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Aug 27th, 2012
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  1. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  2.  
  3. weapon/rocket/flash {
  4. color 1 0.75 0
  5. size 300 + rand*32
  6. light
  7. }
  8.  
  9.  
  10.  
  11.  
  12. weapon/rocket/projectile {
  13. size 1.5
  14. //Render the rocket
  15. model "models/ammo/rocket/rocket.md3"
  16. rotate time * 1000 / 4
  17. dirModel
  18. //Sound generated by the flying rocket
  19. loopSound "sound/weapons/rocket/rockfly.wav"
  20.  
  21.  
  22. color 0.35 0.15 0
  23. alpha 0 /// === TRAIL RL
  24. shader flareShader
  25. repeat 0.02 {
  26.  
  27. normalize parentVelocity v0
  28. inverse v0
  29. wobble v0 velocity 5 + rand*2 //straighten out trail
  30. scale velocity velocity 50 // + rand*50 //speed of trail (realistic:1000)
  31. emitter 0.43 + rand*0.1
  32. {
  33. size 9 + rand*5 -lerp*9 /// +rand*3 * ( 1 - 0.5 * lerp * 1.5 )
  34. colorFade 0 // 0 // 2 or higher gives some color effect
  35. alphaFade 1
  36. Sprite
  37. }
  38.  
  39.  
  40. }
  41. }
  42.  
  43.  
  44.  
  45.  
  46. weapon/rocket/trail {
  47. //The rocket's world light dynamic light?
  48. color 1 0.75 0
  49.  
  50. size 200
  51. Light
  52.  
  53. //
  54. color 0 0 0
  55. alpha 0.5
  56. shader smokePuff // === SMOKE PUFF RL
  57. rotate 360 * rand
  58. distance 50 { // small=more dense
  59. emitter 0.5 + rand*2 {
  60. alphaFade 0
  61. colorfade 1
  62. size 8 + lerp * 15
  63. sprite cullNear
  64. }
  65. }
  66.  
  67. }
  68.  
  69.  
  70.  
  71. weapon/rocket/impact {
  72. vibrate 70
  73. sound sound/weapons/rocket/rocklx1a.wav
  74. shader gfx/damage/burn_med_mrk
  75. size 70 // mrk
  76. Decal
  77. repeat 1 {
  78. // Animating sprite of the explosion RL
  79. shader rocketExplosion
  80. size 50
  81. wobble dir velocity 150
  82.  
  83. scale velocity velocity 35
  84.  
  85. movegravity 0 0
  86.  
  87. rotate 360 * rand
  88.  
  89. }
  90.  
  91.  
  92. // light colour RL
  93. color 1 0.75 0
  94.  
  95. emitter 1 {
  96. Sprite
  97. //size will goto zero after 0.5 of the time
  98. size 300 * clip(2 - 2*lerp)
  99.  
  100. Light
  101. }
  102.  
  103.  
  104.  
  105.  
  106.  
  107. // // LINES ROX
  108. color 1 0.4 0
  109. alpha 0.33
  110. shader flareShader
  111. repeat 15 {
  112. random velocity
  113. scale velocity velocity 150 // + rand*50
  114. size 1 + rand*2
  115. emitter "0.12 + rand*0.1 " {
  116. moveBounce 0 0.9
  117. colorFade 1
  118. width 5 + rand*5
  119. size 100
  120. Spark
  121. }
  122. }
  123.  
  124.  
  125.  
  126.  
  127. color 1 0.4 0 // BRÖSEL ROX
  128. alpha 0.33
  129. shader flareShader
  130. repeat 30 {
  131. random velocity
  132. scale velocity velocity 150 + rand*20
  133. size 5 + rand*5
  134. width 2
  135. emitter 0.4 + rand*0.2 {
  136.  
  137. colorFade 1
  138. Spark
  139. }
  140. }
  141.  
  142. }
  143.  
  144.  
  145.  
  146.  
  147.  
  148.  
  149.  
  150.  
  151.  
  152.  
  153.  
  154.  
  155. weapon/grenade/flash {
  156. color 0 1 0 // .86 .42 1 // 1 0.7 0
  157. size 300 + rand*32
  158. light
  159.  
