etqw-sdk/base/def/weapons/assaultrifle_scope.def

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2008-05-29 00:00:00 +00:00
/***********************************************************************
N80 Assault Rifle with Scope
***********************************************************************/
// ========================================================================
// Export
//
export hauser {
options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle
addoptions -keepmesh Assault_Rifle_Mesh Trigger_Mesh bino_lens Magazine_Mesh Scope_mesh Charge_Mesh r_hand m_l_hand r_arm m_l_gui_mount m_l_arm m_l_gui_cover
mesh assault_rifle_scoped_base_file.mb -dest models/weapons/gdf_assault_rifle/scoped_view.md5mesh
anim assault_rifle_scoped_idle.mb -dest models/weapons/gdf_assault_rifle/scoped_idle.md5anim
anim assault_rifle_scoped_raise.mb -dest models/weapons/gdf_assault_rifle/scoped_raise.md5anim
anim assault_rifle_scoped_lower.mb -dest models/weapons/gdf_assault_rifle/scoped_lower.md5anim
anim assault_rifle_scoped_fire.mb -dest models/weapons/gdf_assault_rifle/scoped_fire.md5anim
anim assault_rifle_reload.mb -dest models/weapons/gdf_assault_rifle/scoped_reload.md5anim
anim assault_rifle_scoped_start_sprint.mb -dest models/weapons/gdf_assault_rifle/scoped_start_sprint.md5anim
anim assault_rifle_scoped_leave_sprint.mb -dest models/weapons/gdf_assault_rifle/scoped_leave_sprint.md5anim
anim assault_rifle_scoped_zoom_in.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim
anim assault_rifle_scoped_zoom_out.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim
anim assault_rifle_scoped_idle_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim
anim assault_rifle_scoped_fire_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim
anim assault_rifle_basic_idle_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim
anim assault_rifle_basic_fire_zoom.mb -dest models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim
anim assault_rifle_basic_zoom_in.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim
anim assault_rifle_basic_zoom_out.mb -dest models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim
}
// ========================================================================
// VIEW Models
//
model viewmodel_assaultrifle_scoped {
mesh models/weapons/gdf_assault_rifle/scoped_view.md5mesh
anim idle models/weapons/gdf_assault_rifle/scoped_idle.md5anim {
}
anim raise models/weapons/gdf_assault_rifle/scoped_raise.md5anim {
frame 4 sound_channel snd_weapon_raise snd_safe
}
anim putaway models/weapons/gdf_assault_rifle/scoped_lower.md5anim {
frame 4 sound_channel snd_weapon_raise snd_safe
}
anim fire models/weapons/gdf_assault_rifle/scoped_fire.md5anim {
frame 1 sound_channel snd_weapon_mech snd_mech
}
anim reload models/weapons/gdf_assault_rifle/scoped_reload.md5anim {
frame 10 sound_channel snd_weapon_reload snd_movement01
frame 40 sound_channel snd_weapon_reload snd_movement02
}
anim start_sprint models/weapons/gdf_assault_rifle/scoped_start_sprint.md5anim {
}
anim leave_sprint models/weapons/gdf_assault_rifle/scoped_leave_sprint.md5anim {
}
anim zoomin models/weapons/gdf_assault_rifle/scoped_zoom_in.md5anim {
frame 1 sound_channel snd_weapon_reload snd_zoomin01
}
anim zoomout models/weapons/gdf_assault_rifle/scoped_zoom_out.md5anim {
frame 1 sound_channel snd_weapon_reload snd_zoomout01
}
anim idle_zoom models/weapons/gdf_assault_rifle/scoped_idle_zoom.md5anim {
}
anim fire_zoom models/weapons/gdf_assault_rifle/scoped_fire_zoom.md5anim {
frame 1 sound_channel snd_weapon_zoom snd_mech
}
}
//=============================================================================================================================================
//=============================================================================================================================================
invItemDef inventory/weapons/assaultrifle/scoped {
type "weapon"
slot "twohanded"
name "game/weapons/assaultrifle_scoped"
