etqw-sdk/base/def/deployables/base.def

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2008-05-29 00:00:00 +00:00
entityDef deployable_base {
"editor_skipmenu" "1"
"maxVisDist" "10240"
"option_task_interface" "1"
"option_network_interface" "1"
"option_write_bind" "1"
"option_interactive_interface" "1"
"health" "500"
"mtr_commandmap" "guis/assets/qet/cm_unknown"
"mtr_commandmap_unknown" "guis/assets/qet/cm_unknown"
"force_decalusagelocal" "1"
"joint_attach" "origin"
"fx_death" "effects/deployables/destroy"
"fx_damaged" "effects/deployables/destroy_sparks"
"fx_damage_hacked" "effects/weapons/grenades/emp/explosion"
//"snd_disable" "sounds/deployables/misc/disable"
"snd_drop" "sounds/deployables/misc/drop"
"dmg_falling" "damage_falling_deployable"
// ***
// The following three looping sounds are commented out until I can look into this further.
// It was causing the Strogg and GDF bases to play a loud turret looping sound despite the base defense
// turrets being idle. -Xian
// ***
// Gordon: i've uncommented the brass stop sound, as it was causing the turrets to sit playing brass sounds constantly
//"snd_turret_yaw" "sounds/deployables/misc/turrets_yaw"
//"snd_turret_pitch" "sounds/deployables/misc/turrets_pitch"
"snd_brass_stop" "sounds/deployables/misc/turrets_brass_stop"
"snd_brass" "sounds/deployables/misc/turrets_brass"
"use_brass" "0"
"use_tracers" "1"
"collection_deployables" "deployables"
"collection_hackable" "hackable"
"collection_emp" "emp"
"collection_spottable" "spottable"
"collection_he" "he"
"collection_arty" "arty"
"collection_ss" "ss"
"icon_sort_cm" "-5" // jrad - make sure these sort over most things
"def_parachute" "round_parachute"
"mtr_cm_icon_need_repair" "hud/icons/missionsystem/mis_engineer"
"require_view_repair" "ability_repair && same_team"
"stat_kill_suffix" "deployable"
"tt_intro_use_me_1_hack" "deployable_intro_hack_1"
"tt_intro_use_me_2_hack" "deployable_intro_hack_2"
"occlusion_query" "1"
"waypoint_offset" "0 0 128"
}
entityDef deployable_gdf {
"editor_skipmenu" "1"
"task_hack" "infiltrator_hack_deployable"
"task_destroy" "destroy_deployable_strogg"
"task_repair" "engineer_repair_deployable"
"prof_disable" "pro_infiltrator_emp_deployable"
"prof_hack" "pro_infiltrator_hack_deployable"
"team" "gdf"
}
entityDef deployable_strogg {
"editor_skipmenu" "1"
"task_hack" "covertops_hack_deployable"
"task_destroy" "destroy_deployable_gdf"
"task_repair" "constructor_repair_deployable"
"prof_disable" "pro_covertops_emp_deployable"
"prof_hack" "pro_covertops_hack_deployable"
"team" "strogg"
}
toolTip deployable_intro_hack_1 {
sound "sounds/ui/main/neutral"
text "game/tt/intro/hack_me_1"
}
toolTip deployable_intro_hack_2 {
sound "sounds/ui/main/neutral"
text "game/tt/intro/hack_me_3"
}
//////////////////////////////////////////////////////////////////////////////////
// BASE ENTITIES /////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////
entityDef deployzone {
"spawnclass" "sdDeployZone"
"scriptobject" "deployzone"
"dont_link_clip" "1"
"editor_color" ".3 .3 1"
"editor_usage" "Zone for Deploying Object in"
"editor_mins" "?"
"editor_maxs" "?"
"icon_sort_cm" "-10" // jrad - make sure these sort over everything
"ti_destroy" "target_deployables_all"
}
stringMap deployitem_resupplyport_placement_model {
"model" "models/temp/deployable_resupply.lwo"
"skin" "deployEffect"
"maxVisDist" "2560"
"pushIntoOutsideAreas" "1"
}
damageDef damage_deployable_destruct {
damage "damage_deployable_destruct"
}
damageFilter damage_deployable_destruct {
type {
target "target_deployables"
damage 5000
}
}
damageDef damage_deployable_destroy {
damage "damage_deployable_destroy"
}
damageFilter damage_deployable_destroy {
type {
target "target_deployables"
damage 5000
}
}
damageDef damage_deployable_disable {
damage "damage_deployable_disable"
}
damageFilter damage_deployable_disable {
type {
target "target_deployables"
damage 1
}
}