q3rally/baseq3r/scripts/example.script

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2011-02-18 14:31:32 +00:00
hydrant
{
model "models/mapobjects/hydrant/hydrant" // md3
damageframes "0 4" // no damage, full damage
// frames "0 4 0 10" // actual frames are frames * damageframes so:
// first 5 frames are object animated with no damage
// next 5 frames are object animated with 1/5 damage
// next 5 frames are object animated with 2/5 damage, etc.
// So the animation should have 25 frames all together
}
waterspray
{
model "models/mapobjects/hydrant/waterspray" // md3
frames "0 10 0 20" // start frame, end frame, looping frames, fps
}
// Should all mapobject scripts go into one file per level or should it be one per mapobject?
// I was thinking it would probably be best if it was one per map object cause then it would be easier to
// use a mapobject in more than one map.
rally_scripted_object
{
type 0
model "hydrant" // model
deadmodel "waterspray" // model after destroyed (water spraying up from ground)
moveable 0 // 0 = false, 1 = true
mass 50 // not needed for non-moveable, just here as an example
health 1000 // -1 is never destroyed, 0 is destroyed on first impact
mins "-8 -8 -8"
maxs "8 8 8"
presound "sound/hydrant/metalcreak" // looped sound, plays until destroyed
hitsound "sound/hydrant/solidmetalbang" // sound when object is hit
destroysound "sound/hydrant/solidmetalbreak" // sound when object is destroyed
postsound "sound/hydrant/waterspray" // looped sound, plays after destroyed
gibs // list of gib models (5 max)
{
"models/mapobjects/hydrant/piece1" -3 // model name, number of these gibs to spawn (-ve number means random up to this amount)
"models/mapobjects/hydrant/piece2" 2
"models/mapobjects/hydrant/piece3" 1
"models/mapobjects/hydrant/piece4" 4
}
// other things to have possibly:
// mass of each gib type
// more sound options?
}