etqw-sdk/base/def/tools/force_shield.def
2008-05-29 00:00:00 +00:00

245 lines
6.3 KiB
Modula-2

/***********************************************************************
force_shield.def
***********************************************************************/
// ========================================================================
// Export
//
//Firstperson
/*
export Frankie {
options -prefix THEFORCE_ -sourcedir models/tools/force_shield/dev_sd -destdir models/tools/force_shield
mesh force_shield_base_file.mb -dest view.md5mesh
anim force_shield_idle.mb -dest idle.md5anim -range 6 200
anim force_shield_lower.mb -dest raise.md5anim -range 0 5
anim force_shield_lower.mb -dest lower.md5anim -range 6 38
anim force_shield_fire.mb -dest fire.md5anim -range 0 23
anim force_shield_fire.mb -dest recharge.md5anim -range 24 278
}
*/
//Thirdperson
export hauser {
options -prefix FORCE_ -sourcedir models/tools/force_shield/dev_sd -destdir models/tools/force_shield
mesh force_shield_thirdperson.mb -dest force_shield_thirdperson.md5mesh
anim force_shield_thirdperson.mb -dest force_shield_thirdperson.md5anim
}
// ========================================================================
// view Models
//
model viewmodel_force_shield {
mesh models/tools/force_shield/view.md5mesh
anim raise models/tools/force_shield/raise.md5anim {
frame 1 sound_channel snd_weapon_foley snd_init
}
anim idle models/tools/force_shield/idle.md5anim {
}
anim fire models/tools/force_shield/fire.md5anim {
frame 1 effect fx_fire joint10
frame 2 sound_channel snd_weapon_fire snd_fire
}
anim putaway models/tools/force_shield/lower.md5anim {
frame 1 sound_channel snd_weapon_foley snd_lower
}
anim recharge models/tools/force_shield/recharge.md5anim {
}
}
// ========================================================================
// world Models
//
model force_shield {
mesh models/tools/force_shield/force_shield_thirdperson.md5mesh
anim idle models/tools/force_shield/force_shield_thirdperson.md5anim {
//frame 1 effect fx_loop_world ball
}
anim fire models/tools/force_shield/force_shield_thirdperson.md5anim {
frame 1 effect fx_fire_world ball
}
}
// ========================================================================
// Entity DEFS
//
invItemDef inventory/tools/force_shield {
type "tool"
slot "item"
name "game/weapons/shield"
data {
"model_view" "viewmodel_force_shield"
"model_world" "force_shield"
"joint_attach" "RightForeArmRoll"
"view_offset" "-7.5 0 0"
"anim_prefix" "hands_teleporter"
"anim_prefix_class" "hands"
"weapon_scriptobject" "tool_force_shield"
"num_projectiles" "1"
"spread" "0"
"hide_clip" "1"
"show_charge" "1"
"timer_charge" "energy_device"
"charge_per_use" "50"
"mtr_weaponmenu" "guis/assets/icons/weapons/shieldgun"
"tt_intro_1" "force_shield_intro_1"
"tt_intro_2" "force_shield_intro_2"
"tt_need_charge" "force_shield_need_charge"
"crosshair" "small"
"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"
"melee_distance" "4"
"def_forcefield" "projectiles/force_shield"
"def_forcefield_mega" "projectiles/force_shield_mega"
"range_damage" "1024"
"player_weapon_num" "22"
"snd_init" "sounds/tools/forceshield/raise"
"snd_lower" "sounds/tools/forceshield/lower"
"snd_fire" "sounds/tools/forceshield/toss"
"snd_need_charge" "sounds/ui/main/cannot"
"fx_loop" "effects/items/forceshield_idle"
"fx_loop_world" "effects/items/forceshield_idle_world"
"fx_fire" "effects/items/forceshield_fire"
"fx_fire_world" "effects/items/forceshield_fire_world"
"fx_recharge" "effects/items/forceshield_recharge"
"fx_recharge2" "effects/items/forceshield_recharge2"
"fx_recharge3" "effects/items/forceshield_recharge3"
}
}
entityDef projectiles/force_shield {
"spawnclass" "sdScriptEntity"
"scriptObject" "projectile_forceshield"
"mins" "-4 -4 -1.5"
"maxs" "4 4 1.5"
"model" "models/tools/force_shield/force_shield_small.lwo"
"option_write_bind" "1"
"option_simple_rigid_body_physics" "1"
"option_unlock_interpolate" "1"
"linear_friction" "0.8"
"angular_friction" "0.8"
"contact_friction" "0.8"
"bouncyness" "0"
"mass" "10"
"gravity" "1066"
"stick_on_contact" "0"
"velocity" "400 0 0"
"angular_velocity" "0 0 0"
"def_shield" "projectiles/force_shield_shield"
}
entityDef projectiles/force_shield_mega {
"inherit" "projectiles/force_shield"
"def_shield" "projectiles/force_shield_shield_mega"
}
entityDef projectiles/force_shield_shield {
"spawnclass" "sdScriptEntity"
"scriptObject" "force_shield"
"model" "models/tools/force_shield/force_shield.lwo"
"cm_model" "models/tools/force_shield/force_shield.lwo"
"option_write_bind" "1"
"health" "450"
"collection_vehicles" "vehicles"
"collection_vehicles_light" "vehicles_light"
"collection_emp_kill" "emp_kill"
"life_time" "40"
"blink_start" "5"
"blink_multiplier" "0.2"
"blink_max_off" "0.2"
"fx_hit" "effects/base/bullets/impact_forcefield"
"sticks_to_entities" "0"
"prof_damage" "pro_oppressor_force_shield"
"snd_start" "sounds/tools/forceshield/start"
"snd_stop" "sounds/tools/forceshield/stop"
}
entityDef projectiles/force_shield_shield_mega {
"inherit" "projectiles/force_shield_shield"
"health" "600"
"skin" "sfx/forceshield_mega"
}
#include "templates/tooltips.include"
toolTip force_shield_intro_1 {
sound "sounds/ui/main/neutral"
text "game/tt/intro/force_shield_1"
}
toolTip force_shield_intro_2 {
sound "sounds/ui/main/neutral"
text "game/tt/intro/generic/fire_deploy_item"
}
toolTip force_shield_need_charge {
alwaysPlay
length 2
nextShowDelay 0
text "game/tt/intro/generic/need_charge"
locationIndex TOOLTIP_POSITION_CHARGE
}