Advertisement
Guest User

q3mme.fx better rox-xplsn

a guest
Jun 30th, 2012
571
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 19.48 KB | None | 0 0
  1. //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
  2.  
  3.  
  4. // input: origin, team, clientnum, enemy, teammate, ineyes
  5. weapon/grenade/flash {
  6. color 1 0.7 0
  7. size 300
  8. light
  9. }
  10.  
  11.  
  12.  
  13. weapon/grenade/projectile {
  14. // Render the grenade model
  15. model "models/ammo/grenade1.md3"
  16. // wolfcam need to do model rotation yourself
  17. if velocity {
  18. rotate time * 1000 / 4
  19. }
  20. anglesModel
  21.  
  22.  
  23. //////////////////////////
  24. shader flareshader
  25. distance 1 // t9
  26. {
  27. wobble dir velocity 0
  28. scale velocity velocity 0
  29. size 2 // 3.5 //
  30. emitter 0.5 + rand *0.25 { // .35
  31. colorFade 0
  32. color .7 .3 .2 // .4 .315 0.2 GL TRAIL
  33. Sprite
  34. }
  35. }
  36. }
  37.  
  38.  
  39. weapon/grenade/impact {
  40. vibrate 70
  41. sound sound/weapons/rocket/rocklx1a.wav
  42. // Mark on the wall, using direction from parent
  43. shader gfx/damage/burn_med_mrk
  44. size 64
  45. Decal
  46.  
  47. // ANIMATING SPRITE OF THE EXPLOSION
  48. shader rocketExplosion
  49. size 50
  50. // Will be the light colour
  51. color 1 0.75 0
  52. emitter 1 {
  53. Sprite
  54. // size will goto zero after 0.5 of the time
  55. size 300 * clip(2 - 2*lerp)
  56. Light
  57. }
  58. }
  59.  
  60.  
  61.  
  62.  
  63. weapon/grenade/trail {
  64. // The standard SMOKE PUFF
  65. alpha 0.25
  66. shader smokePuff
  67. angle 360 * rand
  68. // Emit a sprite every 50 milliseconds
  69. interval 10 // 0.05
  70. {
  71. emitter 0.700 {
  72.  
  73. alphaFade 0
  74. size 8 + lerp * 32
  75. sprite cullNear
  76. }
  77. }
  78. }
  79.  
  80.  
  81.  
  82.  
  83.  
  84.  
  85.  
  86.  
  87.  
  88.  
  89.  
  90.  
  91. //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
  92.  
  93.  
  94.  
  95.  
  96.  
  97.  
  98.  
  99.  
  100.  
  101. weapon/plasma/projectile {
  102. color 0.2 0.4 0.6
  103. size 300
  104. light
  105. rotate rand*360
  106. size 10 // THE SPRITE FOR THE PLASMA
  107. shader sprites/plasma1
  108. sprite
  109. // Plasma flying sound
  110. loopSound "sound/weapons/plasma/lasfly.wav"
  111.  
  112. color 0 0.05 0.3 // 0 0.05 .25 // TRAILCOLOR gets bright because of distance low
  113. alpha 0 //?? /// === plasma TRAIL
  114. shader raildisc /// flareshader ///
  115.  
  116. distance 5 + rand *10
  117. {
  118. normalize parentVelocity v0
  119. inverse v0
  120. wobble v0 velocity 5 /// + rand*2 //STRAIGHTEN OUT TRAIL
  121. // scale velocity velocity 50 + rand*50 // ??
  122. emitter 0.3 {
  123. size 17 // * ( 1 - 0.25 * lerp * 1 )
  124. colorFade 0
  125. moveGravity 0
  126. Sprite
  127. }
  128. }
  129. }
  130.  
  131.  
  132.  
  133. // input: origin, team, clientnum, enemy, teammate, ineyes
  134. weapon/plasma/flash {
  135. color 0.26 0.26 1
  136. size 300 + rand*32
  137. light
  138. }
  139.  
  140.  
  141. // input: origin, angles, velocity, dir (normalized), axis
  142. //
  143. // no client info
  144. weapon/plasma/trail {
  145.  
  146. }
  147.  
  148. // input: origin, dir, surfacetype
  149. //
  150. // no client info
  151. weapon/plasma/impact {
  152. vibrate 10
  153. sound sound/weapons/plasma/plasmx1a.wav
  154.  
