/*********************************************************************** weapon_rocketlauncher.def ***********************************************************************/ export fred { // View Model Rocket Launcher options -prefix RL_ -keep barrel -keep flash -rename origin blah -rename barrel2 barrel -parent barrel RLBODY -parent flash RLBODY mesh models/weapons/rocketlauncher/cycles/idle.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/viewrocketlauncher anim models/weapons/rocketlauncher/cycles/raise.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/raise anim models/weapons/rocketlauncher/cycles/idle.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/idle anim models/weapons/rocketlauncher/cycles/fire.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/fire anim models/weapons/rocketlauncher/cycles/reload.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/reload anim models/weapons/rocketlauncher/cycles/lower.mb -rotate 90 -dest models/md5/weapons/rocketlauncher_view/lower // world model Rocket Launcher options -prefix PLAYER_RL -keep barrel _ATTACHER flash eject -parent eject BODY -parent flash BODY -rename barrel2 barrel -rename _ATTACHER origin -parent barrel BODY -clearorigin addoptions -skipmesh PLAYER_rshell1 addoptions -skipmesh PLAYER_rshell2 addoptions -skipmesh PLAYER_rshell3 addoptions -skipmesh PLAYER_rshell4 addoptions -skipmesh PLAYER_reloader1 addoptions -skipmesh PLAYER_handle addoptions -skipmesh PLAYER_aimer addoptions -skipmesh PLAYER_body mesh models/characters/player/mocap/rocketlauncher_aim.mb -dest models/md5/weapons/rocketlauncher_world/worldrocketlauncher //anim models/characters/player/mocap/rocketlauncher_aim.mb -dest models/md5/weapons/rocketlauncher_world/rocketlauncher_aim anim models/characters/male_npc/cycles/tweakedplayermoves/rocketlauncher_aim.mb -dest models/md5/weapons/rocketlauncher_world/rocketlauncher_aim //anim models/characters/player/mocap/rocketlauncher_fire.mb -dest models/md5/weapons/rocketlauncher_world/rocketlauncher_fire } entityDef weapon_rocketlauncher { "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Rocket Launcher" "editor_rotatable" "1" "modelindex" "MODELINDEX_ROCKETLAUNCHER" "spawnclass" "idItem" "size" "32 32 32" "model" "models/weapons/rocketlauncher/w_rocketlauncher.lwo" "model_view" "viewmodel_rocketlauncher" "model_world" "worldmodel_rocketlauncher" "joint_attach" "RL_ATTACHER" "def_dropItem" "moveable_item_rocketlauncher" "inv_name" "Rocket Launcher" "inv_weapon" "weapon_rocketlauncher" "inv_ammo_rockets" "5" "inv_item" "5" "icon" "guis/assets/hud/wpn_6" "hide_time" "0.3" // time to hide weapon when talking to npcs or looking at guis "hide_distance" "-20" // distance to offset weapon when talking to npcs or looking at guis "weapon_class" "rvmWeaponRocketLauncher" "def_projectile" "projectile_rocket" "ammoType" "ammo_rockets" "ammoRequired" "1" "clipSize" "5" "lowAmmo" "1" "mtr_flashShader" "muzzleflash" "flashColor" "1 0.8 0.4" "flashRadius" "120" "silent_fire" "0" "recoilTime" "325" "recoilAngles" "-1 0 0" "weaponAngleOffsetAverages" "15" "weaponAngleOffsetScale" ".5" "weaponAngleOffsetMax" "50" "weaponOffsetTime" "500" "weaponOffsetScale" "0.005" //"smoke_muzzle" "rocketmuzzle.prt" "snd_acquire" "sound_weapon_acquire" "snd_respawn" "sound_weapon_respawn" "skin_1" "models/weapons/0rox.skin" "skin_2" "models/weapons/1rox.skin" "skin_3" "models/weapons/2rox.skin" "skin_4" "models/weapons/3rox.skin" "skin_5" "models/weapons/4rox.skin" "skin_6" "models/weapons/5rox.skin" "skin_invisible" "skins/rocket_invis" "spread" "1" } entityDef moveable_item_rocketlauncher { "inherit" "weapon_rocketlauncher" "spawnclass" "idMoveableItem" "density" "0.05" "friction" "0.2" "bouncyness" "0" } model worldmodel_rocketlauncher { mesh models/md5/weapons/rocketlauncher_world/worldrocketlauncher.md5mesh anim raise models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim anim idle models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim anim aim models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim anim fire models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim anim reload models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim anim noammo models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim anim putaway models/md5/weapons/rocketlauncher_world/rocketlauncher_aim.md5anim } model viewmodel_rocketlauncher { mesh models/md5/weapons/rocketlauncher_view/viewrocketlauncher.md5mesh offset ( -6 -3 -60 ) anim raise models/md5/weapons/rocketlauncher_view/raise.md5anim { frame 1 sound_weapon player_rocketlauncher_raise } anim idle models/md5/weapons/rocketlauncher_view/idle.md5anim anim fire models/md5/weapons/rocketlauncher_view/fire.md5anim { frame 1 sound_weapon player_rocketlauncher_fire } anim reload models/md5/weapons/rocketlauncher_view/reload.md5anim { frame 1 sound_weapon player_rocketlauncher_reload } anim putaway models/md5/weapons/rocketlauncher_view/lower.md5anim } entityDef projectile_rocket { "spawnclass" "idProjectile" "mins" "-3 -3 -6" "maxs" "3 3 6" "cone" "3" "model" "models/weapons/rocketlauncher/rocket.lwo" "def_damage" "damage_rocketDirect" "def_splash_damage" "damage_rocketSplash" "launchFromBarrel" "1" // launch from barrel "health" "5" // amount of damage projectile can take if damaged (0 means it can't be destroyed) "velocity" "900 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" "4" // 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" "300" "gravity" "0" // how much gravity affects the trajectory. gravity direction is same as the entity that fired it. "fuse" "10" // how long before the projectile is removed or self-detonates. Use 0 for beam weapons (velocity == distance). "detonate_on_fuse" "0" // 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/ballburn01" "decal_size" "300" "smoke_fly" "rockettrail.prt" // particle effect while in the air // parametric particles -- temp "model_detonate" "rocketExplosion.prt" "smoke_detonate" "" // particle effect when detonates "smoke_residue" "" // particle effect while in the air "smoke_bounce" "" "smoke_fuse" "" "debris_count" "6" "def_debris" "debris_largeshrapnel" "def_shrapnel" "debris_shrapnel" "mtr_light_shader" "" "light_color" "1 0.8 0.4" "light_radius" "160" "light_offset" "0 0 0" "mtr_explode_light_shader" "muzzleflash" "explode_light_color" "2 1.6 0.8" "explode_light_radius" "320" "explode_light_fadetime" "0.5" "snd_fly" "rocket_flight" // sound effect while in the air "snd_explode" "rocket_impact" } entityDef damage_rocketDirect { "damage" "170" "push" "1000" "mtr_wound_flesh" "textures/decals/hurt02" "mtr_splat_flesh" "" "gib" "1" "smoke_wound_flesh" "bloodwound.prt" } entityDef damage_rocketSplash { "damage" "150" "radius" "175" //changed by Tim 6-22-04 from 132 "knockback" "80" "push" "10000" "attackerDamageScale" "0.2" "attackerPushScale" "0.2" "gib" "1" }