cod-sdk/Tools/deffiles/grenadeweapon.gdf

736 lines
13 KiB
Plaintext

#name "grenadeweapon"
#dll "configstringconvert"
#target_dir "weapons/sp/" // target location 1 (single-player)
#target_dir "weapons/mp/" // target location 2 (multi-player)
#file_ext "*"
// This tells the configstring converter what the file type identifier should be
enum { "WEAPONFILE" } configstringFileType
// This uses the config string convert's multi-target folder
// mechanism to make the weapon either a single-player weaons
// or a multi-player weapon.
// The first character is used to specify which target folder to go in
enum { "1: Single-Player", "2: Multi-Player" } targetFolder
// Because the first entry is the default value, this
// Will set the weaponType to "grenade"
enum { "grenade", "bullet", "projectile" } weaponType
enum { "grenade", "rifle", "mg", "smg", "pistol", "rocketlauncher", "flamethrower", "turret", "non-player" } weaponClass
string displayName
string AIOverlayDescription
string modeName
string gunModel
string handModel
string idleAnim
string emptyIdleAnim
string fireAnim
string holdFireAnim
string lastShotAnim
string meleeAnim
string raiseAnim
string dropAnim
string altRaiseAnim
string altDropAnim
enum { "grenade", "smokegrenade", "none", "pistol", "primary" } weaponSlot
int 0 0 1 slotStackable
float 1 0 5 moveSpeedScale
int 0 0 1000 damage
int 0 0 1000 meleeDamage
float 0.1 0 10.0 fireDelay
float 0.25 0.05 10.0 meleeDelay
float 0.1 0.0 10.0 fireTime
float 0.1 0.0 10.0 holdFireTime
float 0.7 0.0 10.0 meleeTime
float 2.0 0.0 10.0 reloadTime
float 0.5 0.0 10.0 dropTime
float 0.5 0.0 10.0 raiseTime
float 0.5 0.0 10.0 altDropTime
float 0.5 0.0 10.0 altRaiseTime
float 4 0 100 fuseTime
int 1 0 1 clipOnly
int 80 0 150 hipIdleAmount
float 0.5 0 1 idleCrouchFactor
float 0.15 0 1 idleProneFactor
float 30 0 180 swayMaxAngle
float 6 1 50 swayLerpSpeed
float 0.1 -2 2 swayPitchScale
float 0.1 -2 2 swayYawScale
float 0.1 -2 2 swayHorizScale
float 0.1 -2 2 swayVertScale
float 5 0 20 swayShellShockScale
// info for filling in the gitem_t for the weapon
string radiantName
string worldModel
string hudIcon
string modeIcon
string ammoIcon
string ammoName
int 100 0 999 maxAmmo
int 0 0 999 startAmmo
string clipName
int 10 0 999 clipSize
string sharedAmmoCapName
int 0 0 999 sharedAmmoCap
int 0 0 999 dropAmmoMin
int 0 0 999 dropAmmoMax
// client-side info
//string viewFlashEffect
//string worldFlashEffect
string pickupSound
string ammoPickupSound
string pullbackSound
string fireSound
string lastShotSound
string reloadSound
string altSwitchSound
string raiseSound
string putawaySound
string noteTrackSoundA
string noteTrackSoundB
string noteTrackSoundC
string noteTrackSoundD
string reticleCenter
string reticleSide
int 32 1 480 reticleCenterSize
int 16 1 480 reticleSideSize
int 4 0 480 reticleMinOfs
// additional weapon info
string altWeapon
int 1 0 1 twoHanded
int 0 0 1 cookOffHold
int 1 0 1 wideListIcon
string killIcon
int 1 0 1 wideKillIcon
// settings for view model position movement
float 0 -100 100 standMoveF
float 1 -100 100 standMoveR
float -1.5 -100 100 standMoveU
float 0 -100 100 standRotP
float 0 -100 100 standRotY
float 0 -100 100 standRotR
float -2 -100 100 duckedOfsF
float 2 -100 100 duckedOfsR
float -0.2 -100 100 duckedOfsU
float 0 -100 100 duckedMoveF
float 1 -100 100 duckedMoveR
float -1.5 -100 100 duckedMoveU
float 0 -100 100 duckedRotP
float 0 -100 100 duckedRotY
float 0 -100 100 duckedRotR
float -6 -100 100 proneOfsF
float 3.5 -100 100 proneOfsR
float 0.8 -100 100 proneOfsU