model "models/weapons/gdf_assault_rifle/assault_player_scope.lwo"
joint "Spine2"
data {
"model_view" "viewmodel_assaultrifle_scope_rework"
"model_world" "worldmodel_assaultrifle_scope"
"anim_limbomenu" "menu_assault"
"view_offset" "-2 0.5 0.77"
"view_foreshorten" "0.8"
"joint_attach" "weapon"
"anim_prefix" "machinegun"
"anim_prefix_class" "twohanded"
"weapon_scriptobject" "weapon_assaultrifle_scope"
"muzzle_kick_time" "0.1"
"muzzle_kick_maxtime" "0.6"
"muzzle_kick_angles" "-1 0 0"
"muzzle_kick_offset" "0.3 0 0.2"
"recoilTime" "150"
"recoilAngles" "-0.13 0 0"
"kickback" "0.13"
"kickback_prone" "0.06"
"stat_name" "assaultrifle_scoped"
"fx_muzzle_flash" "effects/weapons/assaultrifle_muzzleflash_view"
"fx_muzzle_flash_novisuals" "effects/weapons/assaultrifle_muzzleflash_view_novisuals"
"fx_muzzle_flash_world" "effects/weapons/assaultrifle_muzzleflash_world"
"snd_fire" "sounds/weapons/assaultrifle/fire"
"snd_fire_far" "sounds/weapons/assaultrifle/fire/far"
"snd_fire_local" "sounds/weapons/assaultrifle/fire/local"
"snd_cock" "sounds/weapons/assaultrifle/cock"
"snd_safe" "sounds/weapons/assaultrifle/safe"
"snd_reload" "sounds/weapons/assaultrifle/reload"
"snd_mech" "sounds/weapons/assaultrifle/mech"
"snd_lowammo" "sounds/weapons/misc/ammo_warning"
"snd_modeswitch" "sounds/weapons/misc/mode_switch"
"snd_raise" "sounds/weapons/assaultrifle/raise"
"snd_sights_up" "sounds/weapons/assaultrifle/sights/up"
"snd_sights_down" "sounds/weapons/assaultrifle/sights/down"
"snd_dryfire" "sounds/weapons/misc/dryfire"
"trigger_delay" "0"
"fire_rate" "0.15"
"num_projectiles" "1"
"low_ammo" "8"
"def_scopemodel" "scope_sniperrifle"
"gui_sniper_scope" "game/sights/assaultrifle_scope"
"hud_sort" "999"
"zoom_fov" "45"
"zoom_time" "0.25"
"zoom_pitch_amplitude" "0.5"
"zoom_pitch_frequency" "0.24"
"zoom_pitch_min_amplitude" "0.13"
"zoom_yaw_amplitude" "3.2"
"zoom_yaw_frequency" "0.12"
"zoom_yaw_min_amplitude" "0.23"
"fov_speed" "0.5"
"fov_spread" "0.1"
"mtr_weaponmenu" "guis/assets/icons/weapons/assaultrifle_scope"
"climate_skin_key" "weapon_gdf"
"hide_crosshair" "0"
"crosshair" "large"
"crosshair_secondary" "none"
"crosshair_spread_min" "-0.5"
"crosshair_spread_max" "4"
"crosshair_spread_scale" "2"
"spread_min" "1"
"spread_max" "3"
"spread_inc" "1"
"spread_viewrate_min" "1"
"spread_viewrate_max" "3"
"spread_viewrate_inc" "2.5"
"spread_max_settle_time" "600"
"spread_crouch_min" "0.75"
"spread_crouch_max" "2.2"
"spread_crouch_inc" "1"
"spread_crouch_viewrate_min" "0.75"
"spread_crouch_viewrate_max" "2.2"
"spread_crouch_viewrate_inc" "2.5"
"spread_crouch_max_settle_time" "550"
"spread_prone_min" "0.5"
"spread_prone_max" "1.75"
"spread_prone_inc" "1"
"spread_prone_viewrate_min" "0.5"
"spread_prone_viewrate_max" "1.75"
"spread_prone_viewrate_inc" "2.5"
"spread_prone_max_settle_time" "500"
"spread_jump_min" "4"
"spread_jump_max" "4"
"spread_jump_inc" "4"
"spread_jump_max_settle_time" "600"
"tt_intro_1" "assaultrifle_scoped_intro_1"
"tt_intro_2" "generic_weapon_fire"
"tt_intro_ironsights_1" "assaultrifle_ironsights"
"tt_intro_ironsights_2" "generic_weapon_ironsights"
"tt_intro_reload" "generic_weapon_reload"
"autoswitch_priority" "5"
"player_weapon_num" "13"
}
clip {
"projectile" "projectile_assaultrifle_scoped"
"client_projectile" "projectile_bullet"
"type" "assaultrifle"
"ammo_per_shot" "1"
"max_ammo" "40"
}
}
toolTip assaultrifle_scoped_intro_1 {
sound "sounds/ui/main/neutral"
text "game/tt/intro/assaultrifle_scoped_1"
}
//==================
//Entity Defs
//==================
entityDef projectile_assaultrifle_scoped {
"spawnclass" "idProjectile"
"inherit" "projectile_bullet_base"
"range" "12288"
"min_damage_percent" "10"
"dmg_damage" "damage_assaultrifle_scoped"
}
damageDef damage_assaultrifle_scoped {
damage "damage_assaultrifle"
prof_damage "pro_light_weapons_damage"
knockback 1
push 5000
record_hit_stats
stat_name "assaultrifle_scoped"
tt_obituary "tooltips/killmsgs/weapons/assaultrifle/scoped"
tt_obituary_team_kill "tooltips/killmsgs/weapons/assaultrifle/scoped/teamkill"
}