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

106 lines
5.4 KiB
Modula-2

/***********************************************************************
debris.def
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entityDef debris_largeshrapnel {
"spawnclass" "idDebris"
"mins" "-3 -3 -3"
"maxs" "3 3 3"
"model" "models/particles/shrapnel/large.lwo"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "500 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0)
"random_velocity" "1"
"angular_velocity" "10 -10 10" // 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" "0.6" // "air" friction
"angular_friction" "0.4"
"contact_friction" "0.1"
"bounce" "0.6" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "4"
"gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "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" "0" // whether projectile should detonate when it's "killed" (health runs out)
"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
"detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game
"smoke_fly" "debristrail.smoke" // particle effect while in the air
// parametric particles -- temp
"model_detonate" ""
"smoke_detonate" "" // particle effect when detonates
"smoke_fuse" ""
"smoke_bounce" ""
}
entityDef debris_shrapnel {
"spawnclass" "idDebris"
"mins" "-3 -3 -3"
"maxs" "3 3 3"
"model" "models/particles/shrapnel/small.lwo"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "600 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0)
"random_velocity" "1"
"angular_velocity" "10 -10 10" // 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" "0.6" // "air" friction
"angular_friction" "0.4"
"contact_friction" "0.1"
"bounce" "0.5" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "3"
"gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "4" // 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" "0" // whether projectile should detonate when it's "killed" (health runs out)
"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
"detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game
"smoke_fly" "shrapneltrail.smoke" // particle effect while in the air
// parametric particles -- temp
"model_detonate" ""
"smoke_detonate" "" // particle effect when detonates
"smoke_fuse" ""
"smoke_bounce" ""
}
entityDef debris_brass {
"spawnclass" "idDebris"
"mins" "-1 -1 -1"
"maxs" "1 1 1"
"model" "models/weapons/shell1/mshell_lo.lwo"
"health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed)
"velocity" "0 -100 120" // 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" "0.6" // "air" friction
"angular_friction" "0.4"
"contact_friction" "0.1"
"bounce" "0.25" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
"mass" "0.5"
"gravity" "666" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
"fuse" "3" // 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" "0" // whether projectile should detonate when it's "killed" (health runs out)
"detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle
"detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game
"snd_bounce" "casings_small_mix"
}