmodel_shotgun {
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mesh models/md5/weapons/shotgun_view/viewshotgun.md5mesh
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anim raise models/md5/weapons/shotgun_view/raise.md5anim {
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frame 1 sound_body player_shotgun_raise
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}
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anim idle models/md5/weapons/shotgun_view/idle.md5anim
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anim fire1 models/md5/weapons/shotgun_view/fire1.md5anim {
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frame 1 sound_weapon player_shotgun_fire
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frame 17 sound_voice player_shotgun_pump
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}
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anim fire2 models/md5/weapons/shotgun_view/fire2.md5anim {
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frame 1 sound_weapon player_shotgun_fire
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frame 17 sound_voice player_shotgun_pump
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}
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anim fire3 models/md5/weapons/shotgun_view/fire3.md5anim {
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frame 1 sound_weapon player_shotgun_fire
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frame 17 sound_voice player_shotgun_pump
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}
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anim reload_start models/md5/weapons/shotgun_view/reload_start.md5anim {
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frame 1 sound player_shotgun_reload_start
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}
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anim reload_loop1 models/md5/weapons/shotgun_view/reload_loop.md5anim {
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frame 4 sound player_shotgun_reload
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}
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anim reload_loop2 models/md5/weapons/shotgun_view/reload_loop2.md5anim {
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frame 4 sound player_shotgun_reload
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}
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anim reload_loop3 models/md5/weapons/shotgun_view/reload_loop3.md5anim {
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frame 4 sound player_shotgun_reload
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}
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anim reload_end models/md5/weapons/shotgun_view/reload_end.md5anim {
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//frame 1 sound player_shotgun_reload_end
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frame 14 sound_voice player_shotgun_pump
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}
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anim noammo models/md5/weapons/shotgun_view/empty.md5anim {
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frame 1 sound_voice player_shotgun_empty
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}
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anim putaway models/md5/weapons/shotgun_view/lower.md5anim
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}
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entityDef damage_shotgun {
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"damage" "14"
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"kickDir" "1 0 0"
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"mtr_blob" "genericDamage"
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"blob_time" "300"
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"blob_size" "400"
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"blob_offset_x" "400"
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"knockback" "10"
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"gib" "1"
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"smoke_wound_flesh" "burstysquirt.prt"
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"mtr_wound_flesh" "textures/decals/hurt02"
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"mtr_wound_metal" "textures/decals/hurtmetal"
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"mtr_splat_flesh" "textures/decals/dsplat2"
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"mtr_splat_flesh2" "textures/decals/dsplat5"
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"mtr_splat_flesh3" "textures/decals/dsplat7"
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"mtr_splat_flesh4" "textures/decals/dsplat11"
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"snd_flesh" "shotgun_impact_flesh"
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"kick_time" "400"
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"kick_amplitude" "1"
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"dv_time" "100"
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}
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entityDef debris_shotgunbrass {
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"spawnclass" "idDebris"
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"mins" "-1 -1 -1"
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"maxs" "1 1 1"
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"model" "models/weapons/shell1/sshell_bigger.lwo"
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"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
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"velocity" "60 30 10" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun
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"thrust" "0" // the rate of acceleration (always in the direction of the projectiles model)
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"thrust_start" "0" // when to start accelerating
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"thrust_end" "0" // when to stop accelerating
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"linear_friction" "0.6" // "air" friction
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"angular_friction" "0.4"
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"contact_friction" "0.1"
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"bounce" "0.5" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "1"
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"gravity" "666" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "3" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
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"detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out
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"detonate_on_death" "0" // whether projectile should detonate when it's "killed" (health runs out)
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"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
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"detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game
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"snd_bounce" "casings_shotgun"
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}
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entityDef projectile_bullet_shotgun {
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"spawnclass" "idProjectile"
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"mins" "-1 -1 -1"
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"maxs" "1 1 1"
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"cone" "3"
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//"model" "models/items/projectiles/rocket.ase"
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"scale" "0.1"
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"noshadows" "1"
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"snd_flesh" "bullet_impact_flesh"
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"snd_metal" "bullet_impact_metal"
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"snd_stone" "bullet_impact_stone"
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"snd_wood" "bullet_impact_wood"
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"snd_cardboard" "bullet_impact_cardboard"
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"snd_glass" "bullet_impact_glass"
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"snd_liquid" "bullet_impact_liquid"
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"snd_ricochet" "bullet_ricochet"
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"snd_plastic" "small_plastic"
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"snd_impact" "shotgun_impact_metal"
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"def_damage" "damage_shotgun"
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"launchFromBarrel" "0"
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"health" "0"
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"velocity" "7200 0 0" // .38 Special 600 fps. Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23
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"angular_velocity" "0 0 0"
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"thrust" "0"
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"thrust_start" "0"
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"thrust_end" "0"
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"linear_friction" "0"
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0.6"
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"mass" "1.0"
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"gravity" "0"
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"fuse" "4"
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"detonate_on_fuse" "0"
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"detonate_on_death" "0"
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"detonate_on_world" "1"
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"detonate_on_actor" "1"
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"impact_damage_effect" "1"
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"impact_gib" "1"
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"mtr_detonate" "textures/decals/bulleth02"
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"mtr_detonate_glass" "textures/decals/testbulletglass1"
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"decal_size" "10"
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"model_smokespark" "sgsmokeandspark.prt"
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"model_ricochet" "bulletricochet.prt"
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"smoke_fly" ""
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"smoke_detonate" "smokeandspark.smoke"
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"smoke_bounce" "sparkdebris.smoke"
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"smoke_fuse" ""
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"mtr_light_shader" ""
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"light_color" "0 0 0"
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"light_radius" "0"
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"light_offset" "0 0 0"
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"mtr_explode_light_shader" ""
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"explode_light_color" "0 0 0"
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"explode_light_radius" "0"
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"explode_light_fadetime" "0"
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}
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