mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-16 15:41:16 +00:00
278 lines
8.9 KiB
Modula-2
278 lines
8.9 KiB
Modula-2
/***********************************************************************
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weapon_bfg.def
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***********************************************************************/
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export fred {
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// View Model BFG
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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
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mesh viewbfg.mb
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anim raise.mb
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anim idle.mb
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anim fire.mb
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anim fire.mb -range 1 140 -dest startfire
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anim fire.mb -range 141 167 -dest bfgfire
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anim empty_idle.mb
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anim reload1.mb -dest reload
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anim noammo.mb
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anim lower.mb
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// World Model BFG
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options -prefix PLAYER_BFG_ -keep ATTACHER bfgbarrel -rename ATTACHER origin -parent bfgbarrel bfgbody -clearorigin
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mesh models/characters/male_npc/cycles/tweakedplayermoves/bfg_idle.mb -dest models/md5/weapons/bfg_world/worldbfg
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anim models/characters/male_npc/cycles/tweakedplayermoves/bfg_idle.mb -dest models/md5/weapons/bfg_world/bfg_idle
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}
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entityDef weapon_bfg {
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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" "BFG"
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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/bfg/bfg_world.lwo"
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"model_view" "viewmodel_bfg"
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"model_world" "worldmodel_bfg"
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"joint_attach" "BFG_ATTACHER"
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"def_dropItem" "moveable_item_bfg"
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"inv_name" "#str_00100197"
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"inv_weapon" "weapon_bfg"
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"inv_ammo_bfg" "4"
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"inv_item" "5"
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"inv_desc" "#str_02540"
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"display_name" "#str_02022"
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"icon" "guis/assets/hud/wpn_8"
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"pdaIcon" "guis/assets/hud/icons/bfg_new.tga"
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"hudIcon" "guis/assets/hud/icons/bfgw.tga"
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"weaponAngleOffsetAverages" "15"
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"weaponAngleOffsetScale" ".5"
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"weaponAngleOffsetMax" "50"
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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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"gui" "guis/weapons/bfg.gui"
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"mtr_guiLightShader" "lights/viewWeaponGuiLight"
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"def_overcharge_damage" "damage_bfg_overcharge"
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"def_overcharge" "env_bfg_overcharge"
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"snd_explode" "rocket_impact"
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"smoke_muzzle" "BFG_barrel.ptr"
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"weapon_scriptobject" "weapon_bfg"
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"def_projectile" "projectile_bfg"
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"ammoType" "ammo_bfg"
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"ammoRequired" "1"
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"clipSize" "4"
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"powerAmmo" "1"
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"mtr_flashShader" "lights/bfg_flare"
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"flashColor" "0.8 1 0.7"
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"flashRadius" "32"
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"silent_fire" "0"
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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/bfg_invis"
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//"snd_hum" "player_bfg_idle"
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"spread" "0"
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"controllerShakeHighMag" "1.0"
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"controllerShakeHighTime" "750"
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"controllerShakeLowMag" "1.0"
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"controllerShakeLowTime" "750"
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}
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entityDef env_bfg_overcharge {
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"spawnclass" "idAnimatedEntity"
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"model" "bigexplosion.prt"
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}
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entityDef moveable_item_bfg {
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"inherit" "weapon_bfg"
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"spawnclass" "idMoveableItem"
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"model" "models/weapons/bfg/bfg_world_rotated.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_bfg {
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mesh models/md5/weapons/bfg_world/worldbfg.md5mesh
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anim raise models/md5/weapons/bfg_world/bfg_idle.md5anim
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anim idle models/md5/weapons/bfg_world/bfg_idle.md5anim
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anim aim models/md5/weapons/bfg_world/bfg_idle.md5anim
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anim fire models/md5/weapons/bfg_world/bfg_idle.md5anim
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anim reload models/md5/weapons/bfg_world/bfg_idle.md5anim
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anim noammo models/md5/weapons/bfg_world/bfg_idle.md5anim
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anim putaway models/md5/weapons/bfg_world/bfg_idle.md5anim
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}
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model viewmodel_bfg {
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mesh models/md5/weapons/bfg_view/viewbfg.md5mesh
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offset ( -1 0 17 )
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anim raise models/md5/weapons/bfg_view/raise.md5anim {
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frame 1 sound_weapon player_bfg_raise
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}
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anim idle models/md5/weapons/bfg_view/idle.md5anim
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anim fire_begin models/md5/weapons/bfg_view/startfire.md5anim {
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frame 1 sound_weapon player_bfg_firebegin
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}
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anim fire models/md5/weapons/bfg_view/bfgfire.md5anim {
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frame 1 sound_weapon player_bfg_fire
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}
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anim idle_empty models/md5/weapons/bfg_view/empty_idle.md5anim
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anim putaway models/md5/weapons/bfg_view/lower.md5anim
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anim reload models/md5/weapons/bfg_view/reload.md5anim {
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frame 1 sound_weapon player_bfg_reload
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}
