cod2-sdk/deffiles/vehicleweapon.gdf

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#name "vehicleweapon"
#dll "all" "configstringconvert"
#target_dir "weapons/sp/" // target location 1 (single-player)
#target_dir "weapons/mp/" // target location 2 (multi-player)
#file_ext "*"
#version 7
string "WEAPONFILE" configstringFileType
string "none" projectileTrail
enum { "non-player" } weaponClass
enum { "none" } weaponSlot
enum { "1: Single-Player", "2: Multi-Player" } targetFolder
enum { "bullet", "projectile" } weaponType
enum { "grenade", "rocket", "molotov", "none" } projExplosionType
int 0 0 1 armorPiercing
int 1 0 1 projImpactExplode
string worldFlashEffect
string fireSound
keyenum("rumble.gdf") fireRumble
int 30 0 3000 damage
float 1600 0 50000 autoAimRange
float 50000 0 50000 slowdownAimRange
float 50000 0 50000 slowdownAimRangeAds
float 50000 0 50000 lockonAimRange
float 50000 0 50000 lockonAimRangeAds
float 15000 0 15000 enemyCrosshairRange
float 1.0 0 10 locNone
float 1.0 0 10 locHelmet
float 1.0 0 10 locHead
float 1.0 0 10 locNeck
float 1.0 0 10 locTorsoUpper
float 1.0 0 10 locTorsoLower
float 1.0 0 10 locRightArmUpper
float 1.0 0 10 locRightArmLower
float 1.0 0 10 locRightHand
float 1.0 0 10 locLeftArmUpper
float 1.0 0 10 locLeftArmLower
float 1.0 0 10 locLeftHand
float 1.0 0 10 locRightLegUpper
float 1.0 0 10 locRightLegLower
float 1.0 0 10 locRightFoot
float 1.0 0 10 locLeftLegUpper
float 1.0 0 10 locLeftLegLower
float 1.0 0 10 locLeftFoot
float 1.0 0 10 locGun
float 0.1 0.0 10.0 fireTime
int 600 1 100000 projectileSpeed
int 300 0 10000 explosionRadius
int 10 0 10000 explosionInnerDamage
int 10 0 10000 explosionOuterDamage
float 0.4 0 10 destabilizationBaseTime
float 0.8 0.01 1 destabilizationTimeReductionRatio
float 10 0.0 45 destabilizationAngleMax
int 400 0 32000 destabilizeDistance
string useHintString
string reticleCenter
int 32 1 480 reticleCenterSize
vcontainer
{
scrollbox(targetFolder)
[
exec
{
width(300)
labelwidth(160)
}
]
scrollbox(weaponType)
[
exec
{
width(300)
labelwidth(160)
}
]
////////////////////////////////////////
// Aim Assist
////////////////////////////////////////
vcontainer
{
floatedit(autoAimRange, 1, 100)
[
exec
{
label("Auto Aim Range")
tooltip("(Console only.) The range in world units up to which entering ADS will lock-on to enemies. (1 world unit = 1 inch)")
}
]
hcontainer
{
floatedit(slowdownAimRange, 1, 100)
[
exec
{
label("Slowdown Range")
tooltip("(Console only.) The range in world units which the crosshair will slowdown over a target. (1 world unit = 1 inch)")
}
]
floatedit(slowdownAimRangeAds, 1, 100)
[
exec
{
label("Slowdown Range ADS")
tooltip("(Console only.) The range in world units which the crosshair will slowdown over a target in ADS. (1 world unit = 1 inch)")
width(260)
labelwidth(160)
}
]
}
hcontainer
{
floatedit(lockonAimRange, 1, 100)
[
exec
{
label("Lock-On Range")
tooltip("(Console only.) The range in world units up to which the view will lock onto a target. (1 world unit = 1 inch)")
}
]
floatedit(lockonAimRangeAds, 1, 100)
[
exec
{
label("Lock-On Range ADS")
tooltip("(Console only.) The range in world units up to which the view will lock onto a target in ADS. (1 world unit = 1 inch)")
width(260)
labelwidth(160)
}
]
}
}
[
exec
{
groupBox("Aim Assist (Console only)")
}
]
floatedit(enemyCrosshairRange, 1, 100)
[
exec
{
label("Enemy Crosshair Range")
tooltip("The range in world units at which an enemy will change your crosshair color. (1 world unit = 1 inch)")
width(280)
labelwidth(180)
}
]
checkbox(armorPiercing)
[
exec
{
width(300)
labelwidth(160)
}
]
checkbox(projImpactExplode)
[
exec
{
width(300)
labelwidth(160)
}
]
scrollbox(projExplosionType)
[
exec
{
width(300)
labelwidth(160)
}
]
fileedit(worldFlashEffect)
[
exec
{
reldir("pc/main/")
labelwidth(160)
}
]
edit(fireSound)
[
exec
{
width(500)
labelwidth(160)
}
]
scrollbox(fireRumble)
[
exec
{
width(500)
labelwidth(160)
}
]
spinedit(damage, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
////////////////////////////////////////
// Location Damage
////////////////////////////////////////
vcontainer
{
hcontainer
{
floatedit(locNone, 0.1, 0.2)
[
exec
{
label("None")
tooltip("Unrelated to weapon. Used for damage that's not location based, such as grenades or falling. Included here for completeness.")
