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Nov 5th, 2011
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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. weapon/rocket/projectile {
  10. //Render the rocket
  11. model "models/ammo/rocket/rocket.md3"
  12. dirModel
  13.  
  14. //Sound generated by the flying rocket
  15. loopSound "sound/weapons/rocket/rockfly.wav"
  16.  
  17. // hack, this was in trail script, but 'distance' already used
  18. color 1 0.1 0 //keep:1 0.18 0
  19. alpha 0.50
  20. shader flareShader
  21. //interval 0.0010 {
  22. distance 7.2 { // 900ups * (1000.0 / 125.0)
  23. normalize parentVelocity v0
  24. inverse v0
  25. wobble v0 velocity 5 + rand*10
  26. scale velocity velocity 75 + rand*50
  27. emitter 0.31 + rand*0.55 {
  28. size 7 * ( 1 - 0.5 * lerp * 1.5 )
  29. colorFade 0.001
  30. moveGravity 0
  31. Sprite
  32. }
  33. }
  34.  
  35. }
  36.  
  37. weapon/rocket/trail {
  38. //The rocket's world light dynamic light?
  39. color 1 0.75 0
  40.  
  41. size 200
  42. Light
  43.  
  44. //The standard smoke puff trail thing
  45. color 0 0 0
  46. alpha 0.50
  47. shader smokePuff // puff
  48. rotate 360 * rand
  49. distance 45 {
  50. emitter 2 {
  51. alphaFade 0
  52. size 8 + lerp * 15
  53. sprite cullNear
  54. }
  55. }
  56.  
  57. }
  58.  
  59. weapon/rocket/impact {
  60. vibrate 70
  61. sound sound/weapons/rocket/rocklx1a.wav
  62. //Mark on the wall, using direction from parent
  63. shader gfx/damage/burn_med_mrk
  64. size 64
  65. Decal
  66.  
  67. // Animating sprite of the explosion
  68. shader rocketExplosion
  69. size 40
  70. //Will be the light colour
  71. color 1 0.75 0
  72. emitter 1 {
  73. Sprite
  74. //size will goto zero after 0.5 of the time
  75. size 300 * clip(2 - 2*lerp)
  76. Light
  77. }
  78.  
  79.  
  80.  
  81.  
  82. // Fast Moving Particles
  83. color 1 0.75 0.52
  84. alpha 0.33
  85. shader flareShader
  86. repeat 20 {
  87. random velocity
  88. scale velocity velocity 200 + rand*50
  89. size 1 + rand*2
  90. emitter "0.3 + rand*0.3" {
  91. moveBounce 0 0.9
  92. colorFade 0.7
  93. Sprite
  94. }
  95. }
  96. color 1 0.5 0.2
  97. alpha 0.33
  98. shader flareShader
  99. repeat 20 {
  100. random velocity
  101. scale velocity velocity 200 + rand*50
  102. size 1 + rand*2
  103. emitter "0.3 + rand*0.3" {
  104. moveBounce 0 0.9
  105. colorFade 0.7
  106. Sprite
  107. }
  108. }
  109. color 1 0.5 0
  110. alpha 0.33
  111. shader flareShader
  112. repeat 20 {
  113. random velocity
  114. scale velocity velocity 200 + rand*50
  115. size 1 + rand*2
  116. emitter "0.3 + rand*0.3" {
  117. moveBounce 0 0.9
  118. colorFade 0.7
  119. Sprite
  120. }
  121. }
  122. }
  123.  
  124. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  125.  
  126.  
  127. weapon/bfg/flash {
  128. color 0.2 0.2 1
  129. size 300 + rand*32
  130. light
  131. }
  132.  
  133. weapon/bfg/projectile {
  134. //ze model
  135. model models/weaphits/bfg.md3
  136. dirModel
  137. //ze flight sound
  138. loopSound "sound/weapons/rocket/rockfly.wav"
  139.  
  140. // hack, this was in bfg trail script, but 'distance' already used there
  141. color 0.7 0.7 1
  142. alpha 0.50
  143. shader flareShader
  144. //interval 0.01 {
  145. distance 16.0 { // 2000ups * (1000.0 / 125.0)
  146. normalize parentVelocity v0
  147. inverse v0
  148. wobble v0 velocity 10 + rand*10
  149. scale velocity velocity 75 + rand*50
  150. emitter 0.01 + rand*0.55 {
  151. size 0.1 * ( 1 + 40 * lerp * 1.5 )
  152. colorFade 0.001
  153. moveGravity 10
  154. Sprite
  155. }
  156. }
  157.  
