/*********************************************************************** weapon_bfg.def ***********************************************************************/ export fred { // View Model BFG options -prefix BFG_ -keep barrel LBarrel RBarrel guilight flash eject -parent guilight Body -parent flash Body -parent guilight Body -parent barrel Body -parent RBarrel Body -parent LBarrel Body -sourcedir models/weapons/bfg/cycles -destdir models/md5/weapons/bfg_view mesh viewbfg.mb anim raise.mb anim idle.mb anim fire.mb anim fire.mb -range 1 140 -dest startfire anim fire.mb -range 141 167 -dest bfgfire anim empty_idle.mb anim reload1.mb -dest reload anim noammo.mb anim lower.mb // World Model BFG options -prefix PLAYER_BFG_ -keep ATTACHER bfgbarrel -rename ATTACHER origin -parent bfgbarrel bfgbody -clearorigin mesh models/characters/male_npc/cycles/tweakedplayermoves/bfg_idle.mb -dest models/md5/weapons/bfg_world/worldbfg anim models/characters/male_npc/cycles/tweakedplayermoves/bfg_idle.mb -dest models/md5/weapons/bfg_world/bfg_idle } entityDef weapon_bfg { "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "BFG" "editor_rotatable" "1" "spawnclass" "idItem" "size" "32 32 32" "model" "models/weapons/bfg/bfg_world.lwo" "model_view" "viewmodel_bfg" "model_world" "worldmodel_bfg" "joint_attach" "BFG_ATTACHER" "def_dropItem" "moveable_item_bfg" "inv_name" "BFG-9000" "inv_weapon" "weapon_bfg" "inv_ammo_bfg" "4" "inv_item" "5" "icon" "guis/assets/hud/wpn_8" "weaponAngleOffsetAverages" "15" "weaponAngleOffsetScale" ".5" "weaponAngleOffsetMax" "50" "weaponOffsetTime" "500" "weaponOffsetScale" "0.005" "hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis "hide_distance" "-15" // distance to offset weapon when talking to npcs or looking at guis "gui" "guis/weapons/bfg.gui" "mtr_guiLightShader" "lights/viewWeaponGuiLight" "def_overcharge_damage" "damage_bfg_overcharge" "def_overcharge" "env_bfg_overcharge" "snd_explode" "rocket_impact" "smoke_muzzle" "BFG_barrel.ptr" "weapon_class" "rvmWeaponBFG" "def_projectile" "projectile_bfg" "ammoType" "ammo_bfg" "ammoRequired" "1" "clipSize" "4" "powerAmmo" "1" "mtr_flashShader" "lights/bfg_flare" "flashColor" "0.8 1 0.7" "flashRadius" "32" "silent_fire" "0" "snd_acquire" "sound_weapon_acquire" "snd_respawn" "sound_weapon_respawn" "skin_invisible" "skins/bfg_invis" //"snd_hum" "player_bfg_idle" "spread" "0" } entityDef env_bfg_overcharge { "spawnclass" "idAnimatedEntity" "model" "bigexplosion.prt" } entityDef moveable_item_bfg { "inherit" "weapon_bfg" "spawnclass" "idMoveableItem" "model" "models/weapons/bfg/bfg_world_rotated.lwo" "density" "0.05" "friction" "0.2" "bouncyness" "0" } model worldmodel_bfg { mesh models/md5/weapons/bfg_world/worldbfg.md5mesh anim raise models/md5/weapons/bfg_world/bfg_idle.md5anim anim idle models/md5/weapons/bfg_world/bfg_idle.md5anim anim aim models/md5/weapons/bfg_world/bfg_idle.md5anim anim fire models/md5/weapons/bfg_world/bfg_idle.md5anim anim reload models/md5/weapons/bfg_world/bfg_idle.md5anim anim noammo models/md5/weapons/bfg_world/bfg_idle.md5anim anim putaway models/md5/weapons/bfg_world/bfg_idle.md5anim } model viewmodel_bfg { mesh models/md5/weapons/bfg_view/viewbfg.md5mesh offset ( -1 0 17 ) anim raise models/md5/weapons/bfg_view/raise.md5anim { frame 1 sound_weapon player_bfg_raise } anim idle models/md5/weapons/bfg_view/idle.md5anim anim fire_begin models/md5/weapons/bfg_view/startfire.md5anim { frame 1 sound_weapon player_bfg_firebegin } anim fire models/md5/weapons/bfg_view/bfgfire.md5anim { frame 1 sound_weapon player_bfg_fire } anim idle_empty models/md5/weapons/bfg_view/empty_idle.md5anim anim putaway models/md5/weapons/bfg_view/lower.md5anim anim reload models/md5/weapons/bfg_view/reload.md5anim { frame 1 sound_weapon player_bfg_reload } anim noammo models/md5/weapons/bfg_view/noammo.md5anim { frame 1 sound_weapon player_bfg_dryfire } } entityDef damage_bfg { "damage" "200" "push" "1000" "gib" "1" "smoke_wound_flesh" "bloodwound.prt" } entityDef damage_bfgFreq { "damage" "5" "push" "0" "gib" "1" "snd_flesh" "bullet_impact_flesh" } entityDef damage_bfgSplash { "damage" "100" "radius" "150" "knockback" "80" "push" "7000" "attackerDamageScale" "0.2" "attackerPushScale" "0.2" "gib" "1" } entityDef projectile_bfg { "spawnclass" "idBFGProjectile" "mins" "-10 -10 -10" "maxs" "10 10 10" "cone" "3" "model" "models/particles/bfg_bolt/bfg_bolt.lwo" "model_two" "models/particles/bfg_bolt/bfg_bolt2.lwo" "no_contents" "1" "def_damage" "damage_bfg" "def_damageFreq" "damage_bfgFreq" "def_splash_damage" "damage_bfgSplash" "beam_WidthFly" "24" "beam_WidthExplode" "128" "skin_beam" "skins/duffybolt" "snd_fly" "player_bfg_fly" "snd_beam" "player_bfg_arc" "remove_time" "7000" "damageRadius" "2048" "launchFromBarrel" "1" "health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "350 0 0" // how fast the projectile leaves the gun (or distance if fuse is 0) "angular_velocity" "0 0 0" // how the projectile is rotating when it leaves the gun "thrust" "0" // the rate of acceleration (always in the direction of the projectiles model) "thrust_start" "0" // when to start accelerating "thrust_end" "0" // when to stop accelerating "linear_friction" "0" // "air" friction "angular_friction" "0" "contact_friction" "0" "bounce" "0" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "50" "gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "4.5" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "1" // whether projectile should detonate when it's fuse runs out "detonate_on_death" "1" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "1" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "1" // whether projectile should detonate when it hits a character in the game "impact_damage_effect" "1" // whether projectile causes blood splats from characters that bleed "impact_gib" "1" // whether projectile can gib a character or not (for example: bullets don't gib, but rockets do) "mtr_detonate" "textures/decals/bfg_wallmark" "decal_size" "72" "smoke_fly" "" // particle effect while in the air "smoke_detonate" "" // particle effect when detonates "smoke_residue" "" // particle effect while in the air "smoke_bounce" "" // particle effect when bounces "smoke_fuse" "" // particle effect when removed from fuse expiring "model_detonate" "bfgExplosion.prt" "debris_count" "6" "def_debris" "debris_largeshrapnel" "def_shrapnel" "debris_shrapnel" "mtr_light_shader" "lights/baronflash" "light_color" "1 1 1" "light_radius" "160" "light_offset" "0 0 -16" "mtr_explode_light_shader" "muzzleflash" "explode_light_color" "0 1 0" "explode_light_radius" "300" "explode_light_fadetime" "0.25" // sound effect while in the air "snd_explode" "player_bfg_explode" "snd_explode2" "player_bfg_2explode" "snd_explode3" "player_bfg_3explode" "snd_explode4" "player_bfg_4explode" } // used by Campbell in cinematics entityDef projectile_bfg_cinematic { "inherit" "projectile_bfg" "no_contents" "1" "velocity" "250 0 0" "def_damage" "damage_bfg_cinematic" "def_damageFreq" "damage_bfgFreq_cinematic" "def_splash_damage" "damage_bfgSplash_cinematic" } entityDef damage_bfg_cinematic { "inherit" "damage_bfg" "ignore_player" "1" } entityDef damage_bfgFreq_cinematic { "inherit" "damage_bfgFreq" "ignore_player" "1" } entityDef damage_bfgSplash_cinematic { "inherit" "damage_bfgSplash" "ignore_player" "1" } entityDef damage_bfg_overcharge { "damage" "500" "radius" "256" "push" "10000" "knockback" "200" }