  155. shader plasmaExplosion
  156. model models/weaphits/ring02.md3
  157. // Show the ring impact model on a random rotation around it's direction
  158. rotate rand*360
  159. emitter 0.6 {
  160. dirModel
  161. }
  162. size 24
  163. shader gfx/damage/plasma_mrk
  164. Decal energy
  165. }
  166.  
  167.  
  168.  
  169.  
  170.  
  171.  
  172.  
  173.  
  174.  
  175.  
  176.  
  177.  
  178.  
  179.  
  180.  
  181.  
  182.  
  183.  
  184.  
  185.  
  186.  
  187.  
  188.  
  189.  
  190.  
  191.  
  192. //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
  193.  
  194.  
  195.  
  196.  
  197.  
  198.  
  199.  
  200.  
  201.  
  202. // input: origin, team, clientnum, enemy, teammate, ineyes
  203. weapon/lightning/flash {
  204. color 0.4 0.3 0.5 // // LG Light
  205. size 300 + rand*32
  206. light
  207. }
  208.  
  209.  
  210. // input: origin, dir, end (wolfcam), team, clientnum, enemy, teammate, ineyes
  211. weapon/lightning/trail {
  212. //shader "lightningBoltNew"
  213. // wolfcam ql uses lightningBolt[1 - 7]
  214. shader "lightningBolt3" // flareshader
  215. // Standard q3 beam size
  216.  
  217. size 7.5
  218. color 0.6 0.4 .7 // .5 .9 .2 /// .2 .8 .9 //// // LG BEAM
  219. //width 20
  220. // The beam is repeated every 45 degrees
  221. angle 45
  222. // higher = thinner
  223. // Draw the beam between origin in direction of
  224. if ineyes {
  225. beam depthhack
  226. } else {
  227. beam
  228. }
  229. // repeat 2
  230. // Length of beam in t0
  231. t0 dir
  232. // Check if we need to render the impact flash effect thing
  233. // That means we end before the maximum lightning range
  234. if ( t0 < 768 ) {
  235. // Clear the previous shader so it uses the one in the model
  236. shaderClear
  237. model "models/weaphits/crackle.md3"
  238. size 0.5
  239. // Slightly before the endpoint
  240. addScale origin dir origin ( (t0 - 5 ) / t0 )
  241. // Just a random model in it's angles
  242. angles0 rand * 360
  243. angles1 rand * 360
  244. angles2 rand * 360
  245. anglesModel
  246. }
  247. }
  248.  
  249. // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
  250. weapon/lightning/impact {
  251. // random impact sound
  252. soundList {
  253. sound/weapons/lightning/lg_hit.wav
  254. sound/weapons/lightning/lg_hit2.wav
  255. sound/weapons/lightning/lg_hit3.wav
  256. }
  257. // Hole mark shader decal
  258. shader gfx/damage/hole_lg_mrk
  259. size 5 // 12 /// LG BLACK IMPCT
  260. decal
  261.  
  262.  
  263.  
  264. // from impact surface
  265. shader flareshader // smokepuff
  266. alpha 0
  267. color .3 .5 .3 // .1 .2 0.1 /// LG IMPACT STUFF
  268. repeat 3 { /// higher kills FPS
  269. wobble dir velocity 25 + rand*10
  270. scale velocity velocity 55 + rand*10
  271. size 10 + rand *20
  272. width 100 +rand*10 /// no width on flareshader?
  273. emitter 0.08 // + rand * 0.1 /// 0.5 + rand* .25
  274. {
  275. // moveGravity 300
  276. moveBounce 0.5 0.5
  277. colorfade 0 // alphaFade 0
  278. spark // sprite // spark=spizy sprite=white fog
  279. }
  280. }
  281. }
  282.  
  283.  
  284.  
  285.  
  286.  
  287.  
  288.  
  289. //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
  290.  
  291.  
  292.  
  293.  
  294.  
  295.  
  296.  
  297.  
  298. // input: origin, team, clientnum, enemy, teammate, ineyes
  299. weapon/rocket/flash {
  300. color 1 0.75 0
  301. size 300 + rand*32
  302. light
  303. }
  304.  
  305. // input: velocity, dir (normalized), rotate, origin, angles, axis, size
  306. //
  307. // no client info rocket projectiles
  308. weapon/rocket/projectile {
  309. // Render the rocket
  310. model "models/ammo/rocket/rocket.md3"
  311. // wolfcam need to do model rotation yourself
  312. rotate time * 1000 / 4
  313. dirModel
  314.  
