mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2025-03-15 07:00:58 +00:00
461 lines
12 KiB
Modula-2
461 lines
12 KiB
Modula-2
// SP values are commented out for reference
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entityDef damage_bfg_mp {
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"inherit" "damage_bfg"
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// "damage" "200"
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}
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entityDef damage_bfgSplash_mp {
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"inherit" "damage_bfgSplash"
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// "damage" "40"
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// "radius" "100"
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}
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entityDef damage_bullet_chaingun_mp {
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"inherit" "damage_bullet_chaingun"
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"damage" "25" //changed by jim 8-23-04 from 30
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}
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entityDef damage_chainsaw_mp {
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"inherit" "damage_chainsaw"
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// "damage" "60"
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}
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entityDef damage_fists_mp {
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"inherit" "damage_fists"
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// "damage" "20"
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}
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entityDef damage_flashlight_mp {
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"inherit" "damage_flashlight"
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// "damage" "20"
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}
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entityDef damage_grenadeDirect_mp {
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"inherit" "damage_grenadeDirect"
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"damage" "75" //changed by Tim 6-17-04
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}
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entityDef damage_grenadeSplash_mp {
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"inherit" "damage_grenadeSplash"
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"damage" "75" //changed by Tim 6-17-04
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"radius" "150" //changed by Tim 6-17-04
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}
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entityDef damage_grenadeSplash_inhand_mp {
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"inherit" "damage_grenadeSplash_mp"
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"selfDamageScale" "20" // defaults to 0.5 in multiplayer, so override it to full damage so player dies.
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}
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entityDef damage_bullet_machinegun_mp {
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"inherit" "damage_bullet_machinegun"
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"damage" "12"
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}
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entityDef damage_bullet_pistol_mp {
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"inherit" "damage_bullet_pistol"
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"damage" "15"
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}
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entityDef damage_plasmablast_mp {
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"inherit" "damage_plasmablast"
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"damage" "30"
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}
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entityDef damage_rocketDirect_mp {
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"inherit" "damage_rocketDirect"
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"damage" "100"
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}
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entityDef damage_rocketSplash_mp {
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"inherit" "damage_rocketSplash"
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"damage" "100"
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"radius" "125" //changed by tim 6-22-04 from 100
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"knockback" "80"
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"attackerPushScale" "1.5"
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"attackerDamageScale" "0.4"
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"selfDamageScale" "0.75" //changed by jim 8-23-04 from 0.5
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}
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entityDef damage_shotgun_mp {
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"inherit" "damage_shotgun"
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"damage" "15" //changed from 9 Tim 6-17-04
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}
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entityDef damage_soulblast_mp {
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"inherit" "damage_soulblast"
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// "damage" "200"
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}
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entityDef damage_soulSplash_mp {
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"inherit" "damage_soulSplash"
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// "damage" "40"
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// "radius" "100"
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}
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entityDef damage_softfall_mp {
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"inherit" "damage_softfall"
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"damage" "3"
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}
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entityDef damage_hardfall_mp {
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"inherit" "damage_hardfall"
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"damage" "15"
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}
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entityDef damage_fatalfall_mp {
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"inherit" "damage_fatalfall"
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"damage" "30"
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}
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entityDef damage_explodingbarrel_mp {
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"inherit" "damage_explodingbarrel"
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"selfDamageScale" "1"
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}
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entityDef item_armor_security_mp {
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"inherit" "item_armor_security"
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}
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entityDef item_armor_shard_mp {
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"inherit" "item_armor_shard"
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}
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entityDef ammo_belt_small_mp {
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"inherit" "ammo_belt_small"
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"inv_ammo_belt" "120"
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}
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entityDef ammo_bullets_large_mp {
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"inherit" "ammo_bullets_large"
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}
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entityDef ammo_bullets_small_mp {
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"inherit" "ammo_bullets_small"
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}
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entityDef ammo_cells_large_mp {
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"inherit" "ammo_cells_large"
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}
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entityDef ammo_cells_small_mp {
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"inherit" "ammo_cells_small"
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}
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entityDef ammo_clip_large_mp {
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"inherit" "ammo_clip_large"
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}
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entityDef ammo_clip_small_mp {
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"inherit" "ammo_clip_small"
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}
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entityDef ammo_grenade_small_mp {
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"inherit" "ammo_grenade_small"
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}
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entityDef item_medkit_mp {
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"inherit" "item_medkit"
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}
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entityDef item_medkit_small_mp {
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"inherit" "item_medkit_small"
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}