  158. }
  159.  
  160. weapon/bfg/trail {
  161. // World Light
  162. color 0.2 0.2 1
  163.  
  164. size 200
  165. Light
  166.  
  167. color 0.2 0.2 1
  168. alpha 0.50
  169. shader flareShader
  170. distance 1 {
  171. normalize parentVelocity v0
  172. inverse v0
  173. wobble v0 velocity 5 + rand*10
  174. scale velocity velocity 75 + rand*52
  175. emitter 0.01 + rand*0.55 {
  176. size 10 * ( 1 - 0.5 * lerp * 1.5 )
  177. colorFade 0.001
  178. moveGravity 10
  179. Sprite
  180. }
  181. }
  182. }
  183.  
  184. weapon/bfg/impact {
  185. vibrate 100
  186. sound sound/weapons/rocket/rocklx1a.wav
  187. //Mark on the wall
  188. shader gfx/damage/burn_med_mrk
  189. size 32
  190. decal
  191.  
  192. // Impact Disc
  193. rotate rand*360
  194. shader railExplosion
  195. model models/weaphits/ring02.md3
  196. size 1.6
  197. emitter 0.6 {
  198. dirModel
  199. }
  200. //Pl asma style impact mark
  201. color 0.2 0.2 1
  202. size 24
  203. shader gfx/damage/plasma_mrk
  204. Decal energy
  205.  
  206. // Animating sprite of the explosion
  207. shader bfgExplosion
  208. size 45
  209. color 0.2 0.2 1
  210. emitter 1 {
  211. Sprite
  212. size 300 * clip(2 - 2*lerp)
  213. Light
  214. }
  215. // Sparks
  216. color 0.2 0.2 1
  217. alpha 0.33
  218. shader flareShader
  219. repeat 40 {
  220. random velocity
  221. scale velocity velocity 200 + rand*50
  222. size 1 + rand*2
  223. emitter "0.3 + rand*0.3" {
  224. moveBounce 0 0.9
  225. colorFade 0.7
  226. Sprite
  227. }
  228. }
  229. color 0.7 0.7 1
  230. alpha 0.33
  231. shader flareShader
  232. repeat 20 {
  233. random velocity
  234. scale velocity velocity 200 + rand*50
  235. size 1 + rand*2
  236. emitter "0.3 + rand*0.3" {
  237. moveBounce 0 0.9
  238. colorFade 0.7
  239. Sprite
  240. }
  241. }
  242. }
  243.  
  244. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  245.  
  246.  
  247. weapon/grenade/flash {
  248. color 1 0.7 0
  249. size 300 + rand*32
  250. light
  251. }
  252.  
  253. weapon/grenade/trail {
  254. //The standard smoke puff trail thing
  255. //alpha 0.33
  256. //shader smokePuff
  257. //angle 360 * rand
  258. //Emit a sprite every 50 milliseconds
  259. //interval 0.05 {
  260. //emitter 0.700 {
  261. //alphaFade 0
  262. //size 8 + lerp * 15
  263. //sprite cullNear
  264. //}
  265. //}
  266. color 1 .7 .2
  267. alpha 0
  268. shader flareShader
  269. t9 parentVelocity * 0.008 // since grenades slow down
  270. //interval 0 { //SPUR
  271. distance t9 {
  272. wobble dir velocity 0
  273. scale velocity velocity 0
  274. size 3
  275. emitter 1 { // .35
  276. colorFade 0.001
  277. Sprite
  278. }
  279. }
  280. }
  281.  
  282. weapon/grenade/impact {
  283. vibrate 70
  284. sound sound/weapons/rocket/rocklx1a.wav
  285. //Mark on the wall, using direction from parent
  286. shader gfx/damage/burn_med_mrk
  287. size 64
  288. Decal
  289.  
