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- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/rocket/flash {
- color 1 0 0
- size 400
- light
- }
- weapon/rocket/projectile {
- //Render the rocket
- model "models/ammo/rocket/rocket.md3"
- dirModel
- //Sound generated by the flying rocket
- loopSound "sound/weapons/rocket/rockfly.wav"
- color 1 .12 0 /// === 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:1000)
- emitter 0.1 + rand*0.1 {
- size 15 /// +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.001
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/rocket/trail {
- //The rocket's world light dynamic light?
- color 1 .5 .5
- size 500
- Light
- color 1 1 0
- alpha 0
- shader flareShader
- distance 15 {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5
- scale velocity velocity 75 + rand*52
- emitter 0.001 + rand*0.1 {
- size 10 * ( 1 - 0.5 * lerp * 1.5 ) // dust
- colorFade 0
- moveGravity 10
- Sprite
- }
- }
- }
- 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
- //Will be the light colour
- color 1 .5 0
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // Fast Moving Particles
- color 1 0.75 0.52
- alpha 0.33
- shader flareShader
- repeat 10 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.1 + rand*0.3" {
- moveBounce 0 0
- colorFade 0.7
- Sprite
- }
- }
- color 1 0.5 0.2
- alpha 0.33
- shader flareShader
- repeat 10 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.1 + rand*0.3" {
- moveBounce 0 0
- colorFade 0.7
- Sprite
- }
- }
- color 1 0.5 0
- alpha 0.33
- shader flareShader
- repeat 10 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.1 + rand*0.3" {
- moveBounce 0 0
- colorFade 0.7
- Sprite
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/bfg/flash {
- color .2 .8 .3
- size 300
- light
- }
- weapon/bfg/projectile {
- //ze model
- model models/weaphits/bfg.md3
- dirModel
- //ze flight sound
- loopSound "sound/weapons/rocket/rockfly.wav"
- // hack, this was in bfg trail script, but 'distance' already used there
- color .4 .7 .4 // 0.7 0.7 1
- alpha 0.50
- shader flareShader
- //interval 0.01 {
- distance 50 { // 2000ups * (1000.0 / 125.0)
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 20 + rand*10
- scale velocity velocity 75 + rand*50
- emitter 0.01 + rand*0.55 {
- size 1 * ( 1 + 40 * lerp * 1.5 )
- colorFade 0.001
- moveGravity 10
- Sprite
- }
- }
- }
- weapon/bfg/trail {
- // World Light
- color .2 .8 .3 //// 0.2 0.2 1
- size 200
- Light
- color .2 .8 .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
- }
- }
- }
- weapon/bfg/impact {
- vibrate 100
- sound sound/weapons/rocket/rocklx1a.wav
- //Mark on the wall
- shader gfx/damage/burn_med_mrk
- size 32
- decal
- // Impact Disc
- rotate rand*360
- shader railExplosion
- model models/weaphits/ring02.md3
- size 1.6
- emitter 0.6 {
- dirModel
- }
- //Pl asma style impact mark
- color .2 .8 .3 //// 0.2 0.2 1
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- // Animating sprite of the explosion "dubble-expl"
- shader bfgExplosion
- size 30
- color .2 .8 .3 //// 0.2 0.2 1
- emitter 1 {
- Sprite
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // Sparks
- color .2 .8 .3 //// 0.2 0.2 1
- alpha 0.33
- shader flareShader
- repeat 40 {
- 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
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-250 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/grenade/flash {
- color 1 .1 1
- size 200
- light
- }
- 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 0
- //Will be the light colour
- color 1 .1 1
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 800 * clip(2 - 2*lerp) // explosionslicht
- Light
- }
- color 1 .1 1 // small partz
- alpha 0
- shader flareShader
- repeat 60 {
- random velocity
- scale velocity velocity 250 + rand*50
- size 1 + rand*2
- emitter "0.4 + rand*0.3" {
- moveBounce 0 0
- colorFade 0.7
- Sprite
- }
- }
- color 1 .1 1 /// medium partz
- alpha 0
- shader flareShader
- repeat 40 {
- random velocity
- scale velocity velocity 95 + rand*50
- size 3 + rand*2
- emitter "0.4 + rand*0.3" {
- moveBounce 0 0
- colorFade .7
- Sprite
- }
- }
- color 1 .1 1 // phat partz
- alpha 0
- shader flareShader
- repeat 40 {
- random velocity
- scale velocity velocity 25 + rand*50
- size 9 + rand*2
- emitter "0.4 + rand*0.3" {
- moveBounce 0 0
- colorFade 0.7
- Sprite
- }
- }
- }
- weapon/grenade/trail {
- color 1 .1 1
- size 300
- Light
- alpha 0
- shader flareShader
- t9 parentVelocity * 0.002 // since grenades slow down (?)
