cod2-sdk/deffiles/turretweapon.gdf

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#name "turretweapon"
#dll "all" "configstringconvert"
#target_dir "weapons/sp/" // target location 1 (single-player)
#target_dir "weapons/mp/" // target location 2 (multi-player)
#file_ext "*"
#version 16
// This tells the configstring converter what the file type identifier should be
string "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
string "none" projectileTrail
enum { "turret" } weaponClass
enum { "none" } weaponSlot
enum { "bullet", "projectile" } weaponType
enum { "stand", "prone", "duck" } stance
int 1 0 1 projImpactExplode
int 600 0 10000 projectileSpeed
int 300 0 10000 explosionRadius
int 10 0 10000 explosionInnerDamage
int 10 0 10000 explosionOuterDamage
string script
int 30 0 1000 damage
int 30 0 1000 playerDamage
int 30 0 1000 minDamage
int 30 0 1000 minPlayerDamage
float 15000 1 15000 maxDamageRange
float 16000 1 16000 minDamageRange
float 1600 0 10000 enemyCrosshairRange
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
int 115 0 360 leftArc
int 115 0 360 rightArc
int 90 0 360 topArc
int 90 0 360 bottomArc
int 0 0 360 grabarc
float 1 0 1 accuracy
float 2 0 180 aiSpread
float 1 0 180 playerSpread
float 0.05 0.0 10.0 fireTime
int 20 0 180 animHorRotateInc
int 5 1 720 minHorTurnSpeed
int 5 1 720 minVertTurnSpeed
int 360 1 720 maxHorTurnSpeed
int 360 1 720 maxVertTurnSpeed
int 100 1 720 horTurnSpeed
int 100 1 720 vertTurnSpeed
float 0.3 0 60 pitchConvergenceTime
float 2 0 60 yawConvergenceTime
float 2 0 60 suppressionTime
float 0 0 1000000 maxRange
float 0.5 0 5 horizViewJitter
float 0.5 0 5 vertViewJitter
int 0 0 1 rifleBullet
int 0 0 1 armorPiercing
string fireSound
string loopFireSound
string loopFireSoundPlayer
string stopFireSound
string stopFireSoundPlayer
string viewFlashEffect
string worldFlashEffect
string reticleCenter
int 32 1 480 reticleCenterSize
string idleAnim
string fireAnim
float 46 1 128 playerPositionDist
string hudIcon
string killIcon
int 1 0 1 wideListIcon
int 1 0 1 wideKillIcon
int 1 0 1 flipKillIcon
string useHintString
string dropHintString
keyenum("rumble.gdf") fireRumble
vcontainer
{
scrollbox(targetFolder)
[
exec
{
width(300)
}
]
scrollbox(stance)
[
exec
{
width(300)
}
]
scrollbox(weaponType)
[
exec
{
width(300)
}
]
////////////////////////////////////////
// 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)")
}
]
spinedit(damage, 1, 10)
[
exec
{
tooltip("The maximum amount of per-bullet damage done to anything other than the player at maxDamageRange.")
}
]
spinedit(playerDamage, 1, 10)
[
exec
{
tooltip("The maximum amount of per-bullet damage done only to the player at maxDamageRange.")
}
]
spinedit(minDamage, 1, 10)
[
exec
{
tooltip("The minimum amount of per-bullet damage done to anything other than the player at minDamageRange.")
}
]
spinedit(minPlayerDamage, 1, 10)
[
exec
{
tooltip("The minimum amount of per-bullet damage done only to the player at minDamageRange.")
}
]
floatedit(maxDamageRange, 120, 8000)
[
exec
{
tooltip("Distance specified in world units. 1 world unit = 1 inch.")
}
]
floatedit(minDamageRange, 120, 8000)
[
exec
{
tooltip("Distance specified in world units. 1 world unit = 1 inch.")
}
]
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)
}
]
spinedit(projectileSpeed, 10, 100)
spinedit(explosionRadius, 10, 50)
spinedit(explosionInnerDamage, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(explosionOuterDamage, 1, 10)
[
exec
{
width(300)
labelwidth(160)
}
]
spinedit(leftArc, 1, 10)
spinedit(rightArc, 1, 10)
spinedit(topArc, 1, 10)
spinedit(bottomArc, 1, 10)
floatedit(accuracy, 0.1, 0.2)
[
exec
{
tooltip("The probability between 0 and 1 that for any bullet the AI will aim at the player")
}
]
floatedit(aiSpread, 0.1, 0.2)
[
exec
{
label("ai spread")
width(270)
tooltip("The bullet spread in degrees when the gun is used by AI")
}
]
floatedit(playerSpread, 0.1, 0.2)
[
exec
{
label("player spread")
width(270)
tooltip("The bullet spread in degrees when the gun is used by the player")
}
]
floatedit(fireTime, 0.05, 0.2)
spinedit(animHorRotateInc, 1, 10)
spinedit(minHorTurnSpeed, 1, 10)
spinedit(minVertTurnSpeed, 1, 10)
spinedit(maxHorTurnSpeed, 1, 10)
spinedit(maxVertTurnSpeed, 1, 10)
floatedit(pitchConvergenceTime, 0.1, 1)
floatedit(yawConvergenceTime, 0.1, 1)
floatedit(suppressionTime, 0.1, 1)
floatedit(maxRange, 1, 10)
floatedit(horizViewJitter, 0.1, 1)
floatedit(vertViewJitter, 0.1, 1)
edit(script)
checkbox(rifleBullet)
checkbox(armorPiercing)
checkbox(projImpactExplode)
edit(fireSound)
edit(loopFireSound)
edit(loopFireSoundPlayer)
[
exec
{
label("loopFire (Player)")
}
]
edit(stopFireSound)
edit(stopFireSoundPlayer)
[
exec
{
label("stopFire (Player)")
}
]
fileedit(viewFlashEffect)
[
exec
{
reldir("pc/main/")
}
]
fileedit(worldFlashEffect)
[
exec
{
reldir("pc/main/")
}
]
fileedit(reticleCenter)
[
exec
{
reldir("pc/main/")
}
]
spinedit(reticleCenterSize, 1, 2)
fileedit(idleAnim)
[
exec
{
reldir("pc/main/xanim/")
width(500)
}
]
fileedit(fireAnim)
[
exec
{
reldir("pc/main/xanim/")
width(500)
}
]
floatedit(playerPositionDist, 1, 10)
fileedit(hudIcon)
[
exec
{
reldir("pc/main/")
}
]
fileedit(killIcon)
[
exec
{
reldir("pc/main/")
}
]
checkbox(wideListIcon)
checkbox(wideKillIcon)
checkbox(flipKillIcon)
edit(useHintString)
edit(dropHintString)
scrollbox(fireRumble)
[
exec
{
width(500)
}
]
}