//---------------------------------------------------------------- // railgun.def // // Copyright 2002-2004 Raven Software //---------------------------------------------------------------- export grapplehook { options -prefix SROCKET_ -scale .4 -parent lft_wrst srocket_body -keep lft_shldr lft_elbo lft_wrst lft_thmb_1 lft_ndx_1 lft_mddl_1 lft_ring_5 lft_pnky_1 lft_thmb_2 lft_ndx_2 lft_mddl_2 lft_ring_2 lft_pnky_2 lft_thmb_3 lft_ndx_3 lft_mddl_3 lft_ring_3 lft_pnky_3 lft_thmb_4 lft_ndx_4 lft_mddl_4 lft_ring_4 lft_pnky_4 rt_elbo rt_wrst rt_ring_1 rt_ndx_1 rt_thmb_1 rt_ring_2 rt_ndx_2 rt_thmb_2 rt_ring_3 rt_ndx_3 rt_thmb_3 rt_ring_4 rt_ndx_4 rt_thmb_4 srocket_muzzle_flash //-keepmeshprefix srocket_ //-keepmesh rt_arm_mesh //-keepmesh lft_arm_mesh addoptions -skipmesh rt_strogg_arm_mesh addoptions -skipmesh lft_strogg_arm_mesh mesh work/models/weapons/railgun/animations/railgun_idle.ma -dest models/weapons/railgun/view anim work/models/weapons/railgun/animations/railgun_idle.ma -dest models/weapons/railgun/idle anim work/models/weapons/railgun/animations/railgun_raise.ma -dest models/weapons/railgun/raise anim work/models/weapons/railgun/animations/railgun_lower.ma -dest models/weapons/railgun/lower anim work/models/weapons/railgun/animations/railgun_reload_v2.ma -dest models/weapons/railgun/reload // anim work/models/weapons/railgun/animations/railgun_reload_noArm.ma -dest models/weapons/railgun/reload anim work/models/weapons/railgun/animations/railgun_fire_slow2.ma -dest models/weapons/railgun/fire_slow anim work/models/weapons/railgun/animations/railgun_fire_slow2.ma -dest models/weapons/railgun/fire_fast anim work/models/weapons/railgun/animations/railgun_fire_slow_vs01.ma -dest models/weapons/railgun/fire_fast_2 } export grapplehoook_strogg { options -prefix SROCKET_ -scale .4 -parent lft_wrst srocket_body -keep lft_shldr lft_elbo lft_wrst lft_thmb_1 lft_ndx_1 lft_mddl_1 lft_ring_5 lft_pnky_1 lft_thmb_2 lft_ndx_2 lft_mddl_2 lft_ring_2 lft_pnky_2 lft_thmb_3 lft_ndx_3 lft_mddl_3 lft_ring_3 lft_pnky_3 lft_thmb_4 lft_ndx_4 lft_mddl_4 lft_ring_4 lft_pnky_4 rt_elbo rt_wrst rt_ring_1 rt_ndx_1 rt_thmb_1 rt_ring_2 rt_ndx_2 rt_thmb_2 rt_ring_3 rt_ndx_3 rt_thmb_3 rt_ring_4 rt_ndx_4 rt_thmb_4 srocket_muzzle_flash addoptions -skipmesh rt_arm_mesh addoptions -skipmesh lft_arm_mesh mesh work/models/weapons/railgun/animations/railgun_idle.ma -dest models/weapons/railgun/view_strogg } export grapplehoook { options -prefix PLAYER_RG_ -scale .4 -keep ATTACHER -sourcedir work/models/characters/marine/animation_mocap_cinematics -destdir models/weapons/railgun/world -rename ATTACHER origin -clearorigin mesh newMarine_oneframe_idle.ma -dest railgun anim newMarine_oneframe_idle.ma -dest idle } entityDef viewStyle_shouldered_grapplehook { "viewoffset" "0 3 0" "viewangles" "-3.5 -6 3" } entityDef viewStyle_q3_grapplehook { "viewoffset" "0 1.6 0" "viewangles" "-3 -9.4 2.3" } //-------------------------------------------------------------------------------------------------------------------- // Weapon Defintion //-------------------------------------------------------------------------------------------------------------------- entityDef weapon_grapplehook { "editor_menu" "pickup" "editor_color" ".3 .3 1" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "GrappleHook" "spawnclass" "idItem" "weaponclass" "WeaponGrappleHook" "size" "32 32 32" "model_view" "weapon_grapplehook_view" "model_world" "weapon_grapplehook_world" "model" "models/weapons/railgun/world/w_rg.lwo" "def_dropItem" "weapon_grapplehook" "joint_attach" "RG_ATTACHER" "joint_view_flash" "srocket_muzzle_flash" "joint_view_barrel" "srocket_muzzle_flash" "joint_world_flash" "muzzle_flash" "fireRate" "0.10" "spread" "0" "inv_weapon" "weapon_grapplehook" "inv_start_ammo_railgun" "10" "inv_item" "1" "inv_icon" "gfx/guis/hud/icons/item_railgun.tga" "inv_name" "Grapple Hook" //"def_hitscan" "hitscan_railgun" "mtr_crosshair" "gfx/guis/crosshairs/crosshair_railgun" "ammoType" "ammo_railgun" "ammoRequired" "1" "clipSize" "1" "lowAmmo" "1" "continuousFire" "1" "dryFireReload" "1" "switchWhenEmpty" "0" "gui" "guis/weapons/railgun.gui" "mtr_icon" "gfx/guis/hud/icons/gun_railgun" "muzzle_kick_time" "0.2" "muzzle_kick_maxtime" "0.6" "muzzle_kick_angles" "0 0 0" "muzzle_kick_offset" "0.5 .15 .15" // 1 1 2" //"2.5 1 