167 lines
4.4 KiB
Modula-2
167 lines
4.4 KiB
Modula-2
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entityDef deployable_base {
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"editor_skipmenu" "1"
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"maxVisDist" "10240"
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"option_task_interface" "1"
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"option_network_interface" "1"
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"option_write_bind" "1"
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"option_interactive_interface" "1"
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"health" "500"
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"mtr_commandmap" "guis/assets/qet/cm_unknown"
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"mtr_commandmap_unknown" "guis/assets/qet/cm_unknown"
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"force_decalusagelocal" "1"
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"joint_attach" "origin"
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"fx_death" "effects/deployables/destroy"
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"fx_damaged" "effects/deployables/destroy_sparks"
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"fx_damage_hacked" "effects/weapons/grenades/emp/explosion"
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//"snd_disable" "sounds/deployables/misc/disable"
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"snd_drop" "sounds/deployables/misc/drop"
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"dmg_falling" "damage_falling_deployable"
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// ***
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// The following three looping sounds are commented out until I can look into this further.
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// It was causing the Strogg and GDF bases to play a loud turret looping sound despite the base defense
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// turrets being idle. -Xian
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// ***
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// Gordon: i've uncommented the brass stop sound, as it was causing the turrets to sit playing brass sounds constantly
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//"snd_turret_yaw" "sounds/deployables/misc/turrets_yaw"
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//"snd_turret_pitch" "sounds/deployables/misc/turrets_pitch"
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"snd_brass_stop" "sounds/deployables/misc/turrets_brass_stop"
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"snd_brass" "sounds/deployables/misc/turrets_brass"
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"use_brass" "0"
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"use_tracers" "1"
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"collection_deployables" "deployables"
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"collection_hackable" "hackable"
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"collection_emp" "emp"
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"collection_spottable" "spottable"
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"collection_he" "he"
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"collection_arty" "arty"
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"collection_ss" "ss"
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"icon_sort_cm" "-5" // jrad - make sure these sort over most things
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"def_parachute" "round_parachute"
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"mtr_cm_icon_need_repair" "hud/icons/missionsystem/mis_engineer"
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"require_view_repair" "ability_repair && same_team"
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"stat_kill_suffix" "deployable"
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"tt_intro_use_me_1_hack" "deployable_intro_hack_1"
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"tt_intro_use_me_2_hack" "deployable_intro_hack_2"
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"occlusion_query" "1"
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"waypoint_offset" "0 0 128"
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}
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entityDef deployable_gdf {
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"editor_skipmenu" "1"
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"task_hack" "infiltrator_hack_deployable"
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"task_destroy" "destroy_deployable_strogg"
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"task_repair" "engineer_repair_deployable"
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"prof_disable" "pro_infiltrator_emp_deployable"
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"prof_hack" "pro_infiltrator_hack_deployable"
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"team" "gdf"
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}
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entityDef deployable_strogg {
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"editor_skipmenu" "1"
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"task_hack" "covertops_hack_deployable"
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"task_destroy" "destroy_deployable_gdf"
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"task_repair" "constructor_repair_deployable"
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"prof_disable" "pro_covertops_emp_deployable"
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"prof_hack" "pro_covertops_hack_deployable"
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"team" "strogg"
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}
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toolTip deployable_intro_hack_1 {
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sound "sounds/ui/main/neutral"
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text "game/tt/intro/hack_me_1"
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}
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toolTip deployable_intro_hack_2 {
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sound "sounds/ui/main/neutral"
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text "game/tt/intro/hack_me_3"
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}
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//////////////////////////////////////////////////////////////////////////////////
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// BASE ENTITIES /////////////////////////////////////////////////////////////////
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//////////////////////////////////////////////////////////////////////////////////
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entityDef deployzone {
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"spawnclass" "sdDeployZone"
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"scriptobject" "deployzone"
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"dont_link_clip" "1"
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"editor_color" ".3 .3 1"
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"editor_usage" "Zone for Deploying Object in"
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"editor_mins" "?"
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"editor_maxs" "?"
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"icon_sort_cm" "-10" // jrad - make sure these sort over everything
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"ti_destroy" "target_deployables_all"
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}
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stringMap deployitem_resupplyport_placement_model {
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"model" "models/temp/deployable_resupply.lwo"
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"skin" "deployEffect"
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"maxVisDist" "2560"
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"pushIntoOutsideAreas" "1"
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}
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damageDef damage_deployable_destruct {
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damage "damage_deployable_destruct"
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}
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damageFilter damage_deployable_destruct {
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type {
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target "target_deployables"
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damage 5000
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}
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}
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damageDef damage_deployable_destroy {
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damage "damage_deployable_destroy"
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}
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damageFilter damage_deployable_destroy {
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type {
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target "target_deployables"
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damage 5000
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}
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}
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damageDef damage_deployable_disable {
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damage "damage_deployable_disable"
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}
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damageFilter damage_deployable_disable {
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type {
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target "target_deployables"
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damage 1
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}
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}
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