  290. // Animating sprite of the explosion
  291. shader rocketExplosion
  292. size 40
  293. //Will be the light colour
  294. color 1 0.75 0
  295. emitter 1 {
  296. Sprite
  297. //size will goto zero after 0.5 of the time
  298. size 300 * clip(2 - 2*lerp)
  299. Light
  300. }
  301. color 1 0.75 0
  302. alpha 0.33
  303. shader flareShader
  304. repeat 20 {
  305. random velocity
  306. scale velocity velocity 175 + rand*50
  307. size 1 + rand*2
  308. emitter "0.4 + rand*0.3" {
  309. moveBounce 0 0.9
  310. colorFade 0.7
  311. Sprite
  312. }
  313. }
  314. color 1 0.50 0
  315. alpha 0.33
  316. shader flareShader
  317. repeat 20 {
  318. random velocity
  319. scale velocity velocity 175 + rand*50
  320. size 1 + rand*2
  321. emitter "0.4 + rand*0.3" {
  322. moveBounce 0 0.9
  323. colorFade 0.7
  324. Sprite
  325. }
  326. }
  327. color 1 0.2 0
  328. alpha 0.33
  329. shader flareShader
  330. repeat 20 {
  331. random velocity
  332. scale velocity velocity 175 + rand*50
  333. size 1 + rand*2
  334. emitter "0.4 + rand*0.3" {
  335. moveBounce 0 0.9
  336. colorFade 0.7
  337. Sprite
  338. }
  339. }
  340. }
  341.  
  342. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  343.  
  344. weapon/plasma/flash { //
  345. color .2 .2 .6 // 0.6 0.6 1
  346. size 300 + rand*32
  347. light
  348. }
  349.  
  350. weapon/plasma/projectile {
  351.  
  352. size 10 // The sprite for the plasma
  353. shader sprites/plasma1
  354. sprite
  355. // Plasma flying sound
  356. loopSound "sound/weapons/plasma/lasfly.wav"
  357. }
  358.  
  359. weapon/plasma/trail {
  360. /// === PUFF
  361. color .2 .2 1 //(keep:.1 .2 1)
  362. alpha .2 // 1= not transp (keep:0.2)
  363. shader smokePuff // railDisc // flareShader ??
  364. //interval 0 {
  365. distance 16.0 { // 2000ups * (1000.0 / 125.0)
  366. normalize parentVelocity v0
  367. inverse v0
  368. wobble v0 velocity 100 + rand*50
  369. scale velocity velocity 10 + rand*50
  370. emitter 0.1 + rand*0.13 {
  371. size 12 * ( 1 - 0.5 * lerp * 1.5 ) // balls
  372. colorFade 1 // 0= becomes black
  373. moveGravity 1
  374. sprite cullNear
  375. }
  376. //}
  377. color .1 .1 1 //(keep:.1 .2 1)
  378. alpha 0.21 // 1= not transp (keep:0.2)
  379. shader railDisc // flareShader ??
  380. //interval 0 {
  381. normalize parentVelocity v0
  382. inverse v0
  383. wobble v0 velocity 100 + rand*50
  384. scale velocity velocity 10 + rand*50
  385. emitter 0.1 + rand*0.13 {
  386. size 12 * ( 1 - 0.5 * lerp * 1.5 ) // balls
  387. colorFade 0
  388. moveGravity 0
  389. sprite cullNear
  390. }
  391. }
  392. }
  393.  
  394. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  395.  
  396.  
  397.  
  398. weapon/rail/impact {
  399. vibrate 50
  400. sound sound/weapons/plasma/plasmx1a.wav
  401.  
  402. //The white expanding impact disc
  403. rotate rand*360
  404. shader railExplosion
  405. model models/weaphits/ring02.md3
  406. emitter 0.6 {
  407. dirModel
  408. }
  409. //Plasma style impact mark
  410. size 24
  411. shader gfx/damage/plasma_mrk
  412. Decal energy
  413.  
  414.  
  415.  
  416. shader flareShader
  417. alpha 1
  418. color 1 0 0 // lines
  419. repeat 20 + 20*rand {
  420. width 1
  421. wobble dir velocity 100 + rand*20
  422. scale velocity velocity 200 + rand*50
  423. size 80*rand
  424. emitter "1.5 * rand" {
  425. //moveGravity 100
  426. colorFade 0.9
  427. spark
  428. }
  429. }
  430.  
  431. alpha 1
  432. color 1 0 0 // flying sparx
  433. repeat 10 + rand*10 {
  434. wobble dir velocity 10 + rand*20
  435. scale velocity velocity 200 + rand*50
  436. size 1 + rand*4 //size 2 + rand
  437. emitter "1 + rand*0.5" {
  438. moveBounce 250 0.9 //300
  439. colorFade 0.7
  440. sprite
  441. }
  442. }
  443. alpha 1
  444. color 1 1 1 // impct spot
  445. repeat 1 {
  446. wobble dir velocity 0
  447. scale velocity velocity 1
  448. size 1 //size 2 + rand
  449. emitter 1 {
  450. moveBounce 1 1
  451. colorFade 1
  452. sprite
  453. }
  454. }
  455.  
  456. emitter 0.6
  457. {
  458. Sprite
  459. color 1 0 0 // impct light
  460. size 100 * clip(2 - 2*lerp)
  461. Light
  462. }
  463. }
  464.  
  465.  
  466. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  467.  
  468. weapon/lightning/flash {
  469. color .2 .2 0.6
  470. size 300 + rand*32
  471. light
  472. }
  473.  
  474.  
  475.  
  476. weapon/lightning/impact {
  477. vibrate 5 // ????
  478.  
  479. //Plsma style impact mark
  480. size 24
  481. shader gfx/damage/plasma_mrk
  482. Decal energy
  483.  
  484. shader flareShader
  485. alpha 1
  486. color 0.5 .7 1 // THIN IMPACT LINES
  487. repeat 8 + rand*5 { // NUMBER
  488. width 5 // THICKNESS
  489. wobble dir velocity 120 // ANGLE: 0 = 180 = IMPACTDIRECTION
  490. scale velocity velocity 200 + rand*50 // SPEED, DEPENDS ON MOVEGRAVITY >1 !!!!
  491. size 30 + rand*1 // LENGTH
  492. emitter 0.001 +rand*0.1 { // LIFE-SPAN (worx better with +rand)
  493. moveGravity 0 // GRAV. + FLYING (when >0)
  494. colorFade 1 // 0-1 FADEOUTTIME ; >1 +COLORS
  495. spark // for the lolz try: light
  496. }
  497. }
  498.  
  499.  
  500.  
  501. // WHITE BUBBLES
  502. shader flareShader
  503. alpha 0.8
  504. color .5 .7 1 //keep: .5 .7 1
  505. repeat 2 {
  506. wobble dir velocity 1 + rand*20
  507. scale velocity velocity 50 + rand*50
  508. size 1 + rand*2
  509. emitter 0.01 + rand*0.3 {
  510. colorFade 1 // colormixer /sparkling effct
  511. Sprite
  512. moveBounce 0 0.7
  513. }
  514. }
  515.  
  516.  
  517.  
  518.  
  519.  
  520. //Hole mark shader decal
  521. shader gfx/damage/hole_lg_mrk
  522. size 12
  523. decal
  524. }
  525.  
  526.  
  527. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  528.  
  529.  
  530. weapon/shotgun/flash {
  531. color 1 1 0
  532. size 300 + rand*32
  533. light
  534. }
  535.  
  536. weapon/shotgun/impact {
  537. vibrate 1
  538. //Bullet mark on the wall, shotgun ones are smaller
  539. shader gfx/damage/bullet_mrk
  540. size 4
  541. Decal
  542.  
  543. //explosion cone with animating shader
  544. size 1
  545. shader bulletExplosion
  546. model models/weaphits/bullet.md3
  547. rotate rand*360
  548. emitter 0.6 {
  549. dirModel
  550. }
  551.  
  552. }
  553.  
  554. weapon/shotgun/trail {
  555. //Yep empty and not called
  556. }
  557.  
  558.  
  559. weapon/machinegun/impact {
  560. soundList {
  561. sound/weapons/machinegun/ric1.wav
  562. sound/weapons/machinegun/ric2.wav
  563. sound/weapons/machinegun/ric3.wav
  564. }
  565. //Bullet mark on the wall
  566. shader gfx/damage/bullet_mrk
  567. size 8
  568. decal
  569.  
  570. //explosion cone with animating shader
  571. size 1
  572. shader bulletExplosion
  573. model "models/weaphits/bullet.md3"
  574. rotate rand*360
  575. emitter 0.6 {
  576. dirModel
  577. }
  578.  
  579. }
  580.  
  581. weapon/machinegun/trail {
  582. }
  583.  
  584. weapon/gauntlet/flash {
  585. color 0.4 0.4 .7
  586. size 300 + rand*32
  587. light
  588. }
  589. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  590. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  591. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  592. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  593. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  594. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  595. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  596. //////////////////// ///////////////////////////////////////////////////////////
  597. //////////////////// STUFF ///////////////////////////////////////////////////////////
  598. //////////////////// ///////////////////////////////////////////////////////////
  599. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  600. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  601. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  602. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  603. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  604. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  605. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  606.  
  607. // q3mme example scripts combined into one file with example changes to make
  608. // it compatible with wolfcam
  609.  
  610. // wolfcam additional inputs to some scripts are:
  611. // team 0 free, 1 red, 2 blue, 3 spectator
  612. // clientnum
  613. // enemy 1 if enemy of whoever is being specced in demo
  614. // teammate
  615. // ineyes 1 if first person view is with this player
  616. // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
  617. // 3 dust
  618. //
  619.  
  620. /////////////////////////////////////////////////////
  621.  
  622.  
  623. // Some general fx script you could use in the effects editor when really bored
  624. mme/decal {
  625. Trace
  626. decalTemp
  627. }
  628.  
  629. mme/quad {
  630. quad
  631. }
  632.  
  633.  
  634. mme/model {
  635. anglesModel
  636. }
  637.  
  638. // Talk sprite
  639. // input: origin, team, clientnum, enemy, teammate, ineyes
  640. player/talk {
  641. if ineyes != 1 {
  642. size 10
  643. shader sprites/balloon3
  644. Sprite
  645. }
  646. }
  647.  
  648. // Impressive sprite
  649. // input: origin, team, clientnum, enemy, teammate, ineyes
  650. player/impressive {
  651. if ineyes != 1 {
  652. size 10
  653. shader medal_impressive
  654. Sprite
  655. }
  656. }
  657.  
  658. // Excellent sprite
  659. // input: origin, team, clientnum, enemy, teammate, ineyes
  660. player/excellent {
  661. if ineyes != 1 {
  662. size 10
  663. shader medal_excellent
  664. Sprite
  665. }
  666. }
  667.  
  668. // Holy shit medal from ra3
  669. // input: origin, team, clientnum, enemy, teammate, ineyes
  670. player/holyshit {
  671. if ineyes != 1 {
  672. size 10
  673. shader medal_holyshit
  674. Sprite
  675. }
  676. }
  677.  
  678. // Accuracy medal
  679. // input: origin, team, clientnum, enemy, teammate, ineyes
  680. player/accuracy {
  681. if ineyes != 1 {
  682. size 10
  683. shader medal_accuracy
  684. Sprite
  685. }
  686. }
  687.  
  688. // Gauntlet sprite
  689. // input: origin, team, clientnum, enemy, teammate, ineyes
  690. player/gauntlet {
  691. if ineyes != 1 {
  692. size 10
  693. shader medal_gauntlet
  694. Sprite
  695. }
  696. }
  697.  
  698. // connection sprite
  699. // input: origin, team, clientnum, enemy, teammate, ineyes
  700. player/connection {
  701. if ineyes != 1 {
  702. size 10
  703. shader disconnected
  704. Sprite
  705. }
  706. }
  707.  
  708. // haste/speed trail
  709. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  710. // enemy, teammate, ineyes
  711. player/haste {
  712. interval 0.1 {
  713. shader hasteSmokePuff
  714. emitter 0.5 {
  715. size 6 + 10 * wave( 0.5 * lerp )
  716. alphaFade 0
  717. sprite cullNear
  718. }
  719. }
  720. }
  721.  
  722. // flight trail -- wolfcam addition, not in q3mme
  723. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  724. // enemy, teammate, ineyes
  725. player/flight {
  726. interval 0.1 {
  727. shader hasteSmokePuff
  728. emitter 0.5 {
  729. size 6 + 10 * wave( 0.5 * lerp )
  730. alphaFade 0
  731. sprite cullNear
  732. }
  733. }
  734. }
  735.  
  736. // wolfcam addition, not in q3mme:
  737. //
  738. // player/head/trail
  739. // player/torso/trail
  740. // player/legs/trail
  741. //
  742. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  743. // enemy, teammate, ineyes
  744.  
  745. //player/legs/trail {
  746. // interval 0.1 {
  747. // shader sprites/balloon3
  748. // emitter 0.5 {
  749. // size 6 + 10 * wave( 0.5 * lerp )
  750. // alphaFade 0
  751. // sprite cullNear
  752. // }
  753. // }
  754. //}
  755.  
  756.  
  757. // teleport in effect and sound effect
  758. // input: origin
  759. player/teleportIn {
  760. sound sound/world/telein.wav
  761. // Show the fading spawn tube for 0.5 seconds
  762. //model models/misc/telep.md3
  763. // wolfcam ql uses different model
  764. model models/powerups/pop.md3
  765. //shader teleportEffect // wolfcam for ql don't add shader
  766. emitter 0.5 {
  767. colorFade 0
  768. anglesModel
  769. }
  770. }
  771.  
  772. // teleport out effect and sound effect
  773. // input: origin
  774. player/teleportOut {
  775. sound sound/world/teleout.wav
  776. //Show the fading spawn tube for 0.5 seconds
  777. //model models/misc/telep.md3
  778. // wolfcam ql uses different model
  779. model models/powerups/pop.md3
  780. //shader teleportEffect // wolfcam for ql don't add shader
  781. emitter 0.5 {
  782. colorFade 0
  783. anglesModel
  784. }
  785. }
  786.  
  787.  
  788. // Explode the body into gibs
  789. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  790. //
  791. // wolfcam: guessing that velocity corresponds to player
  792. player/gibbed {
  793. if cl_useq3gibs {
  794. sound sound/player/gibsplt1.wav
  795. repeat 11 {
  796. //Huge list of different body parts that get thrown away
  797. modellist loop {
  798. // wolfcam gibs located in different directory
  799. //models/gibs/abdomen.md3
  800. //models/gibs/arm.md3
  801. //models/gibs/chest.md3
  802. //models/gibs/fist.md3
  803. //models/gibs/foot.md3
  804. //models/gibs/forearm.md3
  805. //models/gibs/intestine.md3
  806. //models/gibs/leg.md3
  807. //models/gibs/leg.md3
  808. //models/gibs/skull.md3
  809. //models/gibs/brain.md3
  810.  
  811. models/gibsq3/abdomen.md3
  812. models/gibsq3/arm.md3
  813. models/gibsq3/chest.md3
  814. models/gibsq3/fist.md3
  815. models/gibsq3/foot.md3
  816. models/gibsq3/forearm.md3
  817. models/gibsq3/intestine.md3
  818. models/gibsq3/leg.md3
  819. models/gibsq3/leg.md3
  820. models/gibsq3/skull.md3
  821. models/gibsq3/brain.md3
  822. }
  823.  
  824. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  825. random v0
  826. v02 v02+1
  827. addScale parentVelocity v0 velocity 350
  828. yaw 360*rand
  829. pitch 360*rand
  830. roll 360*rand
  831. emitter 5 + rand*3 {
  832. sink 0.9 50
  833. moveBounce 800 0.6
  834. anglesModel
  835. impact 50 {
  836. // wolfcam need to add gib splat sounds yourself
  837. if rand < 0.5 {
  838. t0 rand * 3
  839. if t0 < 3 {
  840. sound sound/player/gibimp3.wav
  841. } else if t0 < 2 {
  842. sound sound/player/gibimp2.wav
  843. } else {
  844. sound sound/player/gibimp1.wav
  845. }
  846. }
  847. size 16 + rand*32
  848. //shader bloodMark
  849. // wolfcam
  850. shader q3bloodMark
  851. decal alpha
  852. }
  853. distance 20 {
  854. // Slowly sink downwards
  855. clear velocity
  856. velocity2 -10
  857. rotate rand*360
  858. //shader bloodTrail
  859. // wolfcam
  860. shader q3bloodTrail
  861. emitter 2 {
  862. moveGravity 0
  863. alphaFade 0
  864. rotate rotate + 10*lerp
  865. size 8 + 10*lerp
  866. sprite
  867. }
  868. }
  869. }
  870. }
  871. } else {
  872. t0 rand * 4
  873. if t0 < 4 {
  874. sound sound/misc/electrogib_04.ogg
  875. } else if t0 < 3 {
  876. sound sound/misc/electrogib_03.ogg
  877. } else if t0 < 2 {
  878. sound sound/misc/electrogib_02.ogg
  879. } else {
  880. sound sound/misc/electrogib_01.ogg
  881. }
  882. // death effect
  883. shader deathEffect
  884. size 100
  885. copy velocity v3
  886. clear velocity
  887. emitter 0.5 {
  888. sprite
  889. }
  890. copy v3 velocity
  891. shaderClear
  892.  
  893. repeat 15 {
  894. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  895. random v0
  896. v02 v02+1
  897. addScale parentVelocity v0 velocity 350
  898. yaw 360*rand
  899. pitch 360*rand
  900. roll 360*rand
  901. model models/gibs/sphere.md3
  902. size 1
  903. emitter 1 + rand*0.5 {
  904. sink 0.9 50
  905. moveBounce 800 0.6
  906. anglesModel
  907. impact 50 {
  908. if rand < 0.5 {
  909. t0 rand * 4
  910. if t0 < 4 {
  911. sound sound/misc/electrogib_bounce_04.ogg
  912. } else if t0 < 3 {
  913. sound sound/misc/electrogib_bounce_03.ogg
  914. } else if t0 < 2 {
  915. sound sound/misc/electrogib_bounce_02.ogg
  916. } else {
  917. sound sound/misc/electrogib_bounce_01.ogg
  918. }
  919. }
  920. //size 16 + rand*32
  921. //shader bloodMark
  922. //decal alpha
  923. }
  924. distance 20 {
  925. clear velocity
  926. shader wc/tracer
  927. size 2.5 + rand * 1
  928. color 0 1 0
  929. emitter 0.5 {
  930. red lerp
  931. rotate rotate + 10*lerp
  932. //size 8 + 10*lerp
  933. sprite
  934. }
  935. }
  936. }
  937. }
  938. }
  939. }
  940.  
  941. // Freezetag thaw
  942. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  943. //
  944. // wolfcam: guessing that velocity corresponds to player
  945. //
  946. // player/thawed {}
  947.  
  948.  
  949. // General weapon effects
  950. // flash is a 0.25 second event after a weapon is fired
  951. // fire is a single event when weapon is fired
  952. // impact is for weapons impact on something or explode like gr enades
  953. // trail is a single event for weapons without projectiles or a
  954. // constant event when projectile is in motion projectile is for
  955. // rendering the specific projectile
  956.  
  957. // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
  958. // and 'chaingun'
  959. // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
  960. // scripts. ex: weapon/plasma/impactflesh
  961. // inputs for 'impactflesh' are: origin and dir
  962. //
  963. // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
  964. // will be checked. 'weapon/common/impactFlesh' would be a good place to
  965. // place custom hit sparks.
  966.  
  967.  
  968. // input: origin, dir, team, clientnum, enemy, teammate, ineyes
  969. //weapon/common/impactFlesh {
  970. // shader flareShader
  971. // size 5
  972. // color 1 0 1
  973. // emitter 4 {
  974. // //origin2 origin2 + lerp * 8
  975. // velocity2 200
  976. // moveGravity 0
  977. // Sprite
  978. // }
  979. //}
  980.  
  981.  
  982. //General weapon effects
  983. //flash is a 0.25 second event after a weapon is fired
  984. //fire is a single event when weapon is fired
  985. //impact is for weapons impact on something or explode like gr enades
  986. //trail is a single event for weapons without projectiles or a constant event when projectile is in motion
  987. //projectile is for rendering the specific projectile
  988.  
  989.  
  990. //Bubbles in the water
  991. //input origin
  992. weapon/common/bubbles {
  993. shader waterbubble
  994. distance 5+rand*10 {
  995. size 1 + rand * 2
  996. random dir
  997. addScale origin dir origin 10 * rand
  998. emitter 1+rand*0.25 {
  999. alphaFade 0
  1000. origin2 origin2 + lerp * 8
  1001. Sprite
  1002. }
  1003. }
  1004. }
  1005.  
  1006.  
RAW Paste Data