  315. // Sound generated by the flying rocket
  316. loopSound "sound/weapons/rocket/rockfly.wav"
  317.  
  318.  
  319. //// ADD TRAIL
  320. color 1 .312 0 // 0.1 /// === TRAIL normal
  321. alpha 0 //??
  322. shader flareShader
  323.  
  324. distance 10
  325. { // 900ups * (1000.0 / 125.0)
  326. normalize parentVelocity v0
  327. inverse v0
  328. wobble v0 velocity 1 // + rand*1 //STRAIGHTEN OUT TRAIL
  329. scale velocity velocity 500 + rand*50 //SPEED OF TRAIL (REALISTIC for rox:1000)
  330. emitter 0.2 + rand*0.01 {
  331. size 4 +rand*5 * ( 2 - 2 * lerp * 2 )
  332. colorFade 0.001
  333. moveGravity 0
  334. Sprite
  335. }
  336. }
  337.  
  338. }
  339.  
  340.  
  341.  
  342. // input: origin, angles, velocity, dir (normalized), axis
  343. //
  344. // no client info for rocket trails
  345. weapon/rocket/trail {
  346. // Set the base yellow color
  347. color 1 0.75 0
  348.  
  349. size 200
  350. Light
  351.  
  352. // The standard SMOKE PUFF
  353. color 0 0 0 // 1 1 1
  354. alpha 0.3
  355. shader smokePuff
  356. rotate 360 * rand
  357. distance 25 + rand* 50
  358. {
  359. emitter 1 // 1.24
  360. {
  361. alphaFade 0
  362. size 8 + lerp *50
  363. sprite cullNear
  364. }
  365. }
  366. }
  367.  
  368. // input: origin, dir
  369. //
  370. // no client info for rocket impact
  371. weapon/rocket/impact {
  372. vibrate 70
  373. sound sound/weapons/rocket/rocklx1a.wav
  374. // Mark on the wall, using direction from parent
  375. shader gfx/damage/burn_med_mrk
  376. size 64
  377. Decal
  378.  
  379. // ANIMATING SPRITE OF THE EXPLOSION
  380. shader rocketExplosion
  381. size 50 // 40
  382. // Will be the light colour
  383. color 0.8 0.6 0 // 1 0.75 0
  384. emitter 1 {
  385. Sprite
  386. // size will goto zero after 0.5 of the time
  387. size 300 * clip(2 - 2*lerp)
  388. Light
  389. }
  390.  
  391.  
  392. // o
  393. color 1 0.75 0.52
  394. alpha 0.33
  395. shader flareShader
  396. repeat 20 {
  397. random velocity
  398. scale velocity velocity 200 + rand*50
  399. size 1 + rand*2
  400. emitter "0.3 + rand*0.3" {
  401. moveBounce 0 0.9
  402. colorFade 0.7
  403. Sprite
  404. }
  405. }
  406.  
  407. }
  408.  
  409.  
  410.  
  411.  
  412.  
  413. //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
  414.  
  415.  
  416.  
  417.  
  418. // input: origin, team, clientnum, enemy, teammate, ineyes
  419. weapon/rail/flash {
  420. color 1 0.6 0
  421. size 300 + rand*32
  422. light
  423. }
  424.  
  425. // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
  426. weapon/rail/impact {
  427. vibrate 50
  428. sound sound/weapons/plasma/plasmx1a.wav
  429.  
  430. // The white expanding impact disc
  431. rotate rand*360
  432. shader railExplosion
  433. model models/weaphits/ring02.md3
  434. emitter 0.6 {
  435. dirModel
  436. }
  437. size 24
  438. shader gfx/damage/plasma_mrk
  439. Decal energy
  440.  
  441. /// ADDD EFFEKTX
  442.  
  443.  
  444. alpha 0
  445. color .5 .4 .5 // 1 .75 .5 // IMPCT SPOT
  446. shader flareshader
  447. repeat 1 {
  448. wobble dir velocity 0
  449. scale velocity velocity 1
  450. size 35 //size 2 + rand
  451. emitter 2 {
  452. moveBounce 1 1
  453. colorFade 0
  454. sprite
  455. }
  456. }
  457.  
  458.  
  459.  
  460. }
  461.  
  462. weapon/rail/trail {
  463. size r_railCoreWidth*2 // 0.5
  464. shader railCore
  465. emitter cg_railTrailTime * 0.001 {
  466. /// color 1 0 .75 // 0.75 0.5 1 /// RAIL TRAIL COLORs
  467. colorFade 0
  468. Beam
  469. }
  470. shader railDisc
  471.  