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entityDef ammo_rockets_large_mp {
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"inherit" "ammo_rockets_large"
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}
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entityDef ammo_rockets_small_mp {
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"inherit" "ammo_rockets_small"
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}
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entityDef ammo_shells_large_mp {
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"inherit" "ammo_shells_large"
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}
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entityDef ammo_shells_small_mp {
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"inherit" "ammo_shells_small"
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}
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/***********************************************************************
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Weapons
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***********************************************************************/
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entityDef weapon_chainsaw_mp {
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"inherit" "weapon_chainsaw"
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}
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entityDef moveable_item_chainsaw_mp {
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"inherit" "moveable_item_chainsaw"
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}
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entityDef weapon_pistol_mp {
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"inherit" "weapon_pistol"
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}
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entityDef projectile_bullet_pistol_mp {
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"inherit" "projectile_bullet_pistol"
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"net_instanthit" "1" // predict decals on walls in MP
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"velocity" "20000 0 0" // fast projectiles in MP
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"mass" "1" // lower mass because of the high velocity
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"tracers" "0" // no tracers in MP
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_pistol_mp {
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"inherit" "moveable_item_pistol"
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}
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entityDef weapon_shotgun_mp {
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"inherit" "weapon_shotgun"
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"inv_ammo_shells" "8"
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"spread" "11"
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}
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entityDef projectile_bullet_shotgun_mp {
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"inherit" "projectile_bullet_shotgun"
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"net_instanthit" "1" // don't predict decals on walls because the predicted spread is way of
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"velocity" "20000 0 0" // fast projectiles in MP
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"mass" "0.5" // lower mass because of the high velocity
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"tracers" "0" // no tracers in MP
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_shotgun_mp {
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"inherit" "moveable_item_shotgun"
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}
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entityDef weapon_machinegun_mp {
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"inherit" "weapon_machinegun"
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"spread" "1"
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"inv_ammo_clip" "60"
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}
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entityDef projectile_bullet_machinegun_mp {
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"inherit" "projectile_bullet_machinegun"
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"net_instanthit" "1" // predict decals on walls in MP
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"velocity" "20000 0 0" // fast projectiles in MP
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"mass" "0.5" // lower mass because of the high velocity
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"tracers" "0" // no tracers in MP
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_machinegun_mp {
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"inherit" "moveable_item_machinegun"
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}
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entityDef weapon_chaingun_mp {
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"inherit" "weapon_chaingun"
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"spread" "1"
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"inv_ammo_belt" "60"
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}
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entityDef projectile_chaingunbullet_mp {
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"inherit" "projectile_chaingunbullet"
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"net_instanthit" "1" // predict decals on walls in MP
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"velocity" "20000 0 0" // fast projectiles in MP
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"mass" "1" // lower mass because of the high velocity
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"tracers" "0" // no tracers in MP
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_chaingun_mp {
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"inherit" "moveable_item_chaingun"
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}
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entityDef weapon_handgrenade_mp {
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"inherit" "weapon_handgrenade"
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}
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entityDef projectile_grenade_mp {
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"inherit" "projectile_grenade"
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_grenades_mp {
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"inherit" "moveable_item_grenades"
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"damage" "80" //6-8-04 -Tim
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}
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entityDef weapon_plasmagun_mp {
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"inherit" "weapon_plasmagun"
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"inv_ammo_cells" "30"
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"clipSize" "30"
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}
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entityDef projectile_plasmablast_mp {
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"inherit" "projectile_plasmablast"
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"mins" "-4 -4 -4"
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"maxs" "4 4 4"
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"push" "0" // no additional push in MP
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"smoke_fly" "" // particle effect while in the air
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}
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entityDef moveable_item_plasmagun_mp {
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"inherit" "moveable_item_plasmagun"
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}
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entityDef weapon_rocketlauncher_mp {
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"inherit" "weapon_rocketlauncher"
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"model" "models/weapons/rocketlauncher/mp_rocketlauncher.lwo"
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}
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entityDef projectile_rocket_mp {
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"inherit" "projectile_rocket"
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_rocketlauncher_mp {
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"inherit" "moveable_item_rocketlauncher"
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}
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entityDef weapon_bfg_mp {
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"inherit" "weapon_bfg"
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}
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entityDef projectile_bfg_mp {
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"inherit" "projectile_bfg"
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"no_contents" "0"
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"velocity" "250 0 0"
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"push" "0" // no additional push in MP
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}
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entityDef moveable_item_bfg_mp {
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"inherit" "moveable_item_bfg"
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}
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/***********************************************************************
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player model
