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doom3-bfg/base/def/weapon_bfg.def
2022-08-27 13:19:29 +02:00

278 lines
8.9 KiB
Modula-2

/***********************************************************************
weapon_bfg.def
***********************************************************************/
export fred {
// View Model BFG
options -prefix BFG_ -keep barrel LBarrel RBarrel guilight flash eject -parent guilight Body -parent flash Body -parent guilight Body -parent barrel Body -parent RBarrel Body -parent LBarrel Body -sourcedir models/weapons/bfg/cycles -destdir models/md5/weapons/bfg_view
mesh viewbfg.mb
anim raise.mb
anim idle.mb
anim fire.mb
anim fire.mb -range 1 140 -dest startfire
anim fire.mb -range 141 167 -dest bfgfire
anim empty_idle.mb
anim reload1.mb -dest reload
anim noammo.mb
anim lower.mb
// World Model BFG
options -prefix PLAYER_BFG_ -keep ATTACHER bfgbarrel -rename ATTACHER origin -parent bfgbarrel bfgbody -clearorigin
mesh models/characters/male_npc/cycles/tweakedplayermoves/bfg_idle.mb -dest models/md5/weapons/bfg_world/worldbfg
anim models/characters/male_npc/cycles/tweakedplayermoves/bfg_idle.mb -dest models/md5/weapons/bfg_world/bfg_idle
}
entityDef weapon_bfg {
"editor_color" ".3 .3 1"
"editor_mins" "-16 -16 0"
"editor_maxs" "16 16 32"
"editor_usage" "BFG"
"editor_rotatable" "1"
"spawnclass" "idItem"
"size" "32 32 32"
"model" "models/weapons/bfg/bfg_world.lwo"
"model_view" "viewmodel_bfg"
"model_world" "worldmodel_bfg"
"joint_attach" "BFG_ATTACHER"
"def_dropItem" "moveable_item_bfg"
"inv_name" "#str_00100197"
"inv_weapon" "weapon_bfg"
"inv_ammo_bfg" "4"
"inv_item" "5"
"inv_desc" "#str_02540"
"display_name" "#str_02022"
"icon" "guis/assets/hud/wpn_8"
"pdaIcon" "guis/assets/hud/icons/bfg_new.tga"
"hudIcon" "guis/assets/hud/icons/bfgw.tga"
"weaponAngleOffsetAverages" "15"
"weaponAngleOffsetScale" ".5"
"weaponAngleOffsetMax" "50"
"weaponOffsetTime" "500"
"weaponOffsetScale" "0.005"
"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
"gui" "guis/weapons/bfg.gui"
"mtr_guiLightShader" "lights/viewWeaponGuiLight"
"def_overcharge_damage" "damage_bfg_overcharge"
"def_overcharge" "env_bfg_overcharge"
"snd_explode" "rocket_impact"
"smoke_muzzle" "BFG_barrel.ptr"
"weapon_scriptobject" "weapon_bfg"
"def_projectile" "projectile_bfg"
"ammoType" "ammo_bfg"
"ammoRequired" "1"
"clipSize" "4"
"powerAmmo" "1"
"mtr_flashShader" "lights/bfg_flare"
"flashColor" "0.8 1 0.7"
"flashRadius" "32"
"silent_fire" "0"
"snd_acquire" "sound_weapon_acquire"
"snd_respawn" "sound_weapon_respawn"
"skin_invisible" "skins/bfg_invis"
//"snd_hum" "player_bfg_idle"
"spread" "0"
"controllerShakeHighMag" "1.0"
"controllerShakeHighTime" "750"
"controllerShakeLowMag" "1.0"
"controllerShakeLowTime" "750"
}
entityDef env_bfg_overcharge {
"spawnclass" "idAnimatedEntity"
"model" "bigexplosion.prt"
}
entityDef moveable_item_bfg {
"inherit" "weapon_bfg"
"spawnclass" "idMoveableItem"
"model" "models/weapons/bfg/bfg_world_rotated.lwo"
"density" "0.05"
"friction" "0.2"
"bouncyness" "0"
"snd_bounce" "smallbox"
}
model worldmodel_bfg {
mesh models/md5/weapons/bfg_world/worldbfg.md5mesh
anim raise models/md5/weapons/bfg_world/bfg_idle.md5anim
anim idle models/md5/weapons/bfg_world/bfg_idle.md5anim
anim aim models/md5/weapons/bfg_world/bfg_idle.md5anim
anim fire models/md5/weapons/bfg_world/bfg_idle.md5anim
anim reload models/md5/weapons/bfg_world/bfg_idle.md5anim
anim noammo models/md5/weapons/bfg_world/bfg_idle.md5anim
anim putaway models/md5/weapons/bfg_world/bfg_idle.md5anim
}
model viewmodel_bfg {
mesh models/md5/weapons/bfg_view/viewbfg.md5mesh
offset ( -1 0 17 )
anim raise models/md5/weapons/bfg_view/raise.md5anim {
frame 1 sound_weapon player_bfg_raise
}
anim idle models/md5/weapons/bfg_view/idle.md5anim
anim fire_begin models/md5/weapons/bfg_view/startfire.md5anim {
frame 1 sound_weapon player_bfg_firebegin
}
anim fire models/md5/weapons/bfg_view/bfgfire.md5anim {
frame 1 sound_weapon player_bfg_fire
}
anim idle_empty models/md5/weapons/bfg_view/empty_idle.md5anim
anim putaway models/md5/weapons/bfg_view/lower.md5anim
anim reload models/md5/weapons/bfg_view/reload.md5anim {
frame 1 sound_weapon player_bfg_reload
}
anim noammo models/md5/weapons/bfg_view/noammo.md5anim {
frame 1 sound_weapon player_bfg_dryfire
}
}
entityDef damage_bfg {
"damage" "200"
"push" "1000"
"gib" "1"
"smoke_wound_flesh" "bloodwound.prt"
}
entityDef damage_bfgFreq {
"damage" "5"
"push" "0"
"gib" "1"
"snd_flesh" "bullet_impact_flesh"
}
entityDef damage_bfgSplash {
"damage" "100"
"radius" "150"
"knockback" "80"
"push" "7000"
"attackerDamageScale" "0.2"
"attackerPushScale" "0.2"
"gib" "1"
}
entityDef projectile_bfg {
"spawnclass" "idBFGProjectile"
"mins" "-10 -10 -10"
"maxs" "10 10 10"
"cone" "3"
"model" "models/particles/bfg_bolt/bfg_bolt.lwo"
"model_two" "models/particles/bfg_bolt/bfg_bolt2.lwo"
"no_contents" "1"
"def_damage" "damage_bfg"
"def_damageFreq" "damage_bfgFreq"
"def_splash_damage" "damage_bfgSplash"
"beam_WidthFly" "24"
"beam_WidthExplode" "128"
"skin_beam" "skins/duffybolt"
"snd_fly" "player_bfg_fly"
"snd_beam" "player_bfg_arc"
"remove_time" "7000"
"damageRadius" "2048"
"launchFromBarrel" "1"
"health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "350 0 0" // 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" "50"
"gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "4.5" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance).
"detonate_on_fuse" "1" // 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" "1" // 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/bfg_wallmark"
"decal_size" "72"
"smoke_fly" "" // 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
"model_detonate" "bfgExplosion.prt"
"debris_count" "6"
"def_debris" "debris_largeshrapnel"
"def_shrapnel" "debris_shrapnel"
"mtr_light_shader" "lights/baronflash"
"light_color" "1 1 1"
"light_radius" "160"
"light_offset" "0 0 -16"
"mtr_explode_light_shader" "muzzleflash"
"explode_light_color" "0 1 0"
"explode_light_radius" "300"
"explode_light_fadetime" "0.25"
// sound effect while in the air
"snd_explode" "player_bfg_explode"
"snd_explode2" "player_bfg_2explode"
"snd_explode3" "player_bfg_3explode"
"snd_explode4" "player_bfg_4explode"
}
// used by Campbell in cinematics
entityDef projectile_bfg_cinematic {
"inherit" "projectile_bfg"
"no_contents" "1"
"velocity" "250 0 0"
"def_damage" "damage_bfg_cinematic"
"def_damageFreq" "damage_bfgFreq_cinematic"
"def_splash_damage" "damage_bfgSplash_cinematic"
}
entityDef damage_bfg_cinematic {
"inherit" "damage_bfg"
"ignore_player" "1"
}
entityDef damage_bfgFreq_cinematic {
"inherit" "damage_bfgFreq"
"ignore_player" "1"
}
entityDef damage_bfgSplash_cinematic {
"inherit" "damage_bfgSplash"
"ignore_player" "1"
}
entityDef damage_bfg_overcharge {
"damage" "500"
"radius" "256"
"push" "10000"
"knockback" "200"
}