  472. pushparent color2
  473. pop color
  474. if cg_oldrail {
  475.  
  476. size r_railWidth*2 /// 0.5
  477.  
  478. width r_railSegmentLength
  479. emitter cg_railTrailTime * 0.001 {
  480. colorFade 0.1
  481. Rings
  482. }
  483. }
  484. }
  485.  
  486.  
  487.  
  488.  
  489.  
  490.  
  491.  
  492.  
  493.  
  494.  
  495. //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
  496.  
  497.  
  498.  
  499.  
  500.  
  501. // input: origin, team, clientnum, enemy, teammate, ineyes
  502. weapon/bfg/flash {
  503. color 1 0.7 1
  504. size 300 + rand*32
  505. light
  506. }
  507.  
  508. // input: velocity, dir (normalized), rotate, origin, angles, axis, size
  509. //
  510. // no client info
  511. weapon/bfg/projectile {
  512. // ze model
  513. model models/weaphits/bfg.md3
  514. dirModel
  515. // ze flight sound
  516. loopSound "sound/weapons/rocket/rockfly.wav"
  517. }
  518.  
  519. // input: origin, angles, velocity, dir (normalized), axis
  520. //
  521. weapon/bfg/trail {
  522. // World Light
  523. color .2 .9 .3 //// 0.2 0.2 1
  524.  
  525. size 300
  526. Light
  527.  
  528. color .2 .9 .3 //// 0.2 0.2 1
  529. alpha 0.50
  530. shader flareShader
  531. distance 15 {
  532. normalize parentVelocity v0
  533. inverse v0
  534. wobble v0 velocity 5 + rand*10
  535. scale velocity velocity 75 + rand*52
  536. emitter 0.01 + rand*0.55 {
  537. size 10 * ( 1 - 0.5 * lerp * 1.5 ) // dust
  538. colorFade 0.001
  539. moveGravity 10
  540. Sprite
  541. }
  542. }
  543. }
  544.  
  545. // input: origin, dir
  546. //
  547. // no client info
  548. weapon/bfg/impact {
  549. vibrate 100
  550. sound sound/weapons/rocket/rocklx1a.wav
  551. // Mark on the wall
  552. shader gfx/damage/burn_med_mrk
  553. size 32
  554. decal
  555.  
  556. // Animating sprite of the explosion
  557. shader bfgExplosion
  558. size 40
  559. emitter 0.6 {
  560. sprite
  561. }
  562. }
  563.  
  564.  
  565.  
  566.  
  567.  
  568.  
  569.  
  570.  
  571.  
  572.  
  573.  
  574.  
  575.  
  576.  
  577.  
  578.  
  579.  
  580.  
  581.  
  582.  
  583.  
  584.  
  585.  
  586.  
  587.  
  588.  
  589.  
  590. /// REST
  591.  
  592.  
  593.  
  594.  
  595.  
  596.  
  597. // q3mme example scripts combined into one file with example changes to make
  598. // it compatible with wolfcam
  599.  
  600. // wolfcam additional inputs to some scripts are:
  601. // team 0 free, 1 red, 2 blue, 3 spectator
  602. // clientnum
  603. // enemy 1 if enemy of whoever is being specced in demo
  604. // teammate
  605. // ineyes 1 if first person view is with this player
  606. // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
  607. // 3 dust
  608. //
  609.  
  610. /////////////////////////////////////////////////////
  611.  
  612.  
  613. // Some general fx script you could use in the effects editor when really bored
  614. mme/decal {
  615. Trace
  616. decalTemp
  617. }
  618.  
  619. mme/quad {
  620. quad
  621. }
  622.  
  623.  
  624. mme/model {
  625. anglesModel
  626. }
  627.  
  628. // Talk sprite
  629. // input: origin, team, clientnum, enemy, teammate, ineyes
  630. player/talk {
  631. if ineyes != 1 {
  632. size 10
  633. shader sprites/balloon3
  634. Sprite
  635. }
  636. }
  637.  
  638. // Impressive sprite
  639. // input: origin, team, clientnum, enemy, teammate, ineyes
  640. player/impressive {
  641. if ineyes != 1 {
  642. size 10
  643. shader medal_impressive
  644. Sprite
  645. }
  646. }
  647.  
