/*********************************************************************** weapon_handgrenade.def ***********************************************************************/ export fred { // View Model Grenade options -prefix NADE_ -keep barrel -parent barrel Rhand -sourcedir models/weapons/grenades/cycles -destdir models/md5/weapons/grenade_view mesh idle1.mb -dest viewgrenade anim idle1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_idle anim raise.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_raise anim lower.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_lower //anim fire1.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire1 anim fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fire2 anim start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 20 130 -dest grenade_start anim start.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 152 180 -dest grenade_throw //anim models/weapons/grenades/cycles/fire2.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 99 132 -dest throw //anim models/weapons/grenades/cycles/fire3.mb -xyzprecision 0.01 -quatprecision 0.00006 -range 98 132 -dest grenade_lowthrow anim fastthrow.mb -xyzprecision 0.01 -quatprecision 0.00006 -dest grenade_fastthrow // World Model Grenade options -prefix PLAYER_NADE_ -keep ATTACHER barrel -parent barrel gbody -rename ATTACHER origin -clearorigin -sourcedir models/characters/player/mocap -destdir models/md5/weapons/grenade_world mesh grenade_idle.mb -dest worldgrenade anim grenade_idle.mb -dest grenade_idle anim grenade_throw.mb -dest grenade_throw } entityDef weapon_handgrenade { "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Hand Grenade" "editor_rotatable" "1" "spawnclass" "idItem" "size" "32 32 32" "model" "models/items/grenade_ammo/grenade.lwo" "model_view" "viewmodel_grenade" "model_world" "worldmodel_handgrenade" "joint_attach" "NADE_ATTACHER" "def_dropItem" "moveable_item_grenades" "modelindex" "MODELINDEX_GRENADELAUNCHER" "inv_name" "#str_07013" "inv_weapon" "weapon_handgrenade" "inv_ammo_grenades" "5" "inv_item" "5" "inv_desc" "#str_02537" "display_name" "#str_02478" "icon" "guis/assets/hud/wpn_4" "pdaIcon" "guis/assets/hud/icons/grenade_new.tga" "hudIcon" "guis/assets/hud/icons/grenadew.tga" "weapon_class" "rvmWeaponHandgrenade" "def_projectile" "projectile_grenade" "def_explode_inhand" "env_grenade_explodeinhand" "def_damage_inhand" "damage_grenadeSplash_inhand" "ammoType" "ammo_grenades" "ammoRequired" "1" "clipSize" "0" "silent_fire" "1" "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 "snd_acquire" "player_grenade_use" "snd_respawn" "sound_weapon_respawn" "snd_explode" "rocket_impact" // skin_invisible not defined, weapon code will call UpdateSkin on weapon script "skin_nade" "skins/models/weapons/nade" "skin_nade_invis" "skins/models/weapons/nade_invis" "skin_nonade" "skins/models/weapons/nonade" "skin_nonade_invis" "skins/models/weapons/nonade_invis" "spread" "0" "primed_fuse" "3" "controllerShakeHighMag" "0.3" "controllerShakeHighTime" "50" "controllerShakeLowMag" "0.6" "controllerShakeLowTime" "100" } entityDef env_grenade_explodeinhand { "spawnclass" "idAnimatedEntity" "model" "grenadeExplosion.prt" } entityDef moveable_item_grenades { "inherit" "weapon_handgrenade" "spawnclass" "idMoveableItem" "model" "models/weapons/grenades/grenades_world.lwo" "density" "0.05" "friction" "0.2" "bouncyness" "0" "snd_bounce" "smallbox" } model worldmodel_handgrenade { mesh models/md5/weapons/grenade_world/worldgrenade.md5mesh skin skins/models/weapons/nade.skin anim idle models/md5/weapons/grenade_world/grenade_idle.md5anim anim fire models/md5/weapons/grenade_world/grenade_throw.md5anim { frame 44 object_call GrenadeNoNade frame 69 object_call GrenadeNade } } model viewmodel_grenade { mesh models/md5/weapons/grenade_view/viewgrenade.md5mesh offset ( 6 3 -3 ) anim raise models/md5/weapons/grenade_view/grenade_raise.md5anim { frame 1 sound_weapon player_grenade_use } anim idle models/md5/weapons/grenade_view/grenade_idle.md5anim { frame 1 object_call GrenadeNade } anim putaway models/md5/weapons/grenade_view/grenade_lower.md5anim anim fire models/md5/weapons/grenade_view/grenade_fire2.md5anim anim throw_start models/md5/weapons/grenade_view/grenade_start.md5anim { // frame 1 sound_body player_handgrenade_throw // Was frame 6 -Xian } anim throw models/md5/weapons/grenade_view/grenade_throw.md5anim { frame 1 object_call GrenadeNade frame 8 object_call GrenadeNoNade } anim throw_quick models/md5/weapons/grenade_view/grenade_fastthrow.md5anim { frame 1 object_call GrenadeNade frame 14 object_call GrenadeNoNade } } entityDef damage_grenadeDirect { "damage" "150" "push" "1000" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_splat_flesh" "" "gib" "1" "smoke_wound_flesh" "bloodwound.prt" } entityDef damage_grenadeSplash { "damage" "150" "radius" "175" "knockback" "80" "push" "10000" "attackerDamageScale" "0.2" "attackerPushScale" "0.2" "gib" "1" } entityDef damage_grenadeSplash_inhand { "inherit" "damage_grenadeSplash" "selfDamageScale" "20" } entityDef projectile_grenade { "spawnclass" "idProjectile" "mins" "-3 -3 0" "maxs" "3 3 11" "cylinder" "6" "model" "models/weapons/grenades/grenades_world.lwo" "offsetModel" "0 0 -5" "def_damage" "damage_grenadeDirect" "def_splash_damage" "damage_grenadeSplash" "launchFromBarrel" "1" "health" "0" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "300 0 40" // how fast the projectile leaves the gun (or distance if fuse is 0) "angular_velocity" "10 -10 10" // 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" "0.9" // how much speed a projectile retains when it bounces off of objects (coefficient of restitution). 0 means no bounce. "mass" "10" "gravity" "1066" // 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" "1" // whether projectile should detonate when it hits a character in the game "detonate_on_trigger" "1" // whether projectile should detonate when triggered by 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/ballburn01" "decal_size" "300" "model_detonate" "grenadeExplosion.prt" // parametric particles -- temp "smoke_fly" "grenadetrail.prt" // particle effect while in the air "smoke_detonate" "" // particle effect when detonates "smoke_residue" "" // particle effect while in the air "smoke_fuse" "" "smoke_bounce" "bulletricochet.prt" "debris_count" "6" "def_debris" "debris_largeshrapnel" "def_shrapnel" "debris_shrapnel" "mtr_light_shader" "" "light_color" "" "light_radius" "" "light_offset" "" "mtr_explode_light_shader" "muzzleflash" "explode_light_color" "1 0.8 0.4" "explode_light_radius" "200" "explode_light_fadetime" "0.25" "detonation_axis" "0 0 1" "snd_impact" "player_handgrenade_bounce" "snd_bounce" "player_handgrenade_bounce" "snd_explode" "rocket_impact" "snd_throw" "player_handgrenade_throw" // For precache -- referenced in the script }