/*********************************************************************** weapon_chaingun.def ***********************************************************************/ export fred { // viewmodel chaingun options -prefix CHAINGUN_ -keep eject muzzle barrel flash guilight -parent eject chaingun -parent flash chaingun -parent guilight chaingun -parent barrel chaingun -rename barrel spinner -rename muzzle barrel -rename origin blah mesh models/weapons/chaingun/cycles/idle.mb -dest models/md5/weapons/chaingun_view/viewchaingun anim models/weapons/chaingun/cycles/raise.mb -dest models/md5/weapons/chaingun_view/raise anim models/weapons/chaingun/cycles/idle.mb -dest models/md5/weapons/chaingun_view/idle anim models/weapons/chaingun/cycles/fireloop.mb -dest models/md5/weapons/chaingun_view/fireloop anim models/weapons/chaingun/cycles/reload.mb -dest models/md5/weapons/chaingun_view/reload anim models/weapons/chaingun/cycles/noammo.mb -dest models/md5/weapons/chaingun_view/noammo anim models/weapons/chaingun/cycles/lower.mb -dest models/md5/weapons/chaingun_view/lower anim models/weapons/chaingun/cycles/windup.mb -dest models/md5/weapons/chaingun_view/windup anim models/weapons/chaingun/cycles/winddown.mb -dest models/md5/weapons/chaingun_view/winddown // world model chaingun options -ignorescale -prefix PLAYER_CHAINGUN_ -keep ATTACHER barrel eject flash -parent barrel body -parent eject body -parent flash body -rename ATTACHER origin -clearorigin mesh models/characters/player/mocap/chaingun_idle.mb -dest models/md5/weapons/chaingun_world/worldchaingun anim models/characters/player/mocap/chaingun_idle.mb -range 1 80 -dest models/md5/weapons/chaingun_world/chaingun_idle anim models/characters/male_npc/cycles/tweakedplayermoves/chaingun_fire.mb -range 16 30 -dest models/md5/weapons/chaingun_world/chaingun_fire } entityDef weapon_chaingun { "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Chaingun" "editor_rotatable" "1" "spawnclass" "idItem" "size" "32 32 32" "model" "models/weapons/chaingun/w_chaingun.lwo" "model_view" "viewmodel_chaingun" "model_world" "worldmodel_chaingun" "joint_attach" "CHAINGUN_ATTACHER" "def_dropItem" "moveable_item_chaingun" "inv_name" "Chaingun" "inv_weapon" "weapon_chaingun" "inv_ammo_belt" "30" "inv_item" "5" "icon" "guis/assets/hud/wpn_11" "gui" "guis/weapons/chaingun.gui" "mtr_guiLightShader" "lights/viewWeaponGuiLight" "weapon_class" "rvmWeaponChainGun" "def_projectile" "projectile_chaingunbullet" "ammoType" "ammo_belt" "ammoRequired" "1" "clipSize" "60" "lowAmmo" "10" "mtr_flashShader" "muzzleflash" "flashColor" "1 0.8 0.4" "flashRadius" "220" "silent_fire" "0" "muzzle_kick_time" ".1" "muzzle_kick_maxtime" ".6" "muzzle_kick_angles" "-4 -5 -10" "muzzle_kick_offset" "1 1 2" "recoilTime" "100" "recoilAngles" "-1 0 0" "hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis "hide_distance" "-25" // distance to offset weapon when talking to npcs or looking at guis "weaponAngleOffsetAverages" "10" "weaponAngleOffsetScale" ".5" "weaponAngleOffsetMax" "25" "weaponOffsetTime" "400" "weaponOffsetScale" "0.005" "smoke_wound_metal" "bulletricochet.prt" "smoke_wound_ricochet" "bulletricochet.prt" "smoke_muzzle" "cgmuzzlesmoke.prt" "snd_acquire" "player_chaingun_acquire" "snd_respawn" "sound_weapon_respawn" "snd_fire" "player_chaingun_fire" "snd_winddown" "player_chaingun_winddown" "snd_windup" "player_chaingun_windup" "snd_lowammo" "player_machinegun_lowammo" "snd_spin" "player_chaingun_motorloop" "skin_invisible" "skins/chaingun_invis" "def_ejectBrass" "debris_brass" "ejectBrassDelay" "10" "spread" "5" } entityDef moveable_item_chaingun { "inherit" "weapon_chaingun" "spawnclass" "idMoveableItem" "density" "0.05" "friction" "0.2" "bouncyness" "0" } model worldmodel_chaingun { mesh models/md5/weapons/chaingun_world/worldchaingun.md5mesh anim idle models/md5/weapons/chaingun_world/chaingun_idle.md5anim anim fire models/md5/weapons/chaingun_world/chaingun_fire.md5anim anim chaingun_fire models/md5/weapons/chaingun_world/chaingun_fire.md5anim } model viewmodel_chaingun { mesh models/md5/weapons/chaingun_view/viewchaingun.md5mesh offset ( 0.5 -2.5 -8.5 ) anim raise models/md5/weapons/chaingun_view/raise.md5anim { frame 1 sound_body player_chaingun_acquire } anim idle1 models/md5/weapons/chaingun_view/idle.md5anim anim windup models/md5/weapons/chaingun_view/windup.md5anim { frame 1 sound_body3 player_chaingun_windup //frame 10 sound_body3 player_chaingun_motorloop } /* anim fire models/md5/weapons/chaingun_view/fireloop.md5anim { frame 1 sound_weapon player_chaingun_fire } */ anim winddown models/md5/weapons/chaingun_view/winddown.md5anim { frame 1 sound_body3 player_chaingun_winddown } anim putaway models/md5/weapons/chaingun_view/lower.md5anim anim reload models/md5/weapons/chaingun_view/reload.md5anim { frame 17 sound_body player_chaingun_reload } anim noammo models/md5/weapons/chaingun_view/noammo.md5anim } entityDef projectile_chaingunbullet { "spawnclass" "idProjectile" "mins" "-1 -1 -1" "maxs" "1 1 1" "cone" "3" "scale" "0.1" "noshadows" "1" "tracers" "1" "model_tracer" "models/particles/tracer/tracer.lwo" "def_damage" "damage_bullet_chaingun" "launchFromBarrel" "1" "health" "0" "velocity" "2000 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" "8" "push" "2000" "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" "cgsmokeandspark.prt" "model_ricochet" "bulletricochet.prt" "smoke_wound_flesh" "burstysquirt.prt" "smoke_detonate" "smokeandspark.smoke" "smoke_residue" "" //particles/chaingun_residue.particle" "smoke_bounce" "" //particles/chaingun_bounce.particle" "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" "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_plastic" "small_plastic" "snd_ricochet" "bullet_ricochet" // "snd_impact" "" // we need a much smaller impact sound for the chaingun bullet "bullet_impact_metal" "snd_tracer" "bullet_flight" } entityDef damage_bullet_chaingun { "damage" "20" "kickDir" "1 0 0" "mtr_blob" "genericDamage" "blob_time" "300" "blob_size" "400" "blob_offset_x" "400" "knockback" "1" "gib" "1" "smoke_wound_flesh" "bloodwound.ptr" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_wound_metal" "textures/decals/hurtmetal" "mtr_wound_ricochet" "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" "kick_time" "100" //"kick_time" "10" "kick_amplitude" "0.1" //"dv_time" "100" }