Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- weapon/rocket/impact
- {
- ////////////////////////////////////////////////////////////////////// MARK
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- shader gfx/damage/burn_med_mrk
- size 50 //64
- Decal
- ////////////////////////////////////////////////////////////////////// OLD STYLE EXPLOSION - SIZE=100
- shader rocketExplosion
- size 40
- //Will be the light colour
- color 1 0.75 0
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 10 * clip(2 - 2*lerp)
- //Light
- }
- ////////////////////////////////////////////////////////////////////// LIGHT
- color 1 0.5 0.1
- emitter 1
- {
- Sprite
- size 200 * clip(2 - 2*lerp)
- Light
- }
- ////////////////////////////////////////////////////////////////////// 3x SPARK
- shader flareShader
- alpha 1
- color 1 0.5 0.1 //orange
- width 5
- repeat 4 + 10*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 0*rand*rand
- emitter "0.6 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- color 1 0.1 0.1 //red
- width 5
- repeat 2 + 7*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 0*rand*rand
- emitter "0.5 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- color 0 0.3 0.6 //blue
- width 5
- repeat 1 + 3*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 0*rand*rand
- emitter "0.5 * rand" {
- moveGravity 0
- colorFade 0.9
- spark
- }
- }
- ////////////////////////////////////////////////////////////////////// STILL EXPLOSION
- color 1 0.5 0.1
- repeat 5{
- wobble dir velocity 0 + rand*20
- scale velocity velocity 0 + rand*50
- size 45 + 30*rand
- emitter "0.6 + rand*0.4" {
- colorFade 0.05
- sprite
- }
- }
- ////////////////////////////////////////////////////////////////////// FLYING PARTICLES
- repeat 100 + rand*50 {
- wobble dir velocity 10 + rand*20
- scale velocity velocity 200 + rand*50
- size 0.4 + rand*3
- emitter "0.1 + rand*0.4" {
- moveBounce 80 0.1
- colorFade 0.7
- sprite
- }
- }
- repeat 100 + rand*40{
- wobble dir velocity 40 + rand*20
- scale velocity velocity 200 + rand*50
- size 0.5 + rand*2
- emitter "0.1 + rand*0.4" {
- moveBounce 80 0.1
- colorFade 0.7
- sprite
- }
- }
- width 1
- repeat 100 + rand*60 {
- wobble dir velocity rand*70
- scale velocity velocity 200 + rand*50
- size 0.5 + rand*1
- emitter "0.1 + rand*0.4" {
- moveBounce 80 0.1
- colorFade 0.9
- spark
- }
- }
- }
- weapon/rocket/trail {
- color 1 0.75 0
- size 200
- Light
- color 0 0 0
- alpha 0.9
- shader smokePuff
- rotate 360 * rand
- distance 35 {
- emitter 1.7 {
- alphaFade 0
- size 0 + lerp * 15
- sprite cullNear
- }
- }
- color 1 0.4 0.1
- alpha 0.50
- shader flareShader
- interval 0.001 {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 + rand*10
- scale velocity velocity 75 + rand*20
- emitter 0.05 + rand*0.1 {
- size 0 * ( 1 - 0.4 * lerp * 0.7 )
- colorFade 0.001
- moveGravity 0
- Sprite
- }
- }
- }
- //GRENADE
- weapon/grenade/flash {
- color 1 4 2 ///defcolor1 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 2.5 //
- emitter 0.5 + rand *0.25 { // lgls: isn't trail too long?
- colorFade 0
- color .5 .25 0 ///defcolor .5 .25 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 0 + lerp * 32
- sprite cullNear
- }
- }
- }
- weapon/grenade/impact { ////////////////////////////////////////////////////////////////////// MARK
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- shader gfx/damage/burn_med_mrk
- size 50 //64
- Decal
- ////////////////////////////////////////////////////////////////////// OLD STYLE EXPLOSION - SIZE=100
- shader rocketExplosion
- size 0
- //Will be the light colour
- color 1 0.75 0
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 25 * clip(2 - 2*lerp)
- //Light
- }
- ////////////////////////////////////////////////////////////////////// LIGHT
- color 1 0.5 0.1
- emitter 1
- {
- Sprite
- size 300 * clip(2 - 2*lerp)
- Light
- }
- }
- }
- //PLASMA
- weapon/plasma/flash
- {
- color 0.6 0.6 1
- size 300 + rand*32
- light
- }
- weapon/plasma/projectile
- {
- //The sprite for the plasma
- color 0 0.3 0.6
- size 18
- Light
- shader flareshader
- sprite
- size 14
- shader sprites/plasma1
- sprite
- //Plasma flying sound
- loopSound "sound/weapons/plasma/lasfly.wav"
- }
- weapon/plasma/trail
- {
- width 1
- shader flareShader
- alpha 0.8
- color 0 0.3 0.6
- distance 3*rand
- {
- random dir
- wobble dir velocity 50 + rand*70
- scale velocity velocity 100 + rand*100
- size 50*rand
- emitter "0.1 * rand * rand" {
- //moveGravity 150
- colorFade 0.4
- spark cullNear
- }
- }
- shader flareShader
- alpha 0.8
- distance 3*rand
- {
- wobble dir velocity 50 + rand*70
- scale velocity velocity 100 + rand*100
- size 5*rand
- emitter "0.1 * rand * rand" {
- //moveGravity 150
- colorFade 0.4
- sprite cullNear
- }
- }
- shader flareShader
- alpha 0.8
- distance 3*rand
- {
- wobble dir velocity 50 + rand*70
- scale velocity velocity 100 + rand*100
- size 5*rand
- emitter "0.1 * rand * rand" {
- //moveGravity 150
- colorFade 0.4
- quad cullNear
- }
- }
- }
- 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
- width 1
- shader flareShader
- alpha 1
- color 0 0.3 0.6
- repeat 20 + 20*rand {
- random dir
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 80*rand
- emitter "0.5 * rand" {
- //moveGravity 100
- colorFade 0.9
- spark
- }
- }
- alpha 1
- color 0 0.2 1
- repeat 10 + rand*10 {
- wobble dir velocity 10 + rand*20
- scale velocity velocity 200 + rand*50
- size 1 + rand*2 //size 2 + rand
- emitter "1 + rand*0.5" {
- moveBounce 450 0.6 //300
- colorFade 0.7
- sprite
- }
- }
- color 0 0.2 1
- emitter 0.6
- {
- Sprite
- size 100 * clip(2 - 2*lerp)
- Light
- }
- }
- ////////////////////////////////////////////////////////////////////// LIGHT
- color 1 0.5 0.1
- emitter 1
- {
- Sprite
- size 200 * clip(2 - 2*lerp)
- Light
- }
- ////////////////////////////////////////////////////////////////////// 3x SPARK
- shader flareShader
- alpha 1
- color 1 0.5 0.1 //orange
- width 5
- repeat 4 + 10*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 500*rand*rand
- emitter "0.6 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- color 1 0.1 0.1 //red
- width 5
- repeat 2 + 7*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 400*rand*rand
- emitter "0.5 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- color 0 0.3 0.6 //blue
- width 5
- repeat 1 + 3*rand {
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 250*rand*rand
- emitter "0.5 * rand" {
- moveGravity 100
- colorFade 0.9
- spark
- }
- }
- ////////////////////////////////////////////////////////////////////// STILL EXPLOSION
- color 1 0.5 0.1
- repeat 3{
- wobble dir velocity 10 + rand*20
- scale velocity velocity 10 + rand*50
- size 50 + 30*rand
- emitter "0.6 + rand*0.4" {
- colorFade 0.7
- sprite
- }
- }
- ////////////////////////////////////////////////////////////////////// FLYING PARTICLES
- repeat 2 + rand*5 {
- wobble dir velocity 10 + rand*20
- scale velocity velocity 200 + rand*50
- size 10 + rand*10
- emitter "0.6*rand + rand*0.6" {
- moveBounce 80 0.8
- colorFade 0.7
- sprite
- }
- }
- repeat 40 + rand*40{
- wobble dir velocity 40 + rand*20
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "3*rand + rand" {
- moveBounce 250 0.8
- colorFade 0.7
- sprite
- }
- }
- width 1
- repeat 50 + rand*60 {
- wobble dir velocity rand*70
- scale velocity velocity 200 + rand*50
- size 10 + rand*2
- emitter "0.75 + rand*0.4" {
- moveBounce 150 0.8
- colorFade 0.9
- spark
- }
- }
- }
- //ROCKET
- weapon/rocket/flash {
- color 1 0.75 0
- size 300 + rand*32
- 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"
- }
- }
- }
- //LIGHTING
- weapon/lightning/flash {
- color 0.6 0.6 1
- size 300 + rand*32
- light
- }
- //Input origin, dir
- weapon/lightning/trail {
- shader "lightningBoltNew"
- //Standard q3 beam size
- size 16
- //The beam is repeated every 45 degrees
- angle 45
- //Draw the beam between origin in direction of
- beam
- //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 1
- //Slightly before the endpoint
- addScale origin dir origin ( (t0 - 16 ) / t0 )
- //Just a random model in it's angles
- angles0 rand * 360
- angles1 rand * 360
- angles2 rand * 360
- anglesModel
- }
- }
- //RAIL
- weapon/rail/flash {
- color 1 0.6 0
- size 300 + rand*32
- light
- }
- weapon/rail/trail {
- if(enemy) {
- pushparent color2
- pop color
- }
- size r_railCoreWidth*2
- shader RailCore
- emitter cg_railTrailTime * 0.002 {
- colorFade 0
- Beam
- }
- alpha 0.5
- color 1 1 1
- size r_railCoreWidth* 0.2
- shader kopherCore
- emitter cg_railTrailTime * 0.002 {
- colorFade 0
- Beam
- }
- pushparent color2
- pop color
- shader railDisc
- t0 dir
- normalize dir
- perpendicular dir v0
- scale v0 v0 4
- size 0.5
- t1 rand*360
- repeat ( t0 / 5 ) {
- rotatearound v0 dir v1 t1
- t1 t1 + 10
- addScale v1 dir origin loop * t0
- add parentOrigin origin origin
- emitter 0.9+loop {
- addScale origin v1 origin lerp * 0.1
- colorFade 0.7
- Sprite
- }
- }
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement