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

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20 KiB
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2008-05-29 00:00:00 +00:00
/***********************************************************************
N80 Assault Rifle
exportmodels weapons/assaultrifle.def
***********************************************************************/
// ========================================================================
// Export
//
export hauser {
options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle grenade_barrel_joint grenade_joint grenade_sight_joint -keepmesh left_arm_mesh gui_holder_mesh gui_mesh left_hand_mesh right_arm_mesh right_hand_mesh assault_rifle reflex_site charge_handle crosshair glass backup_site arch
/*
mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_rework.md5mesh
anim assault_rifle_rework_idle.mb -dest models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim
anim assault_rifle_rework_raise.mb -dest models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim -range 1 15
anim assault_rifle_rework_lower.mb -dest models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim
anim assault_rifle_rework_firenew.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim
anim assault_rifle_rework_firenew2.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim
anim assault_rifle_rework_firenew3.mb -dest models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim
*/
anim assault_rifle_rework_reload.mb -dest models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim
/*
anim assault_rifle_rework_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_rework_sprint.md5anim
*/
anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim -range 1 6
anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim -range 6 12
anim assault_rifle_rework_zoom.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_idle.md5anim -range 6 6
/*
anim assault_rifle_rework_sprint_start.mb -dest models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim -range 1 6
anim assault_rifle_rework_sprint_leave.mb -dest models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim -range 6 11
*/
anim assault_rifle_rework_zoom_fire.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim -xyzprecision 0.001
/*
anim assault_rifle_rework_switch_to_grenade.mb -dest models/weapons/gdf_assault_rifle/assault_rework_switch_to_grenade.md5anim -range 0 20
anim assault_rifle_rework_switch_to_grenade.mb -dest models/weapons/gdf_assault_rifle/assault_rework_switch_from_grenade.md5anim -range 20 40
*/
}
export hauser {
options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle grenade_barrel_joint grenade_joint grenade_sight_joint -keepmesh grenade_shell left_arm_mesh gui_holder_mesh gui_mesh left_hand_mesh right_arm_mesh right_hand_mesh assault_rifle reflex_site grenade_launcher grenade_launcher_barrel charge_handle grenade_launcher_sight_2 crosshair glass backup_site arch
/*
mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh
anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_rework.md5anim
anim assault_rifle_rework_grenade_idle.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_idle.md5anim
anim assault_rifle_rework_grenade_raise.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim -range 1 10
anim assault_rifle_rework_grenade_lower.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim -range 12 19
anim assault_rifle_rework_grenade_fire.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim -range 0 4
anim assault_rifle_rework_grenade_fire.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim -range 5 85
anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_in.md5anim -range 1 10
anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_out.md5anim -range 10 20
anim assault_rifle_rework_grenade_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim -range 0 6
anim assault_rifle_rework_grenade_sprint.mb -dest models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim -range 6 12
//anim assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim -range 7 7
*/
}
/*
export hauser {
options -prefix ASSAULT_ -sourcedir models/weapons/gdf_assault_rifle/dev_sd -destdir models/weapons/gdf_assault_rifle/ -keep muzzle grenade_barrel_joint grenade_joint grenade_sight_joint -keepmesh left_arm_mesh gui_holder_mesh gui_mesh left_hand_mesh right_arm_mesh right_hand_mesh assault_rifle scope charge_handle scope_lens backup_site crosshair
mesh assault_rifle_rework_base_file.mb -dest models/weapons/gdf_assault_rifle/assault_scope_rework.md5mesh
}
*/
// ========================================================================
// VIEW Models
//
model viewmodel_assaultrifle_rework {
mesh models/weapons/gdf_assault_rifle/assault_rework.md5mesh
anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim
anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
}
anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim {
}
anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim {
}
anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim {
}
anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim {
}
anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim {
frame 5 sound_channel snd_weapon_reload snd_reload
frame 49 sound_channel snd_weapon_cock snd_cock
}
anim zoomin models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim {
frame 1 sound_channel snd_weapon_foley snd_sights_up
}
anim zoomout models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim {
frame 1 sound_channel snd_weapon_foley snd_sights_down
}
anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim
anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim
anim fire_zoom models/weapons/gdf_assault_rifle/assault_rework_zoom_fire.md5anim
anim idle_zoom models/weapons/gdf_assault_rifle/assault_rework_zoom_idle.md5anim
}
model viewmodel_assaultrifle_grenade_rework {
mesh models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh
// Normal Mode
anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim {
}
anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
}
anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim {
}
anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim {
}
anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim {
}
anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim {
}
anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim {
frame 5 sound_channel snd_weapon_reload snd_reload
frame 49 sound_channel snd_weapon_cock snd_cock
}
anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim {
}
anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim {
}
// **********GRENADE MODE***********
anim alt_idle models/weapons/gdf_assault_rifle/assault_grenadelauncher_idle.md5anim {
}
anim alt_raise models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
}
anim alt_putaway models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim {
}
anim alt_fire models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim {
}
anim alt_reload models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim {
frame 11 sound_channel snd_weapon_reload snd_gren_reload
frame 35 sound_channel snd_weapon_brass snd_gren_eject
}
anim alt_start_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim {
}
anim alt_leave_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim {
}
anim switch_to_grenade models/weapons/gdf_assault_rifle/assault_rework_switch_to_grenade.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
frame 7 sound_channel snd_weapon_raise snd_sights_up
}
anim switch_from_grenade models/weapons/gdf_assault_rifle/assault_rework_switch_from_grenade.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
frame 6 sound_channel snd_weapon_raise snd_sights_down
}
}
model viewmodel_assaultrifle_grenadelauncher_rework {
mesh models/weapons/gdf_assault_rifle/assault_grenade_rework.md5mesh
anim idle models/weapons/gdf_assault_rifle/assault_grenadelauncher_rework.md5anim
anim raise models/weapons/gdf_assault_rifle/assault_grenadelauncher_raise.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
}
anim putaway models/weapons/gdf_assault_rifle/assault_grenadelauncher_lower.md5anim
anim fire models/weapons/gdf_assault_rifle/assault_grenadelauncher_fire.md5anim
anim reload models/weapons/gdf_assault_rifle/assault_grenadelauncher_reload.md5anim {
// Inserting next grenade cartridge
//frame 5 sound_channel snd_weapon_reload snd_greneject
//frame 7 sound_channel snd_weapon_reload snd_grenload
//frame 7 sound_channel snd_weapon_reload snd_greneject_02
}
anim zoomin models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_in.md5anim {
frame begin sound_channel snd_weapon_foley snd_sights_up
}
anim zoomout models/weapons/gdf_assault_rifle/assault_grenadelauncher_zoom_out.md5anim {
frame begin sound_channel snd_weapon_foley snd_sights_down
}
anim start_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_start_sprint.md5anim
anim leave_sprint models/weapons/gdf_assault_rifle/assault_grenadelauncher_leave_sprint.md5anim
}
model viewmodel_assaultrifle_scope_rework {
mesh models/weapons/gdf_assault_rifle/assault_scope_rework.md5mesh
anim idle models/weapons/gdf_assault_rifle/assault_rework_idle.md5anim
anim raise models/weapons/gdf_assault_rifle/assault_rework_riase.md5anim {
frame begin sound_channel snd_weapon_raise snd_raise
}
anim putaway models/weapons/gdf_assault_rifle/assault_rework_lower.md5anim
anim fire models/weapons/gdf_assault_rifle/assault_rework_fire.md5anim {
}
anim fire2 models/weapons/gdf_assault_rifle/assault_rework_fire2.md5anim {
}
anim fire3 models/weapons/gdf_assault_rifle/assault_rework_fire3.md5anim {
}
anim reload models/weapons/gdf_assault_rifle/assault_rework_reload.md5anim {
frame 5 sound_channel snd_weapon_reload snd_reload
frame 49 sound_channel snd_weapon_cock snd_cock
}
anim zoomin models/weapons/gdf_assault_rifle/assault_rework_zoom_in.md5anim {
frame begin sound_channel snd_weapon_foley snd_sights_up
}
anim zoomout models/weapons/gdf_assault_rifle/assault_rework_zoom_out.md5anim {
frame begin sound_channel snd_weapon_foley snd_sights_down
}
anim start_sprint models/weapons/gdf_assault_rifle/assault_rework_start_sprint.md5anim
anim leave_sprint models/weapons/gdf_assault_rifle/assault_rework_leave_sprint.md5anim
}
// ========================================================================
// WORLD Models
//
model worldmodel_assaultrifle {
mesh models/weapons/gdf_assault_rifle/assault_world.md5mesh
anim raise models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
anim idle models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
anim aim models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
anim fire1 models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
anim reload models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
anim noammo models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
anim putaway models/weapons/gdf_assault_rifle/assault_world.md5anim {
}
}
model worldmodel_assaultrifle_scope {
mesh models/weapons/gdf_assault_rifle/assault_scope_world.md5mesh