  160. color 0 1 0
  161. alpha 0.5
  162. shader smokePuff // PUFF on GL :D
  163. rotate 360 * rand
  164. repeat 1 { //
  165. emitter 0.25 + rand*0.2 {
  166. alphaFade 0
  167. size 8 + lerp * 15
  168. sprite cullNear
  169. }
  170. }
  171. }
  172.  
  173.  
  174.  
  175.  
  176. weapon/grenade/projectile {
  177.  
  178. // Render the grenade model
  179. model "models/ammo/grenade1.md3"
  180. // wolfcam need to do model rotation yourself
  181. if velocity {
  182. color 0 1 0
  183. rotate time * 1000 / 4
  184. }
  185. anglesModel
  186. }
  187.  
  188.  
  189.  
  190.  
  191. weapon/grenade/trail {
  192.  
  193. color 0.01 0.1 0.01
  194. alpha 0 /// === TRAIL gl
  195. shader flareShader
  196. repeat 0.02 {
  197.  
  198. normalize parentVelocity v0
  199. inverse v0
  200. wobble v0 velocity 5 + rand*2 //straighten out trail
  201. scale velocity velocity 50 // + rand*50 //speed of trail (realistic:1000)
  202. emitter 1 + rand*0.1
  203. {
  204. size 8 +rand*3 * ( 1 - 0.5 * lerp * 1.5 )
  205. colorFade 0 // 0 // 2 or higher gives some color effect
  206. alphaFade 1
  207. Sprite
  208. }
  209.  
  210.  
  211.  
  212.  
  213. }
  214. }
  215.  
  216.  
  217. weapon/grenade/impact {
  218. vibrate 70
  219. sound sound/weapons/rocket/rocklx1a.wav
  220. shader gfx/damage/burn_med_mrk
  221. size 70 // mrk
  222. Decal
  223. repeat 1 {
  224. // Animating sprite of the explosion gl (same as rox)
  225. shader bfgExplosion // rocketExplosion // bfg is green :p
  226. size 50
  227. wobble dir velocity 150
  228.  
  229. scale velocity velocity 35
  230.  
  231. movegravity 0 0
  232.  
  233. rotate 360 * rand
  234.  
  235. }
  236.  
  237.  
  238. // light colour gL
  239. color 0.75 1 0
  240.  
  241. emitter 1 {
  242. Sprite
  243. //size will goto zero after 0.5 of the time
  244. size 300 * clip(2 - 2*lerp)
  245.  
  246. Light
  247. }
  248.  
  249.  
  250.  
  251.  
  252.  
  253. // // LINES gl
  254. color 0.4 1 0
  255. alpha 0.33
  256. shader flareShader
  257. repeat 15 {
  258. random velocity
  259. scale velocity velocity 150 // + rand*50
  260. size 1 + rand*2
  261. emitter "0.12 + rand*0.1 " {
  262. moveBounce 0 0.9
  263. colorFade 1
  264. width 5 + rand*5
  265. size 100
  266. Spark
  267. }
  268. }
  269.  
  270.  
  271.  
  272.  
  273. color 0.4 1 0 // BRÖSEL gl
  274. alpha 0.33
  275. shader flareShader
  276. repeat 30 {
  277. random velocity
  278. scale velocity velocity 150 + rand*20
  279. size 5 + rand*5
  280. width 2
  281. emitter 0.4 + rand*0.2 {
  282.  
  283. colorFade 1
  284. Spark
  285. }
  286. }
  287.  
  288. }
  289.  
  290.  
  291.  
  292.  
  293.  
  294.  
  295.  
  296.  
  297.  
  298.  
  299.  
  300.  
  301.  
  302.  
  303.  
  304.  
  305.  
  306.  
  307.  
  308.  
  309. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  310.  
  311. weapon/plasma/flash { //
  312. color .2 .2 .6 // 0.6 0.6 1
  313. size 300 + rand*32
  314. light
  315. }
  316.  
  317.  
