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script.fx stuhl

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Nov 7th, 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.  
  18. color 1 .2 0
  19. alpha 0.5 //?? /// === TRAIL normal
  20. shader flareShader
  21.  
  22. distance 7.2 { // 900ups * (1000.0 / 125.0)
  23. normalize parentVelocity v0
  24. inverse v0
  25. wobble v0 velocity 5 + rand*2 //straighten out trail
  26. scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
  27. emitter 0.7 {
  28. size 6 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  29. colorFade 0.001
  30. moveGravity 0
  31. Sprite
  32. }
  33. }
  34.  
  35.  
  36. }
  37.  
  38. weapon/rocket/trail {
  39. //The rocket's world light dynamic light?
  40. color 1 0.75 0
  41.  
  42. size 200
  43. Light
  44.  
  45. //The standard smoke puff trail thing
  46. color 0 0 0
  47. alpha 0.5
  48. shader smokePuff // PUFF
  49. rotate 360 * rand
  50. distance 10 { // small=more dense
  51. emitter 1 {
  52. alphaFade 0
  53. size 8 + lerp * 15
  54. sprite cullNear
  55. }
  56. }
  57.  
  58. }
  59.  
  60. weapon/rocket/impact {
  61. vibrate 70
  62. sound sound/weapons/rocket/rocklx1a.wav
  63. //Mark on the wall, using direction from parent
  64. shader gfx/damage/burn_med_mrk
  65. size 64
  66. Decal
  67.  
  68. // Animating sprite of the explosion
  69. shader rocketExplosion
  70. size 40
  71. //Will be the light colour
  72. color 1 0.75 0
  73. emitter 1 {
  74. Sprite
  75. //size will goto zero after 0.5 of the time
  76. size 300 * clip(2 - 2*lerp)
  77. Light
  78. }
  79.  
  80.  
  81.  
  82.  
  83. // Fast Moving Particles
  84. color 1 0.75 0.52
  85. alpha 0.33
  86. shader flareShader
  87. repeat 20 {
  88. random velocity
  89. scale velocity velocity 200 + rand*50
  90. size 1 + rand*2
  91. emitter "0.3 + rand*0.3" {
  92. moveBounce 0 0.9
  93. colorFade 0.7
  94. Sprite
  95. }
  96. }
  97. color 1 0.5 0.2
  98. alpha 0.33
  99. shader flareShader
  100. repeat 20 {
  101. random velocity
  102. scale velocity velocity 200 + rand*50
  103. size 1 + rand*2
  104. emitter "0.3 + rand*0.3" {
  105. moveBounce 0 0.9
  106. colorFade 0.7
  107. Sprite
  108. }
  109. }
  110. color 1 0.5 0
  111. alpha 0.33
  112. shader flareShader
  113. repeat 20 {
  114. random velocity
  115. scale velocity velocity 200 + rand*50
  116. size 1 + rand*2
  117. emitter "0.3 + rand*0.3" {
  118. moveBounce 0 0.9
  119. colorFade 0.7
  120. Sprite
  121. }
  122. }
  123. }
  124.  
  125. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  126.  
  127.  
  128. weapon/bfg/flash {
  129. color 0.2 0.2 1
  130. size 300 + rand*32
  131. light
  132. }
  133.  
  134. weapon/bfg/projectile {
  135. //ze model
  136. model models/weaphits/bfg.md3
  137. dirModel
  138. //ze flight sound
  139. loopSound "sound/weapons/rocket/rockfly.wav"
  140.  
  141. // hack, this was in bfg trail script, but 'distance' already used there
  142. color 0.7 0.7 1
  143. alpha 0.50
  144. shader flareShader
  145. //interval 0.01 {
  146. distance 16.0 { // 2000ups * (1000.0 / 125.0)
  147. normalize parentVelocity v0
  148. inverse v0
  149. wobble v0 velocity 10 + rand*10
  150. scale velocity velocity 75 + rand*50
  151. emitter 0.01 + rand*0.55 {
  152. size 0.1 * ( 1 + 40 * lerp * 1.5 )
  153. colorFade 0.001
  154. moveGravity 10
  155. Sprite
  156. }
  157. }
  158.  
  159. }
  160.  
  161. weapon/bfg/trail {
  162. // World Light
  163. color 0.2 0.2 1
  164.  
  165. size 200
  166. Light
  167.  
  168. color 0.2 0.2 1
  169. alpha 0.50
  170. shader flareShader
  171. distance 1 {
  172. normalize parentVelocity v0
  173. inverse v0
  174. wobble v0 velocity 5 + rand*10
  175. scale velocity velocity 75 + rand*52
  176. emitter 0.01 + rand*0.55 {
  177. size 10 * ( 1 - 0.5 * lerp * 1.5 )
  178. colorFade 0.001
  179. moveGravity 10
  180. Sprite
  181. }
  182. }
  183. }
  184.  