  648. // Excellent sprite
  649. // input: origin, team, clientnum, enemy, teammate, ineyes
  650. player/excellent {
  651. if ineyes != 1 {
  652. size 10
  653. shader medal_excellent
  654. Sprite
  655. }
  656. }
  657.  
  658. // Holy shit medal from ra3
  659. // input: origin, team, clientnum, enemy, teammate, ineyes
  660. player/holyshit {
  661. if ineyes != 1 {
  662. size 10
  663. shader medal_holyshit
  664. Sprite
  665. }
  666. }
  667.  
  668. // Accuracy medal
  669. // input: origin, team, clientnum, enemy, teammate, ineyes
  670. player/accuracy {
  671. if ineyes != 1 {
  672. size 10
  673. shader medal_accuracy
  674. Sprite
  675. }
  676. }
  677.  
  678. // Gauntlet sprite
  679. // input: origin, team, clientnum, enemy, teammate, ineyes
  680. player/gauntlet {
  681. if ineyes != 1 {
  682. size 10
  683. shader medal_gauntlet
  684. Sprite
  685. }
  686. }
  687.  
  688. // connection sprite
  689. // input: origin, team, clientnum, enemy, teammate, ineyes
  690. player/connection {
  691. if ineyes != 1 {
  692. size 10
  693. shader disconnected
  694. Sprite
  695. }
  696. }
  697.  
  698. // haste/speed trail
  699. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  700. // enemy, teammate, ineyes
  701. player/haste {
  702. interval 0.1 {
  703. shader hasteSmokePuff
  704. emitter 0.5 {
  705. size 6 + 10 * wave( 0.5 * lerp )
  706. alphaFade 0
  707. sprite cullNear
  708. }
  709. }
  710. }
  711.  
  712. // flight trail -- wolfcam addition, not in q3mme
  713. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  714. // enemy, teammate, ineyes
  715. player/flight {
  716. interval 0.1 {
  717. shader hasteSmokePuff
  718. emitter 0.5 {
  719. size 6 + 10 * wave( 0.5 * lerp )
  720. alphaFade 0
  721. sprite cullNear
  722. }
  723. }
  724. }
  725.  
  726. // wolfcam addition, not in q3mme:
  727. //
  728. // player/head/trail
  729. // player/torso/trail
  730. // player/legs/trail
  731. //
  732. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  733. // enemy, teammate, ineyes
  734.  
  735. //player/legs/trail {
  736. // interval 0.1 {
  737. // shader sprites/balloon3
  738. // emitter 0.5 {
  739. // size 6 + 10 * wave( 0.5 * lerp )
  740. // alphaFade 0
  741. // sprite cullNear
  742. // }
  743. // }
  744. //}
  745.  
  746.  
  747. // teleport in effect and sound effect
  748. // input: origin
  749. player/teleportIn {
  750. sound sound/world/telein.wav
  751. // Show the fading spawn tube for 0.5 seconds
  752. //model models/misc/telep.md3
  753. // wolfcam ql uses different model
  754. model models/powerups/pop.md3
  755. //shader teleportEffect // wolfcam for ql don't add shader
  756. emitter 0.5 {
  757. colorFade 0
  758. anglesModel
  759. }
  760. }
  761.  
  762. // teleport out effect and sound effect
  763. // input: origin
  764. player/teleportOut {
  765. sound sound/world/teleout.wav
  766. //Show the fading spawn tube for 0.5 seconds
  767. //model models/misc/telep.md3
  768. // wolfcam ql uses different model
  769. model models/powerups/pop.md3
  770. //shader teleportEffect // wolfcam for ql don't add shader
  771. emitter 0.5 {
  772. colorFade 0
  773. anglesModel
  774. }
  775. }
  776.  
  777.  
  778. // Freezetag thaw
  779. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  780. //
  781. // wolfcam: guessing that velocity corresponds to player
  782. //
  783. // player/thawed {}
  784.  
  785.  
  786. // General weapon effects
  787. // flash is a 0.25 second event after a weapon is fired
  788. // fire is a single event when weapon is fired
  789. // impact is for weapons impact on something or explode like grenades
  790. // trail is a single event for weapons without projectiles or a
  791. // constant event when projectile is in motion projectile is for
  792. // rendering the specific projectile
  793.  
  794. // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
  795. // and 'chaingun'
  796. // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
  797. // scripts. ex: weapon/plasma/impactflesh
  798. // inputs for 'impactflesh' are: origin and dir
  799. //
  800. // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
  801. // will be checked. 'weapon/common/impactFlesh' would be a good place to
  802. // place custom hit sparks.