- //interval 0 { //SPUR
- distance t9 {
- wobble dir velocity 0
- scale velocity velocity 0
- size 3
- emitter 0.4 { // .35
- colorFade 0.00051
- Sprite
- }
- }
- }
- }
- ///*
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/plasma/flash { //
- color 0 0 1 // .1 .2 .5 // 0.6 0.6 1
- size 200
- light
- }
- weapon/plasma/projectile {
- color 0.1 .2 1
- size 400
- light
- size 17 // The sprite for the plasma
- shader sprites/plasma1
- sprite
- // Plasma flying sound
- loopSound "sound/weapons/plasma/lasfly.wav"
- ///////////////////////////////////////////////////////////////
- color 0.1 .2 1
- alpha 0.1 //?? /// === TRAIL normal
- shader raildisc // flareShader /// smokepuff // RAILDISx
- distance 20 + 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 0.001 + rand*0.2 {
- size 15 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.2
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/plasma/trail {
- color 0 .3 1
- size 400
- light
- // WHITE BUBBLES
- shader flareShader
- alpha 0
- color 0 .3 1
- repeat 0 { /// offline!
- wobble dir velocity 40 + rand*20
- scale velocity velocity 25 + rand*15
- size 2+ rand*5
- emitter .5 + rand* 0.5 {
- /// colorFade 0 // colormixer /sparkling effct
- colorFade 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
- // 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
- // STICK BLUE BUBBLES
- color 0 .1 1
- alpha 0.33
- shader flareShader
- repeat 10 {
- random velocity
- scale velocity velocity 10 + rand*10
- size 25 + rand*10
- emitter " 1 + rand*0.3" {
- moveBounce 0 0
- colorFade 0.5
- Sprite
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/rail/flash {
- color 0 1 .7
- size 250
- light
- }
- weapon/rail/trail {
- // Color1 gets set before calling
- // The beam
- size 10
- shader railCore
- emitter cg_railTrailTime * 0.001 {
- colorFade 0
- Beam // // rings //
- }
- }
- 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
- }
- //Plasma style impact mark
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- shader flareShader
- alpha 0.5
- color .8 .5 .2 // LINES
- repeat 20 + 20*rand {
- width 5
- wobble dir velocity 50 + rand*20
- scale velocity velocity 200 + rand*50
- size 50*rand 30
- emitter 0.2 +rand * 0.1 {
- //moveGravity 100
- colorFade 0.5
- spark
- }
- }
- alpha 0.5
- color .9 .6 .3 // FLYING SPARX
- repeat 5 + rand*5 {
- wobble dir velocity 10 + rand*20
- scale velocity velocity 5 + rand*5
- size 2 + rand*2 //size 2 + rand
- emitter 1 + rand*0.5 {
- moveBounce 2 0.9 //300
- colorFade 0.5
- sprite
- }
- }
- alpha 0
- color 1 .7 .3 // IMPCT SPOT
- repeat 1 {
- wobble dir velocity 0
- scale velocity velocity 1
- size 20 //size 2 + rand
- emitter 1 {
- moveBounce 1 1
- colorFade 0.5
- sprite
- }
- }
- emitter 0.6
- {
- Sprite
- color 1 .7 .4 // impct light
- size 100 * clip(2 - 2*lerp)
- Light
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- 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
- wobble dir velocity 55 + rand *55 // rep 2 before !!! <<<<<
- scale velocity velocity 10 + rand*5
- size 40 + rand*10
- 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
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/shotgun/flash {
- color .7 .7 0
- size 200
- 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
- }
- }
- weapon/shotgun/trail {
- //Yep empty and not called
- }
- /////////////////////////////////////////////// cannot disable MG and MG flash
- weapon/machinegun/flash {
- color 1 0 0
- size 2000
- light
- }
- 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
- }
- }
- weapon/machinegun/trail {
- // Empty
- }
- weapon/gauntlet/flash { // ???
- color 1 1 1
- size 200
- light
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //////////////////// ///////////////////////////////////////////////////////////
- //////////////////// STUFF ///////////////////////////////////////////////////////////
- //////////////////// ///////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // 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
- }
- }
- //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
- }
- }
- }
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