  318. weapon/plasma/projectile {
  319. // The sprite for the plasma
  320. size 16
  321. rotate rand*360
  322. rotate time * -1200
  323. shader sprites/plasma1
  324. sprite
  325. // Plasma flying sound
  326. loopSound "sound/weapons/plasma/lasfly.wav"
  327.  
  328.  
  329.  
  330.  
  331. color 0 0.02 0.2
  332. alpha 0 //?? /// === TRAIL PG
  333. shader raildisc // flareShader ///
  334.  
  335. distance 38 /// 7.2 // 900ups * (1000.0 / 125.0)
  336. {
  337.  
  338. emitter 0.5 + rand*0.5 {
  339. size 33 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  340. colorFade 0
  341.  
  342. Sprite
  343. }
  344. }
  345.  
  346. }
  347.  
  348.  
  349.  
  350.  
  351.  
  352.  
  353.  
  354.  
  355.  
  356.  
  357.  
  358.  
  359.  
  360.  
  361.  
  362.  
  363. // input: origin, team, clientnum, enemy, teammate, ineyes
  364. weapon/rail/flash {
  365. color 1 0.6 0
  366. size 300 + rand*32
  367. light
  368. }
  369.  
  370.  
  371.  
  372. weapon/rail/trail {
  373. // Color1 gets set before calling
  374.  
  375. size 15 // thickness of THE BEAM RG
  376. shader railCore
  377. emitter cg_railTrailTime * 0.001 {
  378. colorFade 0.01
  379. Beam
  380. }
  381.  
  382.  
  383. shader railDisc // SPIRAL, now lined up RG
  384. // color2 is stored in the parent input structure, retrieve it like this
  385. // color 1 0 1
  386. pushparent color2
  387. pop color
  388. // repeat 1 // weird, affects emitter
  389. size 15 // size of discs,
  390. width 3 // distance between discs, mabe depends on length of trail
  391. emitter cg_railTrailTime * 0.0005 {
  392. colorFade 0
  393. Rings
  394. }
  395. }
  396.  
  397.  
  398.  
  399. // input: origin, dir, team, clientnum, enemy, teammate, ineyes, surfacetype
  400. weapon/rail/impact {
  401. vibrate 50
  402.  
  403. sound sound/weapons/plasma/plasmx1a.wav
  404.  
  405. pushparent color1
  406. pop color
  407.  
  408. // The white expanding impact disc
  409. rotate rand*360
  410. shader railExplosion
  411. model models/weaphits/ring02.md3
  412. emitter 0.6 {
  413. dirModel
  414. }
  415.  
  416. // Plasma style impact mark
  417. size 24
  418. shader gfx/damage/plasma_mrk
  419. Decal energy
  420.  
  421.  
  422. shader flareShader
  423.  
  424. repeat 6 { // impact bubbles RG
  425. random velocity
  426. scale velocity velocity 22 + rand*11
  427. // wobble dir velocity 1
  428. size 4 + rand*4
  429.  
  430. emitter "0.5 + rand*0.3 " {
  431. moveBounce 0 0.9
  432. movegravity 55
  433. colorFade 0
  434. alphafade 0
  435. Sprite
  436.  
  437. }
  438. }
  439.  
  440. shader flareShader
  441.  
  442. repeat 4 { // impact lines RG
  443. random velocity
  444.  
  445. wobble dir velocity 111
  446. size 54 + rand*25
  447. width 5
  448. emitter "1 + rand*0.1 " {
  449. movegravity 0
  450.  
  451. colorFade 0
  452. Spark
  453.  
  454. }
  455. }
  456. }
  457.  
  458.  
  459.  
  460.  
  461.  
  462.  
  463.  
  464.  
  465.  
  466.  
  467.  
  468.  
  469.  
  470.  
  471. weapon/lightning/flash {
  472. color .2 .2 0.6 // LG
  473. size 300 + rand*32
  474. light
  475. }
  476.  
  477.  
  478.  
  479. weapon/lightning/impact {
  480. // vibrate 33
  481.  
  482. shader flareShader
  483. Decal energy // makes white mark on wall
  484.  
  485. color 0.7 1 1 // THIN IMPACT LINES LG
  486. repeat 0.01 // + rand*1
  487. {
  488. width 13
  489. wobble dir velocity 90
  490. scale velocity velocity 150 + rand*50
  491. size 70 + rand*50
  492. emitter 0.01 {
  493. // moveGravity 2
  494. colorFade 1 //
  495. spark // for the lolz try: light
  496. }
  497.  
  498.  
  499.  
  500. color 1 0.3 0.5 // 0.5 0.35 0.25 // 1 1 0.5
  501. shader flareshader // sparks from wall LG
  502. repeat 0.5 {
  503. emitter 0.321 + rand*0.321 {
  504. size 9 + rand*4
  505. width 15
  506. movegravity 80 + rand*15
  507. colorfade 0 + rand *4 // colorssss
  508. wobble dir velocity 120
  509. scale velocity velocity 30 + rand*10
  510. movebounce .1 .1
  511. spark // sprite //
  512. }
  513. }
  514.  
  515.  
  516.  
  517. }
  518. }
  519.  
  520.  
  521.  
  522. //////////////////////////////////////////////////////////////////////////////////
  523. //////////////////////////////////////////////////////////////////////////////////
  524. //////////////////////////////////////////////////////////////////////////////////
  525.  
  526.  
  527.  
  528.  
  529. weapon/gauntlet/flash {
  530. color 0.4 0.4 .7
  531. size 300 + rand*32
  532. light
  533. }
  534.  
  535.  
  536. weapon/shotgun/flash {
  537. color 1 1 0
  538. size 300 + rand*32
  539. light
  540.  
  541. color 1 1 1
  542. alpha 0.5
  543. shader smokePuff // PUFF on SG :D
  544. rotate 360 * rand
  545. repeat 1 { //
  546. emitter 0.25 + rand*0.2 {
  547. alphaFade 0
  548. colorfade 2
  549. size 8 + lerp * 15
  550. sprite cullNear
  551. }
  552. }
  553. }
  554.  
  555.  
  556. weapon/machinegun/flash {
  557. color 1 1 0
  558. size 300 + rand*32
  559. light
  560.  
  561. color 1 1 1
  562. alpha 0.35
  563. shader smokePuff // PUFF on MG :D
  564. rotate 360 * rand
  565. repeat 1 { //
  566. emitter 0.25 + rand*0.2 {
  567. colorfade 2
  568. alphaFade 0
  569. size 8 + lerp * 15
  570. sprite cullNear
  571. }
  572. }
  573. }
  574.  
  575.  
  576.  
  577.  
  578.  
  579.  
  580.  
  581.  
  582.  
  583.  
  584. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  585.  
  586.  
  587. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  588. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  589. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  590. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  591. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  592. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  593. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  594. //////////////////// ///////////////////////////////////////////////////////////
  595. //////////////////// STUFF ///////////////////////////////////////////////////////////
  596. //////////////////// ///////////////////////////////////////////////////////////
  597. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  598. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  599. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  600. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  601. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  602. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  603. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  604.  
  605.  
  606.  
  607.  
  608. weapon/bfg/flash {
  609. color 0.2 0.2 1
  610. size 300 + rand*32
  611. light
  612. }
  613.  
  614. weapon/bfg/projectile {
  615. //ze model
  616. model models/weaphits/bfg.md3
  617. dirModel
  618. //ze flight sound
  619. loopSound "sound/weapons/rocket/rockfly.wav"
  620.  
  621. // hack, this was in bfg trail script, but 'distance' already used there
  622. color 0.7 0.7 1
  623. alpha 0.50
  624. shader flareShader
  625. //interval 0.01 {
  626. distance 16.0 { // 2000ups * (1000.0 / 125.0)
  627. normalize parentVelocity v0
  628. inverse v0
  629. wobble v0 velocity 10 + rand*10
  630. scale velocity velocity 75 + rand*50
  631. emitter 0.01 + rand*0.55 {
  632. size 0.1 * ( 1 + 40 * lerp * 1.5 )
  633. colorFade 0.001
  634. moveGravity 10
  635. Sprite
  636. }
  637. }
  638.  
  639. }}
  640.  
  641. weapon/bfg/trail {
  642. // World Light
  643. color 0.2 1 0.2
  644.  
  645. size 200
  646. Light
  647.  
  648. color 0.2 0.2 1
  649. alpha 0.50
  650. shader flareShader
  651. distance 1 {
  652. normalize parentVelocity v0
  653. inverse v0
  654. wobble v0 velocity 5 + rand*10
  655. scale velocity velocity 75 + rand*52
  656. emitter 0.01 + rand*0.55 {
  657. size 10 * ( 1 - 0.5 * lerp * 1.5 )
  658. colorFade 0.001
  659. moveGravity 10
  660. Sprite
  661. }
  662. }
  663. }
  664.  
  665. weapon/bfg/impact {
  666. vibrate 100
  667. sound sound/weapons/rocket/rocklx1a.wav
  668. //Mark on the wall
  669. shader gfx/damage/burn_med_mrk
  670. size 32
  671. decal
  672.  
  673. // Impact Disc
  674. rotate rand*360
  675. shader railExplosion
  676. model models/weaphits/ring02.md3
  677. size 1.6
  678. emitter 0.6 {
  679. dirModel
  680. }
  681. //Pl asma style impact mark
  682. color 0.2 0.2 1
  683. size 24
  684. shader gfx/damage/plasma_mrk
  685. Decal energy
  686.  
  687. // Animating sprite of the explosion
  688. shader bfgExplosion
  689. size 45
  690. color 0.2 0.2 1
  691. emitter 1 {
  692. Sprite
  693. size 300 * clip(2 - 2*lerp)
  694. Light
  695. }
  696. // Sparks
  697. color 0.2 0.2 1
  698. alpha 0.33
  699. shader flareShader
  700. repeat 40 {
  701. random velocity
  702. scale velocity velocity 200 + rand*50
  703. size 1 + rand*2
  704. emitter "0.3 + rand*0.3" {
  705. moveBounce 0 0.9
  706. colorFade 0.7
  707. Sprite
  708. }
  709. }
  710. color 0.7 0.7 1
  711. alpha 0.33
  712. shader flareShader
  713. repeat 20 {
  714. random velocity
  715. scale velocity velocity 200 + rand*50
  716. size 1 + rand*2
  717. emitter "0.3 + rand*0.3" {
  718. moveBounce 0 0.9
  719. colorFade 0.7
  720. Sprite
  721. }
  722. }
  723. }
  724.  
  725.  
  726.  
  727.  
  728.  
  729.  
  730.  
  731.  
  732.  
  733.  
  734. weapon/machinegun/trail {
  735. }
  736.  
  737. weapon/shotgun/impact {
  738. vibrate 1
  739. //Bullet mark on the wall, shotgun ones are smaller
  740. shader gfx/damage/bullet_mrk
  741. size 4
  742. Decal
  743.  
  744. //explosion cone with animating shader
  745. size 1
  746. shader bulletExplosion
  747. model models/weaphits/bullet.md3
  748. rotate rand*360
  749. emitter 0.6 {
  750. dirModel
  751. }
  752.  
  753. }
  754.  
  755. weapon/shotgun/trail {
  756. //Yep empty and not called
  757. }
  758.  
  759.  
  760. weapon/machinegun/impact {
  761. soundList {
  762. sound/weapons/machinegun/ric1.wav
  763. sound/weapons/machinegun/ric2.wav
  764. sound/weapons/machinegun/ric3.wav
  765. }
  766. //Bullet mark on the wall
  767. shader gfx/damage/bullet_mrk
  768. size 8
  769. decal
  770.  
  771. //explosion cone with animating shader
  772. size 1
  773. shader bulletExplosion
  774. model "models/weaphits/bullet.md3"
  775. rotate rand*360
  776. emitter 0.6 {
  777. dirModel
  778. }
  779.  
  780. }
  781.  
  782.  
  783.  
  784.  
  785.  
  786.  
  787.  
  788.  
  789.  
  790. // q3mme example scripts combined into one file with example changes to make
  791. // it compatible with wolfcam
  792.  
  793. // wolfcam additional inputs to some scripts are:
  794. // team 0 free, 1 red, 2 blue, 3 spectator
  795. // clientnum
  796. // enemy 1 if enemy of whoever is being specced in demo
  797. // teammate
  798. // ineyes 1 if first person view is with this player
  799. // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
  800. // 3 dust
  801. //
  802.  
  803. /////////////////////////////////////////////////////
  804.  
  805.  
  806. // Some general fx script you could use in the effects editor when really bored
  807. mme/decal {
  808. Trace
  809. decalTemp
  810. }
  811.  
  812. mme/quad {
  813. quad
  814. }
  815.  
  816.  
  817. mme/model {
  818. anglesModel
  819. }
  820.  
  821. // Talk sprite
  822. // input: origin, team, clientnum, enemy, teammate, ineyes
  823. player/talk {
  824. if ineyes != 1 {
  825. size 10
  826. shader sprites/balloon3
  827. Sprite
  828. }
  829. }
  830.  
  831. // Impressive sprite
  832. // input: origin, team, clientnum, enemy, teammate, ineyes
  833. player/impressive {
  834. if ineyes != 1 {
  835. size 10
  836. shader medal_impressive
  837. Sprite
  838. }
  839. }
  840.  
  841. // Excellent sprite
  842. // input: origin, team, clientnum, enemy, teammate, ineyes
  843. player/excellent {
  844. if ineyes != 1 {
  845. size 10
  846. shader medal_excellent
  847. Sprite
  848. }
  849. }
  850.  
  851. // Holy shit medal from ra3
  852. // input: origin, team, clientnum, enemy, teammate, ineyes
  853. player/holyshit {
  854. if ineyes != 1 {
  855. size 10
  856. shader medal_holyshit
  857. Sprite
  858. }
  859. }
  860.  
  861. // Accuracy medal
  862. // input: origin, team, clientnum, enemy, teammate, ineyes
  863. player/accuracy {
  864. if ineyes != 1 {
  865. size 10
  866. shader medal_accuracy
  867. Sprite
  868. }
  869. }
  870.  
  871. // Gauntlet sprite
  872. // input: origin, team, clientnum, enemy, teammate, ineyes
  873. player/gauntlet {
  874. if ineyes != 1 {
  875. size 10
  876. shader medal_gauntlet
  877. Sprite
  878. }
  879. }
  880.  
  881. // connection sprite
  882. // input: origin, team, clientnum, enemy, teammate, ineyes
  883. player/connection {
  884. if ineyes != 1 {
  885. size 10
  886. shader disconnected
  887. Sprite
  888. }
  889. }
  890.  
  891. // haste/speed trail
  892. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  893. // enemy, teammate, ineyes
  894. player/haste {
  895. interval 0.1 {
  896. shader hasteSmokePuff
  897. emitter 0.5 {
  898. size 6 + 10 * wave( 0.5 * lerp )
  899. alphaFade 0
  900. sprite cullNear
  901. }
  902. }
  903. }
  904.  
  905. // flight trail -- wolfcam addition, not in q3mme
  906. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  907. // enemy, teammate, ineyes
  908. player/flight {
  909. interval 0.1 {
  910. shader hasteSmokePuff
  911. emitter 0.5 {
  912. size 6 + 10 * wave( 0.5 * lerp )
  913. alphaFade 0
  914. sprite cullNear
  915. }
  916. }
  917. }
  918.  
  919. // wolfcam addition, not in q3mme:
  920. //
  921. // player/head/trail
  922. // player/torso/trail
  923. // player/legs/trail
  924. //
  925. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  926. // enemy, teammate, ineyes
  927.  
  928. //player/legs/trail {
  929. // interval 0.1 {
  930. // shader sprites/balloon3
  931. // emitter 0.5 {
  932. // size 6 + 10 * wave( 0.5 * lerp )
  933. // alphaFade 0
  934. // sprite cullNear
  935. // }
  936. // }
  937. //}
  938.  
  939.  
  940. // teleport in effect and sound effect
  941. // input: origin
  942. player/teleportIn {
  943. sound sound/world/telein.wav
  944. // Show the fading spawn tube for 0.5 seconds
  945. //model models/misc/telep.md3
  946. // wolfcam ql uses different model
  947. model models/powerups/pop.md3
  948. //shader teleportEffect // wolfcam for ql don't add shader
  949. emitter 0.5 {
  950. colorFade 0
  951. anglesModel
  952. }
  953. }
  954.  
  955. // teleport out effect and sound effect
  956. // input: origin
  957. player/teleportOut {
  958. sound sound/world/teleout.wav
  959. //Show the fading spawn tube for 0.5 seconds
  960. //model models/misc/telep.md3
  961. // wolfcam ql uses different model
  962. model models/powerups/pop.md3
  963. //shader teleportEffect // wolfcam for ql don't add shader
  964. emitter 0.5 {
  965. colorFade 0
  966. anglesModel
  967. }
  968. }
  969.  
  970.  
  971. // Explode the body into gibs
  972. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  973. //
  974. // wolfcam: guessing that velocity corresponds to player
  975. player/gibbed {
  976.  
  977.  
  978. if cl_useq3gibs {
  979.  
  980.  
  981.  
  982. sound sound/player/gibsplt1.ogg
  983.  
  984.  
  985. repeat 11
  986. {
  987. //Huge list of different body parts that get thrown away
  988. modellist loop {
  989. // wolfcam gibs located in different directory
  990. //models/gibs/abdomen.md3
  991. //models/gibs/arm.md3
  992. //models/gibs/chest.md3
  993. //models/gibs/fist.md3
  994. //models/gibs/foot.md3
  995. //models/gibs/forearm.md3
  996. //models/gibs/intestine.md3
  997. //models/gibs/leg.md3
  998. //models/gibs/leg.md3
  999. //models/gibs/skull.md3
  1000. //models/gibs/brain.md3
  1001.  
  1002. models/gibsq3/abdomen.md3
  1003. models/gibsq3/arm.md3
  1004. models/gibsq3/chest.md3
  1005. models/gibsq3/fist.md3
  1006. models/gibsq3/foot.md3
  1007. models/gibsq3/forearm.md3
  1008. models/gibsq3/intestine.md3
  1009. models/gibsq3/leg.md3
  1010. models/gibsq3/leg.md3
  1011. models/gibsq3/skull.md3
  1012. models/gibsq3/brain.md3
  1013. }
  1014.  
  1015. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  1016. random v0
  1017. v02 v02+1
  1018. addScale parentVelocity v0 velocity 350
  1019. yaw 360*rand
  1020. pitch 360*rand
  1021. roll 360*rand
  1022. emitter 5 + rand*3 {
  1023. sink 0.9 50
  1024. moveBounce 800 0.6
  1025. anglesModel
  1026. impact 50 {
  1027. // wolfcam need to add gib splat sounds yourself
  1028. if rand < 0.5 {
  1029. t0 rand * 3
  1030. if t0 < 3 {
  1031. // sound sound/player/gibimp3.ogg // super weird sound
  1032. } else if t0 < 2 {
  1033. sound sound/player/gibimp2.ogg
  1034. } else {
  1035. sound sound/player/gibsplt1.ogg
  1036. }
  1037. }
  1038. size 16 + rand*32
  1039. //shader bloodMark
  1040. // wolfcam
  1041. shader q3bloodMark
  1042. decal alpha
  1043. }
  1044. distance 20 {
  1045. // Slowly sink downwards
  1046. clear velocity
  1047. velocity2 -10
  1048. rotate rand*360
  1049. //shader bloodTrail
  1050. // wolfcam
  1051. shader q3bloodTrail
  1052. emitter 2 {
  1053. moveGravity 0
  1054. alphaFade 0
  1055. rotate rotate + 10*lerp
  1056. size 8 + 10*lerp
  1057. sprite
  1058. }
  1059. }
  1060. }
  1061. }
  1062. } else {
  1063. t0 rand * 4
  1064. if t0 < 4 {
  1065. // sound sound/misc/electrogib_04.ogg
  1066. } else if t0 < 3 {
  1067. // sound sound/misc/electrogib_03.ogg
  1068. } else if t0 < 2 {
  1069. // sound sound/misc/electrogib_02.ogg
  1070. } else {
  1071. // sound sound/misc/electrogib_01.ogg
  1072. }
  1073. // death effect
  1074. shader deathEffect
  1075. size 100
  1076. copy velocity v3
  1077. clear velocity
  1078. emitter 0.5 {
  1079. sprite
  1080. }
  1081. copy v3 velocity
  1082. shaderClear
  1083.  
  1084. repeat 15 {
  1085. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  1086. random v0
  1087. v02 v02+1
  1088. addScale parentVelocity v0 velocity 350
  1089. yaw 360*rand
  1090. pitch 360*rand
  1091. roll 360*rand
  1092. model models/gibs/sphere.md3
  1093. size 1
  1094. emitter 1 + rand*0.5 {
  1095. sink 0.9 50
  1096. moveBounce 800 0.6
  1097. anglesModel
  1098. impact 50 {
  1099. if rand < 0.5 {
  1100. t0 rand * 4
  1101. if t0 < 4 {
  1102. // sound sound/misc/electrogib_bounce_04.ogg
  1103. } else if t0 < 3 {
  1104. // sound sound/misc/electrogib_bounce_03.ogg
  1105. } else if t0 < 2 {
  1106. // sound sound/misc/electrogib_bounce_02.ogg
  1107. } else {
  1108. // sound sound/misc/electrogib_bounce_01.ogg
  1109. }
  1110. }
  1111. //size 16 + rand*32
  1112. //shader bloodMark
  1113. //decal alpha
  1114. }
  1115. distance 20 {
  1116. clear velocity
  1117. shader wc/tracer
  1118. size 2.5 + rand * 1
  1119. color 0 1 0
  1120. emitter 0.5 {
  1121. red lerp
  1122. rotate rotate + 10*lerp
  1123. //size 8 + 10*lerp
  1124. sprite
  1125. }
  1126. }
  1127. }
  1128. }
  1129. }
  1130. }
  1131.  
  1132. // Freezetag thaw
  1133. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  1134. //
  1135. // wolfcam: guessing that velocity corresponds to player
  1136. //
  1137. // player/thawed {}
  1138.  
  1139.  
  1140. // General weapon effects
  1141. // flash is a 0.25 second event after a weapon is fired
  1142. // fire is a single event when weapon is fired
  1143. // impact is for weapons impact on something or explode like gr enades
  1144. // trail is a single event for weapons without projectiles or a
  1145. // constant event when projectile is in motion projectile is for
  1146. // rendering the specific projectile
  1147.  
  1148. // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
  1149. // and 'chaingun'
  1150. // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
  1151. // scripts. ex: weapon/plasma/impactflesh
  1152. // inputs for 'impactflesh' are: origin and dir
  1153. //
  1154. // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
  1155. // will be checked. 'weapon/common/impactFlesh' would be a good place to
  1156. // place custom hit sparks.
  1157.  
  1158.  
  1159. // input: origin, dir, team, clientnum, enemy, teammate, ineyes
  1160. //weapon/common/impactFlesh {
  1161. // shader flareShader
  1162. // size 5
  1163. // color 1 0 1
  1164. // emitter 4 {
  1165. // //origin2 origin2 + lerp * 8
  1166. // velocity2 200
  1167. // moveGravity 0
  1168. // Sprite
  1169. // }
  1170. //}
  1171.  
  1172.  
  1173. //General weapon effects
  1174. //flash is a 0.25 second event after a weapon is fired
  1175. //fire is a single event when weapon is fired
  1176. //impact is for weapons impact on something or explode like gr enades
  1177. //trail is a single event for weapons without projectiles or a constant event when projectile is in motion
  1178. //projectile is for rendering the specific projectile
  1179.  
  1180.  
  1181. //Bubbles in the water
  1182. //input origin
  1183. weapon/common/bubbles {
  1184. shader waterbubble
  1185. distance 5+rand*10 {
  1186. size 1 + rand * 2
  1187. random dir
  1188. addScale origin dir origin 10 * rand
  1189. emitter 1+rand*0.25 {
  1190. alphaFade 0
  1191. origin2 origin2 + lerp * 8
  1192. Sprite
  1193. }
  1194. }
  1195. }
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