/*********************************************************************** weapon_shotgun.def ***********************************************************************/ export fred { // view model shotgun options -prefix SG_ -keep barrel eject shell flash -parent flash body -rename barrel2 barrel -parent barrel body -parent eject body -parent body Rhand -parent shell Lhand -rename origin blah -sourcedir models/weapons/shotgun/cycles -destdir models/md5/weapons/shotgun_view mesh idle.mb -dest viewshotgun anim idle.mb anim raise.mb anim fire1.mb anim fire2.mb anim fire3.mb anim reload_start.mb anim reload_loop.mb anim reload_loop2.mb anim reload_loop3.mb anim reload_end.mb anim reload2.mb anim lower.mb anim empty.mb // world model shotgun options -prefix PLAYER_SHOTGUN_ -keep ATTACHER barrel flash eject -parent flash sgbody -parent eject sgbody -rename ATTACHER origin -rename sgbarrel barrel -clearorigin addoptions -skipmesh PLAYER_shotgun_body_mesh addoptions -skipmesh PLAYER_shotgun_handle_mesh addoptions -skipmesh PLAYER_shotgun_trigger_mesh addoptions -skipmesh PLAYER_shotgun_loflap_mesh addoptions -skipmesh PLAYER_shotgun_extender_mesh addoptions -skipmesh PLAYER_shotgun_upflap1_mesh addoptions -skipmesh PLAYER_shotgun_upflap2_mesh mesh models/characters/player/mocap/shotgun_idle.mb -dest models/md5/weapons/shotgun_world/worldshotgun anim models/characters/player/mocap/shotgun_idle.mb -dest models/md5/weapons/shotgun_world/shotgun_idle anim models/characters/player/mocap/shotgun_fire.mb -range 49 75 -dest models/md5/weapons/shotgun_world/shotgun_fire1 } entityDef weapon_shotgun { "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Shotgun" "editor_rotatable" "1" "spawnclass" "idItem" "size" "32 32 32" "model" "models/weapons/shotgun/w_shotgun2.lwo" "model_view" "viewmodel_shotgun" "model_world" "worldmodel_shotgun" "joint_attach" "SHOTGUN_ATTACHER" "def_dropItem" "moveable_item_shotgun" "modelindex" "MODELINDEX_SHOTGUN" "inv_name" "Shotgun" "inv_weapon" "weapon_shotgun" "inv_ammo_shells" "4" "inv_item" "5" "icon" "guis/assets/hud/wpn_2" "weapon_class" "rvmWeaponShotgun" "def_projectile" "projectile_bullet_shotgun" "ammoType" "ammo_shells" "ammoRequired" "1" "clipSize" "8" "lowAmmo" "2" "mtr_flashShader" "muzzleflash" "flashColor" "1 0.8 0.4" "flashRadius" "120" "silent_fire" "0" "recoilTime" "325" "recoilAngles" "-1 0 0" "weaponAngleOffsetAverages" "15" "weaponAngleOffsetScale" ".40" "weaponAngleOffsetMax" "20" "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 "smoke_muzzle" "shotgunmuzzlesmoke.prt" "def_ejectBrass" "debris_shotgunbrass" "ejectBrassDelay" "650" "snd_acquire" "sound_weapon_acquire" "snd_respawn" "sound_weapon_respawn" "skin_invisible" "skins/shotgun_invis" "spread" "22" } entityDef moveable_item_shotgun { "inherit" "weapon_shotgun" "spawnclass" "idMoveableItem" "model" "models/weapons/shotgun/w_shotgun2.lwo" "density" "0.05" "friction" "0.2" "bouncyness" "0" } model worldmodel_shotgun { mesh models/md5/weapons/shotgun_world/worldshotgun.md5mesh anim raise models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim idle models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim aim models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim fire1 models/md5/weapons/shotgun_world/shotgun_fire1.md5anim anim fire2 models/md5/weapons/shotgun_world/shotgun_fire1.md5anim anim fire3 models/md5/weapons/shotgun_world/shotgun_fire1.md5anim anim reload_start models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim reload_loop1 models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim reload_loop2 models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim reload_end models/md5/weapons/shotgun_world/shotgun_idle.md5anim anim putaway models/md5/weapons/shotgun_world/shotgun_idle.md5anim } model viewmodel_shotgun { mesh models/md5/weapons/shotgun_view/viewshotgun.md5mesh anim raise models/md5/weapons/shotgun_view/raise.md5anim { frame 1 sound_body player_shotgun_raise } anim idle models/md5/weapons/shotgun_view/idle.md5anim anim fire1 models/md5/weapons/shotgun_view/fire1.md5anim { frame 1 sound_weapon player_shotgun_fire frame 17 sound_voice player_shotgun_pump } anim fire2 models/md5/weapons/shotgun_view/fire2.md5anim { frame 1 sound_weapon player_shotgun_fire frame 17 sound_voice player_shotgun_pump } anim fire3 models/md5/weapons/shotgun_view/fire3.md5anim { frame 1 sound_weapon player_shotgun_fire frame 17 sound_voice player_shotgun_pump } anim reload_start models/md5/weapons/shotgun_view/reload_start.md5anim { frame 1 sound player_shotgun_reload_start } anim reload_loop1 models/md5/weapons/shotgun_view/reload_loop.md5anim { frame 4 sound player_shotgun_reload } anim reload_loop2 models/md5/weapons/shotgun_view/reload_loop2.md5anim { frame 4 sound player_shotgun_reload } anim reload_loop3 models/md5/weapons/shotgun_view/reload_loop3.md5anim { frame 4 sound player_shotgun_reload } anim reload_end models/md5/weapons/shotgun_view/reload_end.md5anim { //frame 1 sound player_shotgun_reload_end frame 14 sound_voice player_shotgun_pump } anim noammo models/md5/weapons/shotgun_view/empty.md5anim { frame 1 sound_voice player_shotgun_empty } anim putaway models/md5/weapons/shotgun_view/lower.md5anim } entityDef damage_shotgun { "minDamage" "4" "maxDamage" "7" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "10" "gib" "1" "smoke_wound_flesh" "burstysquirt.prt" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_wound_metal" "textures/decals/hurtmetal" "mtr_splat_flesh" "textures/decals/dsplat2" "mtr_splat_flesh2" "textures/decals/dsplat5" "mtr_splat_flesh3" "textures/decals/dsplat7" "mtr_splat_flesh4" "textures/decals/dsplat11" "snd_flesh" "shotgun_impact_flesh" "kick_time" "400" "kick_amplitude" "1" "dv_time" "100" } entityDef debris_shotgunbrass { "spawnclass" "idDebris" "mins" "-1 -1 -1" "maxs" "1 1 1" "model" "models/weapons/shell1/sshell_bigger.lwo" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "60 30 10" // 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" "0.6" // "air" friction "angular_friction" "0.4" "contact_friction" "0.1" "bounce" "0.5" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "1" "gravity" "666" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "3" // 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" "0" // whether projectile should detonate when it's "killed" (health runs out) "detonate_on_world" "0" // whether projectile should detonate when it hits an obstacle "detonate_on_actor" "0" // whether projectile should detonate when it hits a character in the game "snd_bounce" "casings_shotgun" } entityDef projectile_bullet_shotgun { "spawnclass" "idProjectile" "mins" "-1 -1 -1" "maxs" "1 1 1" "cone" "3" //"model" "models/items/projectiles/rocket.ase" "scale" "0.1" "noshadows" "1" "snd_flesh" "bullet_impact_flesh" "snd_metal" "bullet_impact_metal" "snd_stone" "bullet_impact_stone" "snd_wood" "bullet_impact_wood" "snd_cardboard" "bullet_impact_cardboard" "snd_glass" "bullet_impact_glass" "snd_liquid" "bullet_impact_liquid" "snd_ricochet" "bullet_ricochet" "snd_plastic" "small_plastic" "snd_impact" "shotgun_impact_metal" "def_damage" "damage_shotgun" "launchFromBarrel" "0" "health" "0" "velocity" "7200 0 0" // .38 Special 600 fps. Source: Petzal, David E. "How fast is a speeding bullet." Field and Stream. 97 (1992): 23 "angular_velocity" "0 0 0" "thrust" "0" "thrust_start" "0" "thrust_end" "0" "linear_friction" "0" "angular_friction" "0" "contact_friction" "0" "bounce" "0.6" "mass" "1.0" "gravity" "0" "fuse" "4" "detonate_on_fuse" "0" "detonate_on_death" "0" "detonate_on_world" "1" "detonate_on_actor" "1" "impact_damage_effect" "1" "impact_gib" "1" "mtr_detonate" "textures/decals/bulleth02" "mtr_detonate_glass" "textures/decals/testbulletglass1" "decal_size" "10" "model_smokespark" "sgsmokeandspark.prt" "model_ricochet" "bulletricochet.prt" "smoke_fly" "" "smoke_detonate" "smokeandspark.smoke" "smoke_bounce" "sparkdebris.smoke" "smoke_fuse" "" "mtr_light_shader" "" "light_color" "0 0 0" "light_radius" "0" "light_offset" "0 0 0" "mtr_explode_light_shader" "" "explode_light_color" "0 0 0" "explode_light_radius" "0" "explode_light_fadetime" "0" }