  803.  
  804.  
  805. // input: origin, dir, team, clientnum, enemy, teammate, ineyes
  806. //weapon/common/impactFlesh {
  807. // shader flareShader
  808. // size 5
  809. // color 1 0 1
  810. // emitter 4 {
  811. // //origin2 origin2 + lerp * 8
  812. // velocity2 200
  813. // moveGravity 0
  814. // Sprite
  815. // }
  816. //}
  817.  
  818.  
  819. // Bubbles in the water
  820. // input: origin
  821. weapon/common/bubbles {
  822. shader waterbubble
  823. distance 5+rand*10 {
  824. size 1 + rand * 2
  825. random dir
  826. addScale origin dir origin 10 * rand
  827. emitter 1+rand*0.25 {
  828. alphaFade 0
  829. origin2 origin2 + lerp * 8
  830. Sprite
  831. }
  832. }
  833. }
  834.  
  835.  
  836. // input: origin, team, clientnum, enemy, teammate, ineyes
  837. weapon/shotgun/flash {
  838. color 1 1 0
  839. size 300 + rand*32
  840. light
  841. }
  842.  
  843. // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
  844. weapon/shotgun/impact {
  845. vibrate 1
  846. // Bullet mark on the wall, shotgun ones are smaller
  847. shader gfx/damage/bullet_mrk
  848. size 4
  849. Decal
  850.  
  851. // explosion cone with animating shader
  852. size 1
  853. shader bulletExplosion
  854. model models/weaphits/bullet.md3
  855. rotate rand*360
  856. emitter 0.6 {
  857. dirModel
  858. }
  859.  
  860. // a single sprite shooting up from impact surface
  861. wobble dir velocity 10 + rand*30
  862. scale velocity velocity 200 + rand*50
  863. size 1 + rand*0.5
  864. shader flareShader
  865. alpha 0.8
  866. color 1 0.6 0.3
  867. emitter 0.6 + rand*0.3 {
  868. moveGravity 200
  869. colorFade 0.6
  870. Sprite
  871. }
  872. }
  873.  
  874.  
  875. weapon/shotgun/trail {
  876. // Yep empty and not called
  877. }
  878.  
  879. // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
  880. weapon/machinegun/impact {
  881. soundList {
  882. sound/weapons/machinegun/ric1.wav
  883. sound/weapons/machinegun/ric2.wav
  884. sound/weapons/machinegun/ric3.wav
  885. }
  886. // Bullet mark on the wall
  887. shader gfx/damage/bullet_mrk
  888. size 8
  889. decal
  890.  
  891. // explosion cone with animating shader
  892. size 1
  893. shader bulletExplosion
  894. model "models/weaphits/bullet.md3"
  895. rotate rand*360
  896. emitter 0.6 {
  897. dirModel
  898. }
  899.  
  900. // a single sprite shooting up from impact surface
  901. wobble dir velocity 10 + rand*30
  902. scale velocity velocity 200 + rand*50
  903. size 2 + rand
  904. shader flareShader
  905. alpha 0.8
  906. color 1 0.75 0.6
  907. emitter "0.6 + rand*0.3" {
  908. moveGravity 200
  909. colorFade 0.6
  910. Sprite
  911. }
  912. }
  913.  
  914. weapon/machinegun/trail {
  915. // Empty
  916. }
  917.  
  918.  
  919. // input: origin, team, clientnum, enemy, teammate, ineyes
  920. weapon/gauntlet/flash {
  921. color 0.3 0.3 0.6
  922. size 300 + rand*32
  923. light
  924. }
  925.  
  926. // input: origin, team, clientnum, enemy, teammate, ineyes
  927. weapon/grapple/flash {
  928. color 1 0.6 0
  929. size 300 + rand*32
  930. light
  931. }
  932.  
  933.  
  934. // Render a cheap red beam for the grapple.
  935. // input: origin, angles, velocity, dir (normalized), axis
  936. weapon/grapple/trail {
  937. size 10
  938. shader mme/red
  939. rotate 60
  940. beam
  941. }
  942.  
  943. // Just use a rocket as a standard grapple model
  944. // input: velocity, dir (normalized), rotate, origin, angles, axis, size
  945. weapon/grapple/projectile {
  946. //Render a rocket as a grapple?
  947. model "models/ammo/rocket/rocket.md3"
  948. dirModel
  949. }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement