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https://github.com/Q3Rally-Team/q3rally.git
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45 lines
1.9 KiB
Text
45 lines
1.9 KiB
Text
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hydrant
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{
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model "models/mapobjects/hydrant/hydrant" // md3
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damageframes "0 4" // no damage, full damage
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// frames "0 4 0 10" // actual frames are frames * damageframes so:
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// first 5 frames are object animated with no damage
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// next 5 frames are object animated with 1/5 damage
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// next 5 frames are object animated with 2/5 damage, etc.
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// So the animation should have 25 frames all together
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}
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waterspray
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{
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model "models/mapobjects/hydrant/waterspray" // md3
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frames "0 10 0 20" // start frame, end frame, looping frames, fps
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}
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// Should all mapobject scripts go into one file per level or should it be one per mapobject?
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// I was thinking it would probably be best if it was one per map object cause then it would be easier to
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// use a mapobject in more than one map.
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rally_scripted_object
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{
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type 0
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model "hydrant" // model
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deadmodel "waterspray" // model after destroyed (water spraying up from ground)
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moveable 0 // 0 = false, 1 = true
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mass 50 // not needed for non-moveable, just here as an example
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health 1000 // -1 is never destroyed, 0 is destroyed on first impact
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mins "-8 -8 -8"
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maxs "8 8 8"
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presound "sound/hydrant/metalcreak" // looped sound, plays until destroyed
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hitsound "sound/hydrant/solidmetalbang" // sound when object is hit
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destroysound "sound/hydrant/solidmetalbreak" // sound when object is destroyed
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postsound "sound/hydrant/waterspray" // looped sound, plays after destroyed
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gibs // list of gib models (5 max)
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{
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"models/mapobjects/hydrant/piece1" -3 // model name, number of these gibs to spawn (-ve number means random up to this amount)
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"models/mapobjects/hydrant/piece2" 2
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"models/mapobjects/hydrant/piece3" 1
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"models/mapobjects/hydrant/piece4" 4
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}
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// other things to have possibly:
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// mass of each gib type
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// more sound options?
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}
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