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- // ------------ GT
- weapon/gauntlet/flash {
- color 6.3 2.3 3
- size 300 + rand*32
- light
- }
- // ------------ MG
- weapon/machinegun/impact {
- soundList {
- sound/weapons/machinegun/ric1.wav
- sound/weapons/machinegun/ric2.wav
- sound/weapons/machinegun/ric3.wav
- }
- // Bullet mark on the wall
- shader gfx/damage/bullet_mrk
- size 8
- decal
- // explosion cone with animating shader
- size 1
- shader bulletExplosion
- model "models/weaphits/bullet.md3"
- rotate rand*360
- emitter 0.6 {
- dirModel
- }
- // a single sprite shooting up from impact surface
- wobble dir velocity 10 + rand*30
- scale velocity velocity 200 + rand*50
- size 2 + rand
- shader flareShader
- alpha 0.8
- color 1 5 0.6
- emitter "0.6 + rand*0.3" {
- moveGravity 200
- //colorFade 0.6 // lgls: causes color bug on wc8.5. Dunno why.
- Sprite
- }
- }
- weapon/machinegun/trail {
- // Empty
- }
- // ------------ SG
- weapon/shotgun/flash {
- color 1 1 0
- size 300 + rand*32
- light
- }
- weapon/shotgun/impact {
- vibrate 1
- // Bullet mark on the wall, shotgun ones are smaller
- shader gfx/damage/bullet_mrk
- size 4
- Decal
- // explosion cone with animating shader
- size 1
- shader bulletExplosion
- model models/weaphits/bullet.md3
- rotate rand*360
- emitter 0.6 {
- dirModel
- }
- // a single sprite shooting up from impact surface
- wobble dir velocity 10 + rand*30
- scale velocity velocity 200 + rand*50
- size 1 + rand*0.5
- shader flareShader
- alpha 0.8
- color 1 0.6 0.3
- emitter 0.6 + rand*0.3 {
- moveGravity 200
- colorFade 0.6
- Sprite
- }
- }
- // ------------ GL
- weapon/grenade/flash {
- color 1 4 2
- size 10
- light
- }
- weapon/grenade/projectile {
- // Render the grenade model
- model "models/ammo/grenade1.md3"
- // wolfcam need to do model rotation yourself
- if velocity {
- rotate time * 1000 / 4
- }
- anglesModel
- //////////////////////////
- shader flareshader
- distance 1 // t9
- {
- wobble dir velocity 0
- scale velocity velocity 0
- size 3.5 //
- emitter 0.5 + rand *0.25 { // lgls: isn't trail too long?
- colorFade 0
- color .5 .25 0
- Sprite
- }
- }
- }
- weapon/grenade/impact
- {
- sound sound/weapons/rocket/rocklx1a.wav
- // Will be the light colour
- color 1 1 0
- emitter 0.5 {
- Sprite
- size 300
- Light
- }
- color 1 .75 0
- //alpha 0 // lgls: ???
- alpha 1 // lgls: particles are visible now
- shader flareShader
- repeat 2
- {
- // random velocity
- scale velocity velocity 10
- size 200
- emitter 0.75 {
- //moveBounce 0 0
- moveGravity 0 // lgls: looks more cool :>
- colorFade 0
- Sprite
- }
- }
- color 1 1 1 //
- // alpha 0
- alpha 1 // lgls: same as above
- shader flareShader
- repeat 100 {
- random velocity
- scale velocity velocity 500 + rand*150
- size 5 + rand *5
- emitter "0.25 + rand*0.15" {
- moveBounce 0 0
- colorFade 0
- Sprite
- }
- }
- }
- weapon/grenade/trail { // lgls: are you really wanna add smoke to trail? Looks like shit :>
- // The standard SMOKE PUFF
- alpha 0.25
- shader smokePuff
- angle 360 * rand
- // Emit a sprite every 50 milliseconds
- interval 0.025 {
- emitter 0.700 {
- alphaFade 0
- size 8 + lerp * 32
- sprite cullNear
- }
- }
- }
- // ------------ RL
- weapon/rocket/trail {
- // world glow
- color 1 0.75 0
- size 200
- Light
- // flame trail
- color 1 0.25 0
- alpha 0.3
- shader flareShader
- interval 0.001 {
- normalize dir v0
- inverse v0
- // wobble v0 velocity 150 + rand*10
- wobble v0 velocity rand*15 // lgls:
- scale velocity velocity 175 + rand*50
- emitter 0.1 + rand*0.5 {
- size 2.5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.1
- // moveGravity 1 // lgls: must be 0
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/rocket/projectile {
- model "models/ammo/rocket/rocket.md3"
- dirModel
- loopSound "sound/weapons/rocket/rockfly.wav"
- color 1 .3 0
- alpha 0.5
- shader gfx/misc/iceball
- repeat 3 {
- interval 0.2 {
- normalize dir v0
- inverse v0
- wobble v0 velocity 22 + rand*5
- scale velocity velocity 65 + rand*50
- emitter 0.25 + rand*0.35 {
- size 2 * ( 1 - 0.5 * lerp * 1.5 )
- //colorFade 0.001
- colorFade 0 // lgls: 0 is better
- moveGravity 0
- Sprite
- }
- }
- }
- }
- weapon/rocket/flash {
- color 1 0.75 0
- size 300 + rand*32
- light
- }
- weapon/rocket/impact {
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- shader gfx/damage/burn_med_mrk
- size 64
- Decal
- // animating sprite of the explosion
- shader rocketExplosion
- size 20
- color 1 0.75 0
- emitter 1 {
- // size will goto zero after 0.5 of the time
- Sprite
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // Particles
- color 1 0.75 0
- alpha 0.8
- shader flareShader
- repeat 2 {
- random velocity
- scale velocity velocity 250 + rand*50
- size 1 + rand*2.5
- emitter 1 + rand*0.5 {
- colorFade 0.75
- Sprite
- moveBounce 400 0.75
- }
- }
- color 1 0.50 0
- alpha 0.8
- shader flareShader
- repeat 2 {
- random velocity
- scale velocity velocity 250 + rand*50
- size 1 + rand*2.5
- emitter 1 + rand*0.5 {
- colorFade 0.75
- Sprite
- moveBounce 400 0.75
- }
- }
- color 1 0.25 0
- alpha 0.8
- shader flareShader
- repeat 2 {
- random velocity
- scale velocity velocity 250 + rand*50
- size 1 + rand*2.5
- emitter 1 + rand*0.5 {
- colorFade 0.75
- Sprite
- moveBounce 400 0.75
- }
- }
- }
- // ------------ LG
- weapon/lightning/flash {
- color .3 .8 .8
- size 300 + rand*32
- light
- }
- weapon/lightning/impact {
- vibrate 5 // ????
