cod5-sdk/deffiles/destructiblepiece.gdf

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2008-11-20 00:00:00 +00:00
#name "destructiblepiece"
#dll "all" "configstringconvert"
#source_dir "destructiblepiece/"
#target_dir "destructiblepiece/"
#file_ext "*"
#version 5
// This tells the configstring converter what the file type identifier should be
string "DESTRUCTIBLEPIECE" configstringFileType
string model
float 0 -1000000 100 breakHealth
int 0 0 1 explosiveDamageOnly
string breakEffect
string breakSound
string loopSound
string breakNotify
string spawnModel1
string spawnModel2
string modelD1
float 0 -1000000 100 breakHealthD1
int 0 0 1 explosiveDamageOnlyD1
string breakEffectD1
string breakSoundD1
string loopSoundD1
string breakNotifyD1
string spawnModel1D1
string spawnModel2D1
string modelD2
float 0 -1000000 100 breakHealthD2
int 0 0 1 explosiveDamageOnlyD2
string breakEffectD2
string breakSoundD2
string loopSoundD2
string breakNotifyD2
string spawnModel1D2
string spawnModel2D2
string modelD3
float 0 -1000000 100 breakHealthD3
int 0 0 1 explosiveDamageOnlyD3
string breakEffectD3
string breakSoundD3
string loopSoundD3
string breakNotifyD3
string spawnModel1D3
string spawnModel2D3
string modelD4
float 0 -1000000 100 breakHealthD4
int 0 0 1 explosiveDamageOnlyD4
string breakEffectD4
string breakSoundD4
string loopSoundD4
string breakNotifyD4
string spawnModel1D4
string spawnModel2D4
vcontainer
{
vcontainer
{
fileedit(model)
[
exec
{
label("Model")
reldir("pc/main/xmodel/")
width(600)
}
]
hcontainer
{
floatedit(breakHealth, .1, .2)
[
exec
{
label("Break Health %")
tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
}
]
checkbox(explosiveDamageOnly)
[
exec
{
label("Explosives Only")
tooltip("Only explosive damage can be done to this model.")
}
]
}
fileedit(breakEffect)
[
exec
{
label("Base Break Effect")
reldir("share/raw/fx/")
width(600)
tooltip("Effect to play when health gets to 0")
}
]
edit(breakSound)
[
exec
{
label("Base Break Sound")
width(600)
tooltip("Sound to play when health gets to 0")
}
]
edit(loopSound)
[
exec
{
label("Loop Sound")
width(600)
tooltip("Loop sound to play when this model is showing")
}
]
edit(breakNotify)
[
exec
{
label("Base Break Notify")
width(600)
}
]
fileedit(spawnModel1)
[
exec
{
label("Spawn Model 1")
reldir("pc/main/xmodel/")
width(600)
}
]
fileedit(spawnModel2)
[
exec
{
label("Spawn Model 2")
reldir("pc/main/xmodel/")
width(600)
}
]
}
[
exec
{
groupBox("Base Model Properties")
}
]
vcontainer
{
fileedit(modelD1)
[
exec
{
label("Model")
reldir("pc/main/xmodel/")
width(600)
}
]
hcontainer
{
floatedit(breakHealthD1, .1, .2)
[
exec
{
label("Break Health %")
tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
}
]
checkbox(explosiveDamageOnlyD1)
[
exec
{
label("Explosives Only")
tooltip("Only explosive damage can be done to this model.")
}
]
}
fileedit(breakEffectD1)
[
exec
{
label("Break Effect")
reldir("share/raw/fx/")
width(600)
tooltip("Effect to play when health gets to 0")
}
]
edit(breakSoundD1)
[
exec
{
label("Break Sound")
width(600)
tooltip("Sound to play when health gets to 0")
}
]
edit(loopSoundD1)
[
exec
{
label("Loop Sound")
width(600)
tooltip("Loop sound to play when this model is showing")
}
]
edit(breakNotifyD1)
[
exec
{
label("Break Notify")
width(600)
}
]
fileedit(spawnModel1D1)
[
exec
{
label("Spawn Model 1")
reldir("pc/main/xmodel/")
width(600)
}
]
fileedit(spawnModel2D1)
[
exec
{
label("Spawn Model 2")
reldir("pc/main/xmodel/")
width(600)
}
]
}
[
exec
{
groupBox("Damage Model 1 Properties")
}
]
vcontainer
{
fileedit(modelD2)
[
exec
{
label("Model")
reldir("pc/main/xmodel/")
width(600)
}
]
hcontainer
{
floatedit(breakHealthD2, .1, .2)
[
exec
{
label("Break Health %")
tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
}
]
checkbox(explosiveDamageOnlyD2)
[
exec
{
label("Explosives Only")
tooltip("Only explosive damage can be done to this model.")
