/*********************************************************************** reexportModels tools\spike_tank.def ***********************************************************************/ // ======================================================================== // Export // export hauser { options -prefix INJECTOR_ -sourcedir models/tools/spike_constructor/dev_sd -destdir models/tools/spike_constructor/ mesh stroyent_injector_base_file.mb -dest models/tools/spike_constructor/spike_constructor_view.md5mesh anim stroyent_injector_idle.mb -dest models/tools/spike_constructor/spike_constructor_idle.md5anim anim stroyent_injector_fire_loop.mb -dest models/tools/spike_constructor/spike_constructor_start_fire.md5anim -range 20 26 anim stroyent_injector_fire_loop.mb -dest models/tools/spike_constructor/spike_constructor_fire.md5anim -range 27 71 anim stroyent_injector_fire_loop.mb -dest models/tools/spike_constructor/spike_constructor_end_fire.md5anim -range 72 78 anim stroyent_injector_raise.mb -dest models/tools/spike_constructor/spike_constructor_raise.md5anim anim stroyent_injector_lower.mb -dest models/tools/spike_constructor/spike_constructor_lower.md5anim } // ======================================================================== // VIEW Models // model viewmodel_repair_tool { mesh models/tools/spike_constructor/spike_constructor_view.md5mesh anim idle models/tools/spike_constructor/spike_constructor_idle.md5anim anim raise models/tools/spike_constructor/spike_constructor_raise.md5anim { frame begin sound_channel snd_weapon_raise snd_raise } anim putaway models/tools/spike_constructor/spike_constructor_lower.md5anim anim fire_start models/tools/spike_constructor/spike_constructor_start_fire.md5anim { frame 1 sound_channel snd_weapon_cock snd_cock } anim fire models/tools/spike_constructor/spike_constructor_fire.md5anim { frame 1 effect fx_fire pasted__joint2 } anim fire_end models/tools/spike_constructor/spike_constructor_end_fire.md5anim { } } // ======================================================================== // Entity DEFS // invItemDef inventory/tools/spike/charge { type "tool" slot "tool" name "game/weapons/spike_arming_tool" data { "model_view" "viewmodel_repair_tool" "joint_attach" "RightHand" "view_offset" "-3.6 -2 -2.2" "anim_prefix" "hands_construction_tool" "anim_prefix_class" "hands" "weapon_scriptobject" "tool_pliers" "use_hold_anims" "1" "charge_per_use" "2" "repair_count" "30" "fire_rate" "0.1" "show_charge" "1" "has_startfire_anim" "1" "has_endfire_anim" "1" "snd_start" "sounds/tools/plasmacharge/arm/start" "snd_stop" "sounds/tools/plasmacharge/arm/stop" "snd_raise" "sounds/tools/infiltrator/raise" "fx_repair" "effects/tools/repair" "fx_sabotage" "effects/tools/sabotage" "melee_distance" "88" "can_arm_charge" "1" "activate_attack" "1" "mtr_weaponmenu" "guis/assets/icons/weapons/armingtool_strogg" "crosshair" "none" "crosshair_spread_min" "0.1" "crosshair_spread_max" "0.1" "crosshair_spread_scale" "1" "spread_min" "0" "spread_max" "0" "spread_crouch_min" "0" "spread_crouch_max" "0" "spread_prone_min" "0" "spread_prone_max" "0" "spread_jump_min" "0" "spread_jump_max" "0" "player_weapon_num" "12" "weapon_menu_ignore" "0" "fx_fire" "effects/tools/strogg_arming_fire" } }