}
]
floatedit(locHelmet, 0.1, 0.2)
[
exec
{
label("Helmet")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locHead, 0.1, 0.2)
[
exec
{
label("Head")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locNeck, 0.1, 0.2)
[
exec
{
label("Neck")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locTorsoUpper, 0.1, 0.2)
[
exec
{
label("Upper Torso")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locTorsoLower, 0.1, 0.2)
[
exec
{
label("Lower Torso")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locLeftArmUpper, 0.1, 0.2)
[
exec
{
label("Left Upper Arm")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locRightArmUpper, 0.1, 0.2)
[
exec
{
label("Right Upper Arm")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locLeftArmLower, 0.1, 0.2)
[
exec
{
label("Left Lower Arm")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locRightArmLower, 0.1, 0.2)
[
exec
{
label("Right Lower Arm")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locLeftHand, 0.1, 0.2)
[
exec
{
label("Left Hand")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locRightHand, 0.1, 0.2)
[
exec
{
label("Right Hand")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locLeftLegUpper, 0.1, 0.2)
[
exec
{
label("Left Upper Leg")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locRightLegUpper, 0.1, 0.2)
[
exec
{
label("Right Upper Leg")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locLeftLegLower, 0.1, 0.2)
[
exec
{
label("Left Lower Leg")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locRightLegLower, 0.1, 0.2)
[
exec
{
label("Right Lower Leg")
tooltip("Damage per-bullet multiplier.")
}
]
}
hcontainer
{
floatedit(locLeftFoot, 0.1, 0.2)
[
exec
{
label("Left Foot")
tooltip("Damage per-bullet multiplier.")
}
]
floatedit(locRightFoot, 0.1, 0.2)
[
exec
{
label("Right Foot")
tooltip("Damage per-bullet multiplier.")
}
]
}
floatedit(locGun, 0.1, 0.2)
[
exec
{
label("Gun")
tooltip("Damage per-bullet multiplier.")
}
]
}
[
exec
{
groupBox("Location Damage")
}
]
////////////////////////////////////////
// Reticle Settings
////////////////////////////////////////
vcontainer
{
fileedit(reticleCenter)
[
exec
{
label("Center Reticle")
tooltip("Center Reticle.")
reldir("pc/main/")
width(500)
}
]
spinedit(reticleCenterSize, 1, 2)
[
exec
{
label("Center Size")
tooltip("Center Size.")
}
]
}
[
exec
{
groupBox("Reticle Settings")
}
]
floatedit(fireTime, 0.05, 0.2)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(projectileSpeed, 10, 100)
[
exec
{
width(300)
labelwidth(160)
}
]
hcontainer
{
spinedit(destabilizeDistance, 10, 100)
[
exec
{
tooltip("The distance the projectile goes before becoming unstable")
width(210)
labelwidth(150)
}
]
floatedit(destabilizationBaseTime, 0.01, 0.1)
[
exec
{
tooltip("base time between 'instability' course changes")
width(210)
labelwidth(150)
}
]
floatedit(destabilizationTimeReductionRatio, 0.01, 0.1)
[
exec
{
tooltip("reduction of time between each course change")
width(210)
labelwidth(150)
}
]
floatedit(destabilizationAngleMax, 0.01, 1)
[
exec
{
tooltip("The maximum course change in degrees")
width(210)
labelwidth(150)
}
]
}
spinedit(explosionRadius, 10, 50)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(explosionInnerDamage, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(explosionOuterDamage, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
edit(useHintString)
}