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***********************************************************************/
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model model_mp_marine {
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inherit model_sp_marine
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mesh models/md5/characters/npcs/playermoves/mpplayer.md5mesh
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channel torso ( *Waist )
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channel legs ( *origin -*Waist SPINNER eyecontrol)
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skin skins/characters/player/marine_mp.skin
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anim run_forward models/md5/characters/npcs/playermoves/run_270.md5anim {
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frame 10 rightfoot
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frame 19 leftfoot
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}
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anim walk models/md5/characters/npcs/playermoves/jog.md5anim
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anim walk_backwards models/md5/characters/npcs/playermoves/jog_back.md5anim
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anim walk_strafe_left models/md5/characters/npcs/playermoves/walk_strafe_left.md5anim
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anim walk_strafe_right models/md5/characters/npcs/playermoves/walk_strafe_right.md5anim
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}
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entityDef player_doommarine_mp {
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"inherit" "player_base_d3xp_mp"
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"model" "model_d3xp_mp_marine"
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"bleed" "1"
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"gib" "1"
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"skin_dropDeath" "skins/characters/player/marine_mp_death.skin"
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"skin_invisibility" "skins/characters/player/marine_mp_invisible"
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"deathSkinTime" "500" // how long once dead before setting the dead body contents to 0
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"health" "100"
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"pm_walkspeed" "200"
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"pm_runspeed" "275"
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"maxarmor" "200"
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"deplete_armor" "100" // deplete the armor when above this
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"deplete_rate" "1.5" // every x seconds
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"deplete_ammount" "2" // how much
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"weapon" "weapon_fists,weapon_pistol,weapon_machinegun,weapon_handgrenade"
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"ammo_grenades" "2"
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"ammo_clip" "90"
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"damage_scale head" "2"
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"snd_teleport_enter" "player_sounds_teleport_enter"
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"snd_teleport_exit" "player_sounds_teleport_exit"
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"snd_teleport" "player_sounds_teleport"
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"snd_berserk_third" "player_sounds_berserk_third"
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"snd_hit_feedback" "sound/feedback/hitlo"
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"fx_spawn" "fx/teleporterplayer.fx"
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"mtr_icon_lag" "textures/sfx/lagsprite"
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"mtr_icon_chat" "textures/sfx/chatsprite"
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"snd_voc_are_you_serious" "voc_are_you_serious"
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"snd_voc_attack_now" "voc_attack_now"
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// "snd_voc_bullshit" "voc_bullshit"
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"snd_voc_cancel_that" "voc_cancel_that"
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"snd_voc_cover_me" "voc_cover_me"
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"snd_voc_die_already" "voc_die_already"
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"snd_voc_enemy_has_powerup" "voc_enemy_has_powerup"
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"snd_voc_enemy_spotted" "voc_enemy_spotted"
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"snd_voc_grab_the_armor" "voc_grab_the_armor"
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"snd_voc_great_game" "voc_great_game"
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"snd_voc_hack" "voc_hack"
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"snd_voc_i_have_extra_weapon" "voc_i_have_extra_weapon"
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"snd_voc_i_have_the_armor" "voc_i_have_the_armor"
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"snd_voc_i_have_the_powerup" "voc_i_have_the_powerup"
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"snd_voc_i_need_a_weapon" "voc_i_need_a_weapon"
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"snd_voc_i_need_health" "voc_i_need_health"
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"snd_voc_ill_take_that" "voc_ill_take_that"
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"snd_voc_im_armed_and_ready" "voc_im_armed_and_ready"
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"snd_voc_im_not_ready" "voc_im_not_ready"
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"snd_voc_im_taking_fire" "voc_im_taking_fire"
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"snd_voc_item_available" "voc_item_available"
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"snd_voc_movein" "voc_movein"
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"snd_voc_negative" "voc_negative"
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"snd_voc_no_way" "voc_no_way"
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"snd_voc_on_my_way" "voc_on_my_way"
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"snd_voc_overhere" "voc_overhere"
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"snd_voc_prepare_for_attack" "voc_prepare_for_attack"
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"snd_voc_pull_back" "voc_pull_back"
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"snd_voc_roger" "voc_roger"
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"snd_voc_that_sucked" "voc_that_sucked"
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"snd_voc_yeah_right" "voc_yeah_right"
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"snd_invulnerable" "invulnerable_loop"
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"txt_voc_are_you_serious" "Are you serious?"
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"txt_voc_attack_now" "Attack Now!"
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"txt_voc_bullshit" "Bullshit"
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"txt_voc_cancel_that" "Cancel that"
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"txt_voc_cover_me" "Cover me!"
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"txt_voc_die_already" "Die Already!"
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"txt_voc_enemy_has_powerup" "Enemy has powerup"
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"txt_voc_enemy_spotted" "Enemy spotted"
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"txt_voc_grab_the_armor" "Grab the armor"
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"txt_voc_great_game" "Great Game"
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"txt_voc_hack" "Hack!"
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"txt_voc_i_have_extra_weapon" "I have an extra weapon"
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"txt_voc_i_have_the_armor" "I have the armor"
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"txt_voc_i_have_the_powerup" "I have the powerup"
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"txt_voc_i_need_a_weapon" "I need a weapon"
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"txt_voc_i_need_health" "I need health"
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"txt_voc_ill_take_that" "I'll take that"
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"txt_voc_im_armed_and_ready" "I'm armed and ready"
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"txt_voc_im_not_ready" "I'm not ready"
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"txt_voc_im_taking_fire" "Taking fire"
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"txt_voc_item_available" "Item available"
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"txt_voc_movein" "Move in!"
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"txt_voc_negative" "Negative"
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"txt_voc_no_way" "No way"
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"txt_voc_on_my_way" "On my way"
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"txt_voc_overhere" "Over here"
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"txt_voc_prepare_for_attack" "Prepare for attack"
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"txt_voc_pull_back" "Pull back!"
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"txt_voc_roger" "Roger"
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"txt_voc_that_sucked" "That sucked"
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"txt_voc_yeah_right" "Yeah right"
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}
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