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? }