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anim noammo models/md5/weapons/bfg_view/noammo.md5anim {
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frame 1 sound_weapon player_bfg_dryfire
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}
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}
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entityDef damage_bfg {
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"damage" "200"
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"push" "1000"
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"gib" "1"
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"smoke_wound_flesh" "bloodwound.prt"
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}
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entityDef damage_bfgFreq {
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"damage" "5"
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"push" "0"
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"gib" "1"
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"snd_flesh" "bullet_impact_flesh"
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}
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entityDef damage_bfgSplash {
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"damage" "100"
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"radius" "150"
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"knockback" "80"
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"push" "7000"
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"attackerDamageScale" "0.2"
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"attackerPushScale" "0.2"
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"gib" "1"
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}
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entityDef projectile_bfg {
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"spawnclass" "idBFGProjectile"
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"mins" "-10 -10 -10"
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"maxs" "10 10 10"
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"cone" "3"
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"model" "models/particles/bfg_bolt/bfg_bolt.lwo"
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"model_two" "models/particles/bfg_bolt/bfg_bolt2.lwo"
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"no_contents" "1"
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"def_damage" "damage_bfg"
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"def_damageFreq" "damage_bfgFreq"
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"def_splash_damage" "damage_bfgSplash"
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"beam_WidthFly" "24"
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"beam_WidthExplode" "128"
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"skin_beam" "skins/duffybolt"
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"snd_fly" "player_bfg_fly"
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"snd_beam" "player_bfg_arc"
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"remove_time" "7000"
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"damageRadius" "2048"
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"launchFromBarrel" "1"
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"health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
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"velocity" "350 0 0" // 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" // "air" friction
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"angular_friction" "0"
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"contact_friction" "0"
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"bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "50"
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"gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "4.5" // 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" "1" // whether projectile should detonate when it's "killed" (health runs out)
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"detonate_on_world" "1" // whether projectile should detonate when it hits an obstacle
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"detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game
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"impact_damage_effect" "1" // whether projectile causes blood splats from characters that bleed
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"impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do)
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"mtr_detonate" "textures/decals/bfg_wallmark"
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"decal_size" "72"
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"smoke_fly" "" // particle effect while in the air
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"smoke_detonate" "" // particle effect when detonates
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"smoke_residue" "" // particle effect while in the air
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"smoke_bounce" "" // particle effect when bounces
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"smoke_fuse" "" // particle effect when removed from fuse expiring
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"model_detonate" "bfgExplosion.prt"
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"debris_count" "6"
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"def_debris" "debris_largeshrapnel"
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"def_shrapnel" "debris_shrapnel"
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"mtr_light_shader" "lights/baronflash"
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"light_color" "1 1 1"
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"light_radius" "160"
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"light_offset" "0 0 -16"
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"mtr_explode_light_shader" "muzzleflash"
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"explode_light_color" "0 1 0"
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"explode_light_radius" "300"
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"explode_light_fadetime" "0.25"
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// sound effect while in the air
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"snd_explode" "player_bfg_explode"
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"snd_explode2" "player_bfg_2explode"
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"snd_explode3" "player_bfg_3explode"
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"snd_explode4" "player_bfg_4explode"
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}
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// used by Campbell in cinematics
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entityDef projectile_bfg_cinematic {
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"inherit" "projectile_bfg"
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"no_contents" "1"
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"velocity" "250 0 0"
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"def_damage" "damage_bfg_cinematic"
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"def_damageFreq" "damage_bfgFreq_cinematic"
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"def_splash_damage" "damage_bfgSplash_cinematic"
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}
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entityDef damage_bfg_cinematic {
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"inherit" "damage_bfg"
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"ignore_player" "1"
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}
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entityDef damage_bfgFreq_cinematic {
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"inherit" "damage_bfgFreq"
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"ignore_player" "1"
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}
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entityDef damage_bfgSplash_cinematic {
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"inherit" "damage_bfgSplash"
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"ignore_player" "1"
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}
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entityDef damage_bfg_overcharge {
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"damage" "500"
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"radius" "256"
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"push" "10000"
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"knockback" "200"
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}
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