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https://github.com/id-Software/DOOM-3-BFG.git
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106 lines
5.4 KiB
Modula-2
106 lines
5.4 KiB
Modula-2
/***********************************************************************
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debris.def
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***********************************************************************/
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entityDef debris_largeshrapnel {
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"spawnclass" "idDebris"
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"mins" "-3 -3 -3"
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"maxs" "3 3 3"
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"model" "models/particles/shrapnel/large.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" "500 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"random_velocity" "1"
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"angular_velocity" "10 -10 10" // 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" "0.6" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "4"
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"gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "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" "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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"smoke_fly" "debristrail.smoke" // particle effect while in the air
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// parametric particles -- temp
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"model_detonate" ""
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"smoke_detonate" "" // particle effect when detonates
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"smoke_fuse" ""
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"smoke_bounce" ""
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}
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entityDef debris_shrapnel {
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"spawnclass" "idDebris"
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"mins" "-3 -3 -3"
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"maxs" "3 3 3"
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"model" "models/particles/shrapnel/small.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" "600 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0)
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"random_velocity" "1"
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"angular_velocity" "10 -10 10" // 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" "3"
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"gravity" "1066" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it.
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"fuse" "4" // 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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"smoke_fly" "shrapneltrail.smoke" // particle effect while in the air
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// parametric particles -- temp
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"model_detonate" ""
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"smoke_detonate" "" // particle effect when detonates
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"smoke_fuse" ""
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"smoke_bounce" ""
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}
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entityDef debris_brass {
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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/mshell_lo.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" "0 -100 120" // 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" "0.25" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce.
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"mass" "0.5"
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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_small_mix"
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}
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