anim raise models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
anim idle models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
anim aim models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
anim fire1 models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
anim reload models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
anim noammo models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
anim putaway models/weapons/gdf_assault_rifle/assault_scope_world.md5anim {
}
}
model worldmodel_assaultrifle_grenade {
mesh models/weapons/gdf_assault_rifle/assault_grenade_world.md5mesh
anim raise models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
anim idle models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
anim aim models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
anim fire1 models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
anim reload models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
anim noammo models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
anim putaway models/weapons/gdf_assault_rifle/assault_grenade_world.md5anim {
}
}
invItemDef inventory/weapons/assaultrifle_dummy {
type "weapon"
slot "twohanded"
name "game/weapons/assaultrifle"
model "models/weapons/gdf_assault_rifle/assault_player.lwo"
joint "Spine2"
data {
"inherit" "inventory/weapons/assaultrifle"
"weapon_scriptobject" "weapon_dummy"
}
}
invItemDef inventory/weapons/assaultrifle {
type "weapon"
slot "twohanded"
name "game/weapons/assaultrifle"
model "models/weapons/gdf_assault_rifle/assault_player.lwo"
joint "Spine2"
data {
"model_view" "viewmodel_assaultrifle_rework"
"model_world" "worldmodel_assaultrifle"
"anim_limbomenu" "menu_assault"
"view_offset" "-2 0.5 0.79"
"view_foreshorten" "0.8"
"joint_attach" "weapon"
"anim_prefix" "machinegun"
"anim_prefix_class" "twohanded"
"weapon_scriptobject" "weapon_assaultrifle"
"muzzle_kick_time" "0.1"
"muzzle_kick_maxtime" "0.6"
"muzzle_kick_angles" "-1 0 0"
"muzzle_kick_offset" "0.15 0 0.1"
"recoilTime" "120"
"recoilAngles" "-0.25 0 0"
"kickback" "0.25"
"kickback_prone" "0.13"
"stat_name" "assaultrifle"
"fx_muzzle_flash" "effects/weapons/assaultrifle_muzzleflash_view"
"fx_muzzle_flash_world" "effects/weapons/assaultrifle_muzzleflash_world"
"fx_tracer" "effects/base/tracers_small"
"effectchance fx_tracer" "0.1"
"snd_fire" "sounds/weapons/assaultrifle/fire"
"snd_fire_far" "sounds/weapons/assaultrifle/fire/far"
"snd_fire_local" "sounds/weapons/assaultrifle/fire/local"
"snd_safe" "sounds/weapons/assaultrifle/safe"
"snd_cock" "sounds/weapons/assaultrifle/cock"
"snd_reload" "sounds/weapons/assaultrifle/reload"
"snd_mech" "sounds/weapons/assaultrifle/mech"
"snd_modeswitch" "sounds/weapons/misc/mode_switch"
"snd_lowammo" "sounds/weapons/misc/ammo_warning"
"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"
"fov_zoom" "60"
"fov_time" "0.25"
"fov_speed" "0.5"
"fov_spread" "0.5"
"fire_rate" "0.12"
"num_projectiles" "1"
"low_ammo" "8"
"gui_sight" "game/sights/assaultrifle_scope"
"mtr_weaponmenu" "guis/assets/icons/weapons/assaultrifle"
"climate_skin_key" "weapon_gdf"
"crosshair" "large"
"crosshair_spread_min" "-0.5"
"crosshair_spread_max" "4"
"crosshair_spread_scale" "2"
"spread_min" "1"
"spread_max" "3.5"
"spread_inc" "1"
"spread_viewrate_min" "1"
"spread_viewrate_max" "3.5"
"spread_viewrate_inc" "2.5"
"spread_max_settle_time" "600"
"spread_crouch_min" "0.75"
"spread_crouch_max" "2.8"
"spread_crouch_inc" "1"
"spread_crouch_viewrate_min" "0.75"
"spread_crouch_viewrate_max" "2.8"
"spread_crouch_viewrate_inc" "2.5"
"spread_crouch_max_settle_time" "550"
"spread_prone_min" "0.5"
"spread_prone_max" "2"
"spread_prone_inc" "1"
"spread_prone_viewrate_min" "0.5"
"spread_prone_viewrate_max" "2"
"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_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" "2"
}
clip {
"projectile" "projectile_assaultrifle"
"client_projectile" "projectile_bullet"
"type" "assaultrifle"
"ammo_per_shot" "1"
"max_ammo" "40"
}
}
toolTip assaultrifle_intro_1 {
sound "sounds/ui/main/neutral"
text "game/tt/intro/assaultrifle_1"
}
toolTip assaultrifle_ironsights {
sound "sounds/ui/main/neutral"
text "game/tt/intro/generic/ironsights_1"
}
entityDef projectile_assaultrifle {
"spawnclass" "idProjectile"
"inherit" "projectile_bullet_base"
"range" "8192"
"min_damage_percent" "10"
"dmg_damage" "damage_assaultrifle"
}
// Needs to be exactly like the projectile_assaultrifle,
// but with the grenade launcher obituary text
entityDef projectile_assaultrifle_gren_bullet {
"inherit" "projectile_assaultrifle"
"dmg_damage" "damage_assaultrifle_gren_bullet"
}
damageDef damage_assaultrifle {
damage "damage_assaultrifle"
prof_damage "pro_light_weapons_damage"
knockback 1
push 5000
record_hit_stats
stat_name "assaultrifle"
tt_obituary "tooltips/killmsgs/weapons/assaultrifle"
tt_obituary_team_kill "tooltips/killmsgs/weapons/assaultrifle/teamkill"
}
// Needs to be exactly like the damage_assaultrifle,
// but with the grenade launcher obituary text
damageDef damage_assaultrifle_gren_bullet {
damage "damage_assaultrifle"
prof_damage "pro_light_weapons_damage"
knockback 1
push 5000
record_hit_stats
stat_name "assaultrifle"
tt_obituary "tooltips/killmsgs/weapons/grenadelauncher"
tt_obituary_team_kill "tooltips/killmsgs/weapons/grenadelauncher/teamkill"
}
damageFilter damage_assaultrifle {
type {
target "target_player_all"
damage 13
}
type {
target "target_veh_light_all"
damage 15
}
type {
target "target_veh_heavy_all"
damage 8
}
type {
target "target_deployables_all"
damage 15
}
}