- Decal energy
- shader flareShader
- alpha 0.7
- color .5 1 1 // THIN IMPACT LINES
- // WHITE SPIKESSSZZZZ
- repeat 2 {
- // width 10
- width 2 // lgls: makes sparks MUCH more thiner
- wobble dir velocity 55 + rand *55 // rep 2 before !!! <<<<<
- scale velocity velocity 10 + rand*5
- //size 40 + rand*10
- size 15*rand+10 // lgls: and smaller
- emitter 0.5 + rand *1 {
- colorFade 1 // colormixer /sparkling effct
- spark //Sprite
- }
- }
- //Hole mark shader decal
- // shader gfx/damage/hole_lg_mrk
- // size 1
- // decal
- }
- // ------------ RG
- weapon/rail/flash {
- color 1 1 1
- size 300 + rand*32
- light
- }
- weapon/rail/trail {
- copy dir v3
- t0 v3
- normalize dir
- shader flareshader
- repeat (t0 / 0.75) {
- size 0.6 + crand * 1.2
- color 0.4 0.4 1
- addScale v1 dir origin loop * t0
- add parentOrigin origin origin
- origin0 origin0 + crand * 1
- origin1 origin1 + crand * 1
- origin2 origin2 + crand * 1
- velocity0 crand * 1
- velocity1 crand * 1
- velocity2 crand * 1
- emitter 1 {
- moveGravity 0
- //ColorFade 0.7
- colorFade 0.1 // lgls:
- Sprite
- }
- }
- }
- weapon/rail/impact {
- vibrate 80
- sound sound/weapons/plasma/plasmx1a.wav
- rotate rand*360
- shader railExplosion
- model models/weaphits/ring02.md3
- emitter 0.6 {
- dirModel
- size 40
- shader gfx/damage/plasma_mrk
- Decal energy
- }
- shader flareShader
- alpha 0.5
- color 0.7 0.7 1 // 1 0 0 // lines
- repeat 12 + 20*rand {
- width 1
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 80*rand
- emitter "1.5 * rand" {
- //colorFade 0.9
- colorFade 0 // lgls:
- spark
- }
- }
- shader flareShader
- alpha 0.5
- color 0.7 0.7 1
- repeat 0 { // lgls: ???
- wobble dir velocity 10 + rand*20
- scale velocity velocity 250 + rand*75
- size 8 + rand*2.5
- emitter 0.5 + rand*0.5 {
- colorFade 0.75
- Sprite
- moveBounce 400 0.75
- }
- }
- }
- // ------------ PG
- weapon/plasma/flash { //
- color .2 .2 .6 // 0.6 0.6 1
- size 300 + rand*32
- light
- }
- weapon/plasma/projectile {
- color 0.1 0.1
- size 300
- light
- size 17 // The sprite for the plasma
- shader sprites/plasma1
- sprite
- // Plasma flying sound
- loopSound "sound/weapons/plasma/lasfly.wav"
- color 0.1 0.1 1
- // alpha 0 // lgls: ???
- alpha 1 // lgls: particle is now visible
- shader raildisc // flareShader /// smokepuff //
- distance 8 + rand *5 /// 7.2 // 900ups * (1000.0 / 125.0)
- {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 + rand*2 //straighten out trail
- // scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
- emitter 0.05 + rand*0.5 {
- size 13 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.2
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/plasma/trail {
- color 0.1 0.1 1
- size 300
- light
- // WHITE BUBBLES
- shader flareShader
- alpha 1
- color .7 .7 1 // .9 .6 1 //keep: .5 .7 1
- repeat 5 {
- wobble dir velocity 55 + rand*20
- scale velocity velocity 90 + rand*50
- size 1 + rand*2
- emitter 0.005 + rand*0.1 {
- colorFade 1 // colormixer /sparkling effct
- alphaFade 0.5
- Sprite
- // moveGravity 100
- moveBounce 0 0.7
- }
- }
- }
- weapon/plasma/impact {
- vibrate 10
- sound sound/weapons/plasma/plasmx1a.wav
- shader plasmaExplosion
- model models/weaphits/ring02.md3
- rotate rand*360
- emitter 0.6 {
- dirModel
- }
- size 14
- shader gfx/damage/plasma_mrk
- Decal energy
- shader flareShader
- alpha 0.8
- color 0.6 0.6 1
- repeat 5 {
- wobble dir velocity 10 + rand*20
- scale velocity velocity 250 + rand*50
- size 2 + rand*2.5
- emitter 1 + rand*0.25 {
- moveBounce 400 0.75
- colorFade 0.75
- Sprite
- }
- }
- }
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