}
]
}
fileedit(breakEffectD2)
[
exec
{
label("Break Effect")
reldir("share/raw/fx/")
width(600)
tooltip("Effect to play when health gets to 0")
}
]
edit(breakSoundD2)
[
exec
{
label("Break Sound")
width(600)
tooltip("Sound to play when health gets to 0")
}
]
edit(loopSoundD2)
[
exec
{
label("Loop Sound")
width(600)
tooltip("Loop sound to play when this model is showing")
}
]
edit(breakNotifyD2)
[
exec
{
label("Break Notify")
width(600)
}
]
fileedit(spawnModel1D2)
[
exec
{
label("Spawn Model 1")
reldir("pc/main/xmodel/")
width(600)
}
]
fileedit(spawnModel2D2)
[
exec
{
label("Spawn Model 2")
reldir("pc/main/xmodel/")
width(600)
}
]
}
[
exec
{
groupBox("Damage Model 2 Properties")
}
]
vcontainer
{
fileedit(modelD3)
[
exec
{
label("Model")
reldir("pc/main/xmodel/")
width(600)
}
]
hcontainer
{
floatedit(breakHealthD3, .1, .2)
[
exec
{
label("Break Health %")
tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
}
]
checkbox(explosiveDamageOnlyD3)
[
exec
{
label("Explosives Only")
tooltip("Only explosive damage can be done to this model.")
}
]
}
fileedit(breakEffectD3)
[
exec
{
label("Break Effect")
reldir("share/raw/fx/")
width(600)
tooltip("Effect to play when health gets to 0")
}
]
edit(breakSoundD3)
[
exec
{
label("Break Sound")
width(600)
tooltip("Sound to play when health gets to 0")
}
]
edit(loopSoundD3)
[
exec
{
label("Loop Sound")
width(600)
tooltip("Loop sound to play when this model is showing")
}
]
edit(breakNotifyD3)
[
exec
{
label("Break Notify")
width(600)
}
]
fileedit(spawnModel1D3)
[
exec
{
label("Spawn Model 1")
reldir("pc/main/xmodel/")
width(600)
}
]
fileedit(spawnModel2D3)
[
exec
{
label("Spawn Model 2")
reldir("pc/main/xmodel/")
width(600)
}
]
}
[
exec
{
groupBox("Damage Model 3 Properties")
}
]
vcontainer
{
fileedit(modelD4)
[
exec
{
label("Model")
reldir("pc/main/xmodel/")
width(600)
}
]
hcontainer
{
floatedit(breakHealthD4, .1, .2)
[
exec
{
label("Break Health %")
tooltip("Piece will fall off into physics after health is below this percentage if physPreset is specified, else it will disapper/swap in damage model")
}
]
checkbox(explosiveDamageOnlyD4)
[
exec
{
label("Explosives Only")
tooltip("Only explosive damage can be done to this model.")
}
]
}
fileedit(breakEffectD4)
[
exec
{
label("Break Effect")
reldir("share/raw/fx/")
width(600)
tooltip("Effect to play when health gets to 0")
}
]
edit(breakSoundD4)
[
exec
{
label("Break Sound")
width(600)
tooltip("Sound to play when health gets to 0")
}
]
edit(loopSoundD4)
[
exec
{
label("Loop Sound")
width(600)
tooltip("Loop sound to play when this model is showing")
}
]
edit(breakNotifyD4)
[
exec
{
label("Break Notify")
width(600)
}
]
fileedit(spawnModel1D4)
[
exec
{
label("Spawn Model 1")
reldir("pc/main/xmodel/")
width(600)
}
]
fileedit(spawnModel2D4)
[
exec
{
label("Spawn Model 2")
reldir("pc/main/xmodel/")
width(600)
}
]
}
[
exec
{
groupBox("Damage Model 4 Properties")
}
]
}