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- //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/grenade/flash {
- color 1 0.7 0
- size 300
- 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 2 // 3.5 //
- emitter 0.5 + rand *0.25 { // .35
- colorFade 0
- color .7 .3 .2 // .4 .315 0.2 GL TRAIL
- Sprite
- }
- }
- }
- weapon/grenade/impact {
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- // Mark on the wall, using direction from parent
- shader gfx/damage/burn_med_mrk
- size 64
- Decal
- // ANIMATING SPRITE OF THE EXPLOSION
- shader rocketExplosion
- size 50
- // Will be the light colour
- color 1 0.75 0
- emitter 1 {
- Sprite
- // size will goto zero after 0.5 of the time
- size 300 * clip(2 - 2*lerp)
- Light
- }
- }
- weapon/grenade/trail {
- // The standard SMOKE PUFF
- alpha 0.25
- shader smokePuff
- angle 360 * rand
- // Emit a sprite every 50 milliseconds
- interval 10 // 0.05
- {
- emitter 0.700 {
- alphaFade 0
- size 8 + lerp * 32
- sprite cullNear
- }
- }
- }
- //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
- weapon/plasma/projectile {
- color 0.2 0.4 0.6
- size 300
- light
- rotate rand*360
- size 10 // THE SPRITE FOR THE PLASMA
- shader sprites/plasma1
- sprite
- // Plasma flying sound
- loopSound "sound/weapons/plasma/lasfly.wav"
- color 0 0.05 0.3 // 0 0.05 .25 // TRAILCOLOR gets bright because of distance low
- alpha 0 //?? /// === plasma TRAIL
- shader raildisc /// flareshader ///
- distance 5 + rand *10
- {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 /// + rand*2 //STRAIGHTEN OUT TRAIL
- // scale velocity velocity 50 + rand*50 // ??
- emitter 0.3 {
- size 17 // * ( 1 - 0.25 * lerp * 1 )
- colorFade 0
- moveGravity 0
- Sprite
- }
- }
- }
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/plasma/flash {
- color 0.26 0.26 1
- size 300 + rand*32
- light
- }
- // input: origin, angles, velocity, dir (normalized), axis
- //
- // no client info
- weapon/plasma/trail {
- }
- // input: origin, dir, surfacetype
- //
- // no client info
- weapon/plasma/impact {
- vibrate 10
- sound sound/weapons/plasma/plasmx1a.wav
- shader plasmaExplosion
- model models/weaphits/ring02.md3
- // Show the ring impact model on a random rotation around it's direction
- rotate rand*360
- emitter 0.6 {
- dirModel
- }
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- }
- //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/lightning/flash {
- color 0.4 0.3 0.5 // // LG Light
- size 300 + rand*32
- light
- }
- // input: origin, dir, end (wolfcam), team, clientnum, enemy, teammate, ineyes
- weapon/lightning/trail {
- //shader "lightningBoltNew"
- // wolfcam ql uses lightningBolt[1 - 7]
- shader "lightningBolt3" // flareshader
- // Standard q3 beam size
- size 7.5
- color 0.6 0.4 .7 // .5 .9 .2 /// .2 .8 .9 //// // LG BEAM
- //width 20
- // The beam is repeated every 45 degrees
- angle 45
- // higher = thinner
- // Draw the beam between origin in direction of
- if ineyes {
- beam depthhack
- } else {
- beam
- }
- // repeat 2
- // Length of beam in t0
- t0 dir
- // Check if we need to render the impact flash effect thing
- // That means we end before the maximum lightning range
- if ( t0 < 768 ) {
- // Clear the previous shader so it uses the one in the model
- shaderClear
- model "models/weaphits/crackle.md3"
- size 0.5
- // Slightly before the endpoint
- addScale origin dir origin ( (t0 - 5 ) / t0 )
- // Just a random model in it's angles
- angles0 rand * 360
- angles1 rand * 360
- angles2 rand * 360
- anglesModel
- }
- }
- // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
- weapon/lightning/impact {
- // random impact sound
- soundList {
- sound/weapons/lightning/lg_hit.wav
- sound/weapons/lightning/lg_hit2.wav
- sound/weapons/lightning/lg_hit3.wav
- }
- // Hole mark shader decal
- shader gfx/damage/hole_lg_mrk
- size 5 // 12 /// LG BLACK IMPCT
- decal
- // from impact surface
- shader flareshader // smokepuff
- alpha 0
- color .3 .5 .3 // .1 .2 0.1 /// LG IMPACT STUFF
- repeat 3 { /// higher kills FPS
- wobble dir velocity 25 + rand*10
- scale velocity velocity 55 + rand*10
- size 10 + rand *20
- width 100 +rand*10 /// no width on flareshader?
