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

142 lines
3.5 KiB
Modula-2

// ========================================================================
// Export
//
export hauser {
options -prefix ARMING_ -sourcedir models/tools/gdf_arming_device/dev_sd -destdir models/tools/gdf_arming_device/ -keep
mesh gdf_arming_device_base_file.mb -dest view.md5mesh
/*
anim gdf_arming_device_idle.mb -dest idle.md5anim
anim gdf_arming_device_raise1.mb -dest raise.md5anim
anim gdf_arming_device_lower.mb -dest lower.md5anim
anim gdf_arming_device_use2_rework.mb -dest start_use.md5anim -range 0 8
anim gdf_arming_device_use2_rework.mb -dest use.md5anim
anim gdf_arming_device_use2_rework.mb -dest end_use.md5anim -range 90 102
anim gdf_arming_device_sprint.mb -dest sprint_start.md5anim -range 1 6
anim gdf_arming_device_sprint.mb -dest sprint_end.md5anim -range 6 12
*/
}
// ========================================================================
// view Models
//
model viewmodel_arming_device {
mesh models/tools/gdf_arming_device/view.md5mesh
anim putaway models/tools/gdf_arming_device/lower.md5anim {
}
anim raise models/tools/gdf_arming_device/raise.md5anim {
frame 4 sound_channel snd_weapon_raise snd_raise
}
anim idle models/tools/gdf_arming_device/idle.md5anim {
frame 1 sound_channel snd_weapon_idle snd_idle
}
anim fire_start models/tools/gdf_arming_device/start_use.md5anim {
}
anim fire models/tools/gdf_arming_device/use.md5anim {
frame 6 sound_channel snd_weapon_arm snd_arm
frame 20 sound_channel snd_weapon_arm snd_arm
frame 32 sound_channel snd_weapon_arm snd_arm
}
anim fire_end models/tools/gdf_arming_device/end_use.md5anim {
}
anim start_sprint models/tools/gdf_arming_device/sprint_start.md5anim {
}
anim leave_sprint models/tools/gdf_arming_device/sprint_end.md5anim {
}
}
// ========================================================================
// Entity DEFS
//
invItemDef inventory/tools/pliers/charge {
type "tool"
slot "tool"
name "game/weapons/arming_tool"
model "models/tools/gdf_arming_device/arming_device_player.lwo"
joint "Spine"
data {
"model_view" "viewmodel_arming_device"
"model_world" "models/tools/gdf_arming_device/arming_device_world.lwo"
"joint_attach" "RightHand"
"gui" "guis/tools/arm_searching"
"view_offset" "2 -2 -2"
"anim_prefix" "arming"
"anim_prefix_class" "tool"
"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_idle" "sounds/tools/hecharge/remote/idle"
"snd_arm" "sounds/tools/hecharge/remote/arm"
"snd_raise" "sounds/tools/hecharge/remote/raise"
"melee_distance" "88"
"can_arm_charge" "1"
"mtr_weaponmenu" "guis/assets/icons/weapons/armingtool"
"activate_attack" "1"
"climate_skin_key" "weapon_gdf"
"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"
"weapon_menu_ignore" "0"
"player_weapon_num" "12"
"needsAmmoBox" "0"
}
}