2" "recoilTime" "600" "recoilAngles" "-.10 0 0" "barrelPressure" "250" "weapon_scriptobject" "weapon_grapplehook" "mtr_flashShader" "lights/muzzleflash" "flashColor" "0.72 1 .9" "flashRadius" "260" "flashPointLight" "1" "flashTime" "1" "flashViewOffset" "15 -5 -5" // "def_mod1" "wpmod_railgun_penetrate" // "def_mod1" "wpmod_railgun_reflect_I" // "def_mod2" "wpmod_railgun_reflect_II" "snd_zoomIn" "weapon_railgun_scope_in" "snd_zoomOut" "weapon_railgun_scope_out" "snd_quaddamage" "weapon_quaddamage_fire" "snd_acquire" "pickup_weapon" "fx_muzzleflash" "effects/weapons/railgun/muzzleflash.fx" "fx_muzzleflash_world" "effects/weapons/railgun/muzzleflash_world.fx" "fx_respawn" "effects/mp/itemrespawn.fx" "def_viewStyle" "viewStyle_shouldered_grapplehook" "foreshorten" ".55" "launchFromBarrel" "0" "weaponAngleOffsetAverages" "10" "weaponAngleOffsetScale" ".25" "weaponAngleOffsetMax" "5" "weaponOffsetTime" "600" "weaponOffsetScale" "0.003" "zoomFov" "40" "zoomTime" ".1" "zoomHideCrosshair" "0" "gui_zoom" "guis/weapons/railgun_scope.gui" "dbTitle" "Grappling Hook" "dbText" "Description of the railgun goes here" "dbFilter" "weapon" } entityDef moveable_item_grapplehoook { "inherit" "weapon_grapplehook" "editor_rotatable" "1" "spawnclass" "idMoveableItem" "density" "0.05" "friction" "0.2" "bouncyness" "0" } //-------------------------------------------------------------------------------------------------------------------- // Models //-------------------------------------------------------------------------------------------------------------------0 model weapon_grapplehook_view { mesh models/weapons/railgun/view.md5mesh offset (-3 1.65 .75) anim idle models/weapons/railgun/idle.md5anim anim raise models/weapons/railgun/raise.md5anim { frame 1 sound weapon_grapple_raise //frame 10 sound weapon_railgun_smallcharge } anim putaway models/weapons/railgun/lower.md5anim { frame 1 sound weapon_switch frame 1 sound_body weapon_grapple_lower } anim fire models/weapons/railgun/fire_fast_2.md5anim { frame 1 sound_weapon weapon_grapple_fire_mono frame 1 sound_voice weapon_grapple_fire frame 1 sound_body weapon_grapple_fire_loop //frame 3 sound weapon_railgun_charge //frame 4 sound weapon_railgun_readjust //frame 5 sound weapon_railgun_readjust3 //frame 21 sound weapon_railgun_readjust2 } anim reload models/weapons/railgun/reload.md5anim { frame 1 sound weapon_grapple_reload //frame 35 sound weapon_railgun_clipout //frame 43 sound weapon_railgun_smallcharge } } model weapon_grapplehook_world { mesh models/weapons/railgun/world/railgun.md5mesh anim idle models/weapons/railgun/world/idle.md5anim /* mesh models/test/doom3/weapons/plasmagun_world/worldplasmagun.md5mesh anim raise models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim anim idle models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim anim aim models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim anim fire1 models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim anim reload models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim anim noammo models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim anim putaway models/test/doom3/weapons/plasmagun_world/plasmagun_idle.md5anim */ } //-------------------------------------------------------------------------------------------------------------------- // Hitscan //-------------------------------------------------------------------------------------------------------------------- entityDef hitscan_grapplehook { "range" "40000" "push" "40000" //"def_damage" "damage_railgun" "fx_impact" "effects/weapons/railgun/impact_default.fx" "fx_impact_water" "effects/ambient/splash_med.fx" "fx_path" "effects/weapons/railgun/trail.fx" "fx_impact_bpglass" "effects/weapons/railgun/impact_bpglass.fx" "fx_impact_glass" "effects/weapons/railgun/impact_glass.fx" "fx_impact_concrete" "effects/weapons/railgun/impact_concrete.fx" "fx_impact_electronics" "effects/weapons/railgun/impact_electronics.fx" "fx_impact_flesh" "effects/weapons/railgun/impact_flesh.fx" "fx_impact_monstermetal" "effects/weapons/railgun/impact_flesh.fx" } //-------------------------------------------------------------------------------------------------------------------- // Damage //-------------------------------------------------------------------------------------------------------------------0