- emitter 0.08 // + rand * 0.1 /// 0.5 + rand* .25
- {
- // moveGravity 300
- moveBounce 0.5 0.5
- colorfade 0 // alphaFade 0
- spark // sprite // spark=spizy sprite=white fog
- }
- }
- }
- //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/rocket/flash {
- color 1 0.75 0
- size 300 + rand*32
- light
- }
- // input: velocity, dir (normalized), rotate, origin, angles, axis, size
- //
- // no client info rocket projectiles
- weapon/rocket/projectile {
- // Render the rocket
- model "models/ammo/rocket/rocket.md3"
- // wolfcam need to do model rotation yourself
- rotate time * 1000 / 4
- dirModel
- // Sound generated by the flying rocket
- loopSound "sound/weapons/rocket/rockfly.wav"
- //// ADD TRAIL
- color 1 .312 0 // 0.1 /// === TRAIL normal
- alpha 0 //??
- shader flareShader
- distance 10
- { // 900ups * (1000.0 / 125.0)
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 1 // + rand*1 //STRAIGHTEN OUT TRAIL
- scale velocity velocity 500 + rand*50 //SPEED OF TRAIL (REALISTIC for rox:1000)
- emitter 0.2 + rand*0.01 {
- size 4 +rand*5 * ( 2 - 2 * lerp * 2 )
- colorFade 0.001
- moveGravity 0
- Sprite
- }
- }
- }
- // input: origin, angles, velocity, dir (normalized), axis
- //
- // no client info for rocket trails
- weapon/rocket/trail {
- // Set the base yellow color
- color 1 0.75 0
- size 200
- Light
- // The standard SMOKE PUFF
- color 0 0 0 // 1 1 1
- alpha 0.3
- shader smokePuff
- rotate 360 * rand
- distance 25 + rand* 50
- {
- emitter 1 // 1.24
- {
- alphaFade 0
- size 8 + lerp *50
- sprite cullNear
- }
- }
- }
- // input: origin, dir
- //
- // no client info for rocket impact
- weapon/rocket/impact {
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- // Mark on the wall, using direction from parent
- shader gfx/damage/burn_med_mrk
- size 64
- Decal
- // ANIMATING SPRITE OF THE EXPLOSION
- shader rocketExplosion
- size 50 // 40
- // Will be the light colour
- color 0.8 0.6 0 // 1 0.75 0
- emitter 1 {
- Sprite
- // size will goto zero after 0.5 of the time
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // o
- color 1 0.75 0.52
- alpha 0.33
- shader flareShader
- repeat 20 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.3 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- }
- //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/rail/flash {
- color 1 0.6 0
- size 300 + rand*32
- light
- }
- // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
- weapon/rail/impact {
- vibrate 50
- sound sound/weapons/plasma/plasmx1a.wav
- // The white expanding impact disc
- rotate rand*360
- shader railExplosion
- model models/weaphits/ring02.md3
- emitter 0.6 {
- dirModel
- }
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- /// ADDD EFFEKTX
- alpha 0
- color .5 .4 .5 // 1 .75 .5 // IMPCT SPOT
- shader flareshader
- repeat 1 {
- wobble dir velocity 0
- scale velocity velocity 1
- size 35 //size 2 + rand
- emitter 2 {
- moveBounce 1 1
- colorFade 0
- sprite
- }
- }
- }
- weapon/rail/trail {
- size r_railCoreWidth*2 // 0.5
- shader railCore
- emitter cg_railTrailTime * 0.001 {
- /// color 1 0 .75 // 0.75 0.5 1 /// RAIL TRAIL COLORs
- colorFade 0
- Beam
- }
- shader railDisc
- pushparent color2
- pop color
- if cg_oldrail {
- size r_railWidth*2 /// 0.5
- width r_railSegmentLength
- emitter cg_railTrailTime * 0.001 {
- colorFade 0.1
- Rings
- }
- }
- }
- //// 0 = GRANNY /// 100 = PLASMA /// 200 = LG /// 300 = ROX /// 400 = RG /// 500 = BFG
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/bfg/flash {
- color 1 0.7 1
- size 300 + rand*32
- light
- }
- // input: velocity, dir (normalized), rotate, origin, angles, axis, size