float 0 -100 100 proneMoveF
float 1 -100 100 proneMoveR
float -1.5 -100 100 proneMoveU
float 0 -100 100 proneRotP
float 0 -100 100 proneRotY
float 0 -100 100 proneRotR
float 4 0 100 posMoveRate
float 10 0 100 posProneMoveRate
float 110 0 1000 standMoveMinSpeed
float 60 0 1000 duckedMoveMinSpeed
float 0 0 1000 proneMoveMinSpeed
float 5 0 100 posRotRate
float 10 0 100 posProneRotRate
float 110 0 1000 standRotMinSpeed
float 60 0 1000 duckedRotMinSpeed
float 0 0 1000 proneRotMinSpeed
// additional grenade weapon info
int 300 0 10000 explosionRadius
int 10 0 10000 explosionInnerDamage
int 10 0 10000 explosionOuterDamage
int 600 0 10000 projectileSpeed
int 0 0 10000 projectileSpeedUp
string projectileModel
enum { "grenade", "rocket", "molotov", "none" } projExplosionType
string projExplosionEffect
string projExplosionSound
enum { "none", "grenade", "rocket" } projectileTrail
float 1.0 0 100 projectileTrailTime
int 32 1 1000 projectileTrailRadius
int 0 0 1 projImpactExplode
vcontainer
{
scrollbox(targetFolder)
[
exec
{
width(300)
}
]
hcontainer
{
edit(displayName)
edit(modeName)
}
hcontainer
{
edit(AIOverlayDescription)
}
hcontainer
{
floatedit(moveSpeedScale, 0.1, 1)
}
hcontainer
{
spinedit(damage, 1, 10)
spinedit(meleeDamage, 1, 10)
}
checkbox(projImpactExplode)
hcontainer
{
spinedit(explosionInnerDamage, 1, 10)
spinedit(explosionOuterDamage, 1, 10)
spinedit(explosionRadius, 10, 50)
}
hcontainer
{
spinedit(projectileSpeed, 10, 100)
spinedit(projectileSpeedUp, 10, 100)
floatedit(fuseTime, 0.1, 1)
}
checkbox(cookOffHold)
checkbox(twoHanded)
checkbox(wideListIcon)
fileedit(killIcon)
[
exec
{
reldir("game/main/")
}
]
checkbox(wideKillIcon)
fileedit(projectileModel)
[
exec
{
reldir("game/main/")
}
]
hcontainer
{
scrollbox(projExplosionType)
fileedit(projExplosionEffect)
[
exec
{
reldir("game/main/")
width(400)
}
]
}
edit(projExplosionSound)
hcontainer
{
scrollbox(projectileTrail)
floatedit(projectileTrailTime, 0.1, 1)
spinedit(projectileTrailRadius, 1, 5)
}
hcontainer
{
floatedit(fireDelay, 0.05, 0.2)
floatedit(meleeDelay, 0.05, 0.2)
}
hcontainer
{
floatedit(fireTime, 0.05, 0.2)
floatedit(meleeTime, 0.05, 0.2)
}
hcontainer
{
floatedit(holdFireTime, 0.05, 0.2)
}
hcontainer
{
floatedit(reloadTime, 0.05, 0.2)
}
hcontainer
{
floatedit(dropTime, 0.05, 0.2)
floatedit(raiseTime, 0.05, 0.2)
}
hcontainer
{
floatedit(altDropTime, 0.05, 0.2)
floatedit(altRaiseTime, 0.05, 0.2)
}
hcontainer
{
floatedit(idleCrouchFactor, 0.01, 0.1)
floatedit(idleProneFactor, 0.01, 0.1)
}
// seperator
hcontainer
{
}
spinedit(hipIdleAmount, 1, 10)
hcontainer
{
floatedit(swayMaxAngle, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
hcontainer
{
floatedit(swayLerpSpeed, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
hcontainer
{
floatedit(swayPitchScale, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
hcontainer
{
floatedit(swayYawScale, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
hcontainer
{
floatedit(swayHorizScale, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
hcontainer
{
floatedit(swayVertScale, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
floatedit(swayShellShockScale, 0.05, 0.1)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
// seperator
hcontainer
{
}
// info for filling in the gitem_t for the weapon
edit(radiantName)
fileedit(worldModel)
[
exec
{
reldir("game/main/")
}
]
fileedit(hudIcon)
[
exec
{
reldir("game/main/")
}
]
fileedit(modeIcon)
[
exec
{
reldir("game/main/")
}
]
fileedit(ammoIcon)
[
exec
{
reldir("game/main/")
}
]
hcontainer
{
edit(ammoName)
spinedit(maxAmmo, 10, 20)
spinedit(startAmmo, 1, 10)
}
hcontainer
{
edit(clipName)
spinedit(clipSize, 1, 10)
checkbox(clipOnly)
}
hcontainer
{
edit(sharedAmmoCapName)
spinedit(sharedAmmoCap, 10, 20)
}
hcontainer
{
spinedit(dropAmmoMin, 1, 10)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
spinedit(dropAmmoMax, 1, 10)
[
exec
{
width(270) // optional custom width
labelwidth(170) // optional custom width
}
]
}
fileedit(reticleCenter)
[
exec
{
reldir("game/main/")
}
]
// fileedit(reticleSide)
// [
// exec
// {
// reldir("game/main/")
// }
// ]
// hcontainer
// {
spinedit(reticleCenterSize, 1, 2)
// spinedit(reticleSideSize, 1, 2)
// spinedit(reticleMinOfs, 1, 2)
// }
// seperator
hcontainer
{
}
// fileedit(viewFlashEffect)
// [
// exec
// {
// reldir("game/main/")
// }
// ]
// fileedit(worldFlashEffect)
// [
// exec
// {
// reldir("game/main/")
// }
// ]
edit(pickupSound)
edit(ammoPickupSound)
edit(pullbackSound)
edit(fireSound)
edit(lastShotSound)
edit(reloadSound)
edit(altSwitchSound)
edit(raiseSound)
edit(putawaySound)
edit(noteTrackSoundA)
edit(noteTrackSoundB)
edit(noteTrackSoundC)
edit(noteTrackSoundD)
// seperator
hcontainer
{
}
hcontainer
{
scrollbox(weaponSlot)
checkbox(slotStackable)
}
scrollbox(weaponClass)
edit(altWeapon)
// seperator
hcontainer
{
}
hcontainer
{
floatedit(standMoveF, 0.1, 1)
floatedit(standMoveR, 0.1, 1)
floatedit(standMoveU, 0.1, 1)
}
hcontainer
{
floatedit(standRotP, 0.1, 1)
floatedit(standRotY, 0.1, 1)
floatedit(standRotR, 0.1, 1)
}
hcontainer
{
floatedit(duckedOfsF, 0.1, 1)
floatedit(duckedOfsR, 0.1, 1)
floatedit(duckedOfsU, 0.1, 1)
}
hcontainer
{
floatedit(duckedMoveF, 0.1, 1)
floatedit(duckedMoveR, 0.1, 1)
floatedit(duckedMoveU, 0.1, 1)
}
hcontainer
{
floatedit(duckedRotP, 0.1, 1)
floatedit(duckedRotY, 0.1, 1)
floatedit(duckedRotR, 0.1, 1)
}
hcontainer
{
floatedit(proneOfsF, 0.1, 1)
floatedit(proneOfsR, 0.1, 1)
floatedit(proneOfsU, 0.1, 1)
}
hcontainer
{
floatedit(proneMoveF, 0.1, 1)
floatedit(proneMoveR, 0.1, 1)
floatedit(proneMoveU, 0.1, 1)
}
hcontainer
{
floatedit(proneRotP, 0.1, 1)
floatedit(proneRotY, 0.1, 1)
floatedit(proneRotR, 0.1, 1)
}
hcontainer
{
floatedit(posMoveRate, 0.1, 1)
floatedit(posProneMoveRate, 0.1, 1)
}
hcontainer
{
floatedit(standMoveMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
floatedit(duckedMoveMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
floatedit(proneMoveMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
}
hcontainer
{
floatedit(posRotRate, 0.1, 1)
floatedit(posProneRotRate, 0.1, 1)
}
hcontainer
{
floatedit(standRotMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
floatedit(duckedRotMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
floatedit(proneRotMinSpeed, 1, 10)
[
exec
{
width(210)
labelwidth(150)
}
]
}
fileedit(gunModel)
[
exec
{
reldir("game/main/xmodel/")
width(500)
}
]
fileedit(handModel)
[
exec
{
reldir("game/main/xmodel/")
width(500)
}
]
fileedit(idleAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(emptyIdleAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(fireAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(holdFireAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(lastShotAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(meleeAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(raiseAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(dropAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(altRaiseAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
fileedit(altDropAnim)
[
exec
{
reldir("game/main/xanim/")
width(500)
}
]
}