- //
- // no client info
- weapon/bfg/projectile {
- // ze model
- model models/weaphits/bfg.md3
- dirModel
- // ze flight sound
- loopSound "sound/weapons/rocket/rockfly.wav"
- }
- // input: origin, angles, velocity, dir (normalized), axis
- //
- weapon/bfg/trail {
- // World Light
- color .2 .9 .3 //// 0.2 0.2 1
- size 300
- Light
- color .2 .9 .3 //// 0.2 0.2 1
- alpha 0.50
- shader flareShader
- distance 15 {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 + rand*10
- scale velocity velocity 75 + rand*52
- emitter 0.01 + rand*0.55 {
- size 10 * ( 1 - 0.5 * lerp * 1.5 ) // dust
- colorFade 0.001
- moveGravity 10
- Sprite
- }
- }
- }
- // input: origin, dir
- //
- // no client info
- weapon/bfg/impact {
- vibrate 100
- sound sound/weapons/rocket/rocklx1a.wav
- // Mark on the wall
- shader gfx/damage/burn_med_mrk
- size 32
- decal
- // Animating sprite of the explosion
- shader bfgExplosion
- size 40
- emitter 0.6 {
- sprite
- }
- }
- /// REST
- // q3mme example scripts combined into one file with example changes to make
- // it compatible with wolfcam
- // wolfcam additional inputs to some scripts are:
- // team 0 free, 1 red, 2 blue, 3 spectator
- // clientnum
- // enemy 1 if enemy of whoever is being specced in demo
- // teammate
- // ineyes 1 if first person view is with this player
- // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
- // 3 dust
- //
- /////////////////////////////////////////////////////
- // Some general fx script you could use in the effects editor when really bored
- mme/decal {
- Trace
- decalTemp
- }
- mme/quad {
- quad
- }
- mme/model {
- anglesModel
- }
- // Talk sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/talk {
- if ineyes != 1 {
- size 10
- shader sprites/balloon3
- Sprite
- }
- }
- // Impressive sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/impressive {
- if ineyes != 1 {
- size 10
- shader medal_impressive
- Sprite
- }
- }
- // Excellent sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/excellent {
- if ineyes != 1 {
- size 10
- shader medal_excellent
- Sprite
- }
- }
- // Holy shit medal from ra3
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/holyshit {
- if ineyes != 1 {
- size 10
- shader medal_holyshit
- Sprite
- }
- }
- // Accuracy medal
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/accuracy {
- if ineyes != 1 {
- size 10
- shader medal_accuracy
- Sprite
- }
- }
- // Gauntlet sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/gauntlet {
- if ineyes != 1 {
- size 10
- shader medal_gauntlet
- Sprite
- }
- }
- // connection sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/connection {
- if ineyes != 1 {
- size 10
- shader disconnected
- Sprite
- }
- }
- // haste/speed trail
- // input: origin, angles, velocity, dir (normalized), team, clientnum,
- // enemy, teammate, ineyes
- player/haste {
- interval 0.1 {
- shader hasteSmokePuff
- emitter 0.5 {
- size 6 + 10 * wave( 0.5 * lerp )
- alphaFade 0
- sprite cullNear
- }
- }
- }
- // flight trail -- wolfcam addition, not in q3mme
- // input: origin, angles, velocity, dir (normalized), team, clientnum,
- // enemy, teammate, ineyes
- player/flight {
- interval 0.1 {
- shader hasteSmokePuff
- emitter 0.5 {
- size 6 + 10 * wave( 0.5 * lerp )
- alphaFade 0
- sprite cullNear
- }
- }
- }
- // wolfcam addition, not in q3mme:
- //
- // player/head/trail
- // player/torso/trail
- // player/legs/trail
- //
- // input: origin, angles, velocity, dir (normalized), team, clientnum,
- // enemy, teammate, ineyes
- //player/legs/trail {
- // interval 0.1 {
- // shader sprites/balloon3
- // emitter 0.5 {
- // size 6 + 10 * wave( 0.5 * lerp )
- // alphaFade 0
- // sprite cullNear
- // }
- // }
- //}
- // teleport in effect and sound effect
- // input: origin
- player/teleportIn {
- sound sound/world/telein.wav
- // Show the fading spawn tube for 0.5 seconds
- //model models/misc/telep.md3
- // wolfcam ql uses different model
- model models/powerups/pop.md3
- //shader teleportEffect // wolfcam for ql don't add shader
- emitter 0.5 {
- colorFade 0
- anglesModel
- }
- }
- // teleport out effect and sound effect
- // input: origin
- player/teleportOut {
- sound sound/world/teleout.wav
- //Show the fading spawn tube for 0.5 seconds
- //model models/misc/telep.md3
- // wolfcam ql uses different model
- model models/powerups/pop.md3
- //shader teleportEffect // wolfcam for ql don't add shader
- emitter 0.5 {
- colorFade 0
- anglesModel
- }
- }
- // Freezetag thaw
- // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
- //
- // wolfcam: guessing that velocity corresponds to player
- //
- // player/thawed {}
- // General weapon effects
- // flash is a 0.25 second event after a weapon is fired
- // fire is a single event when weapon is fired
- // impact is for weapons impact on something or explode like grenades
- // trail is a single event for weapons without projectiles or a
- // constant event when projectile is in motion projectile is for
- // rendering the specific projectile
- // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
- // and 'chaingun'
- // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
- // scripts. ex: weapon/plasma/impactflesh
- // inputs for 'impactflesh' are: origin and dir
- //
- // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
- // will be checked. 'weapon/common/impactFlesh' would be a good place to
- // place custom hit sparks.
- // input: origin, dir, team, clientnum, enemy, teammate, ineyes
- //weapon/common/impactFlesh {
- // shader flareShader
- // size 5
- // color 1 0 1
- // emitter 4 {
- // //origin2 origin2 + lerp * 8
- // velocity2 200
- // moveGravity 0
- // Sprite
- // }
- //}
- // Bubbles in the water
- // input: origin
- weapon/common/bubbles {
- shader waterbubble
- distance 5+rand*10 {
- size 1 + rand * 2
- random dir
- addScale origin dir origin 10 * rand
- emitter 1+rand*0.25 {
- alphaFade 0
- origin2 origin2 + lerp * 8
- Sprite
- }
- }
- }
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/shotgun/flash {
- color 1 1 0
- size 300 + rand*32
- light
- }
- // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
- 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
- }
- }
- weapon/shotgun/trail {
- // Yep empty and not called
- }
- // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
- 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 0.75 0.6
- emitter "0.6 + rand*0.3" {
- moveGravity 200
- colorFade 0.6
- Sprite
- }
- }
- weapon/machinegun/trail {
- // Empty
- }
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/gauntlet/flash {
- color 0.3 0.3 0.6
- size 300 + rand*32
- light
- }
- // input: origin, team, clientnum, enemy, teammate, ineyes
- weapon/grapple/flash {
- color 1 0.6 0
- size 300 + rand*32
- light
- }
- // Render a cheap red beam for the grapple.
- // input: origin, angles, velocity, dir (normalized), axis
- weapon/grapple/trail {
- size 10
- shader mme/red
- rotate 60
- beam
- }
- // Just use a rocket as a standard grapple model
- // input: velocity, dir (normalized), rotate, origin, angles, axis, size
- weapon/grapple/projectile {
- //Render a rocket as a grapple?
- model "models/ammo/rocket/rocket.md3"
- dirModel
- }
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