  185. weapon/bfg/impact {
  186. vibrate 100
  187. sound sound/weapons/rocket/rocklx1a.wav
  188. //Mark on the wall
  189. shader gfx/damage/burn_med_mrk
  190. size 32
  191. decal
  192.  
  193. // Impact Disc
  194. rotate rand*360
  195. shader railExplosion
  196. model models/weaphits/ring02.md3
  197. size 1.6
  198. emitter 0.6 {
  199. dirModel
  200. }
  201. //Pl asma style impact mark
  202. color 0.2 0.2 1
  203. size 24
  204. shader gfx/damage/plasma_mrk
  205. Decal energy
  206.  
  207. // Animating sprite of the explosion
  208. shader bfgExplosion
  209. size 45
  210. color 0.2 0.2 1
  211. emitter 1 {
  212. Sprite
  213. size 300 * clip(2 - 2*lerp)
  214. Light
  215. }
  216. // Sparks
  217. color 0.2 0.2 1
  218. alpha 0.33
  219. shader flareShader
  220. repeat 40 {
  221. random velocity
  222. scale velocity velocity 200 + rand*50
  223. size 1 + rand*2
  224. emitter "0.3 + rand*0.3" {
  225. moveBounce 0 0.9
  226. colorFade 0.7
  227. Sprite
  228. }
  229. }
  230. color 0.7 0.7 1
  231. alpha 0.33
  232. shader flareShader
  233. repeat 20 {
  234. random velocity
  235. scale velocity velocity 200 + rand*50
  236. size 1 + rand*2
  237. emitter "0.3 + rand*0.3" {
  238. moveBounce 0 0.9
  239. colorFade 0.7
  240. Sprite
  241. }
  242. }
  243. }
  244.  
  245. ////**** ROCKET-3 *** BFG-120 *** GRANNY-250 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  246.  
  247.  
  248. weapon/grenade/flash {
  249. color 1 0.7 0
  250. size 300 + rand*32
  251. light
  252. }
  253.  
  254.  
  255. weapon/grenade/impact {
  256. vibrate 70
  257. sound sound/weapons/rocket/rocklx1a.wav
  258. //Mark on the wall, using direction from parent
  259. shader gfx/damage/burn_med_mrk
  260. size 64
  261. Decal
  262.  
  263. // Animating sprite of the explosion
  264. shader rocketExplosion
  265. size 10
  266. //Will be the light colour
  267. color 1 0 1
  268. emitter 1 {
  269. Sprite
  270. //size will goto zero after 0.5 of the time
  271. size 300 * clip(2 - 2*lerp)
  272. Light
  273. }
  274. color 1 0 1 /// fat partz
  275. alpha 0.33
  276. shader flareShader
  277. repeat 20 {
  278. random velocity
  279. scale velocity velocity 55 + rand*50
  280. size 3 + rand*2
  281. emitter "0.4 + rand*0.3" {
  282. moveBounce 0 0.9
  283. colorFade 0.7
  284. Sprite
  285. }
  286. }
  287.  
  288. color 1 0 1 // fatter partz
  289. alpha 0.33
  290. shader flareShader
  291. repeat 20 {
  292. random velocity
  293. scale velocity velocity 25 + rand*50
  294. size 9 + rand*2
  295. emitter "0.4 + rand*0.3" {
  296. moveBounce 0 0.9
  297. colorFade 0.7
  298. Sprite
  299. }
  300. }
  301.  
  302. color 1 0 1 // small partz
  303. alpha 0.33
  304. shader flareShader
  305. repeat 40 {
  306. random velocity
  307. scale velocity velocity 175 + rand*50
  308. size 1 + rand*2
  309. emitter "0.4 + rand*0.3" {
  310. moveBounce 0 0.9
  311. colorFade 0.7
  312. Sprite
  313. }
  314. }
  315. }
  316.  
  317. weapon/grenade/trail {
  318.  
  319. color .7 .12 .5 // 1 1 0
  320. alpha 0
  321. shader flareShader
  322. t9 parentVelocity * 0.002 // since grenades slow down
  323. //interval 0 { //SPUR
  324. distance t9 {
  325. wobble dir velocity 0
  326. scale velocity velocity 0
  327. size 3
  328. emitter 1 { // .35
  329. colorFade 0.001
  330. Sprite
  331. }
  332. }
  333. }
  334. }
  335. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  336.  
  337. weapon/plasma/flash { //
  338. color .2 .2 .6 // 0.6 0.6 1
  339. size 300 + rand*32
  340. light
  341. }
  342.  
  343.  
  344. weapon/plasma/projectile {
  345.  
  346. size 10 // The sprite for the plasma
  347. shader sprites/plasma1
  348.  
  349. sprite
  350. // Plasma flying sound
  351. loopSound "sound/weapons/plasma/lasfly.wav"
  352.  
  353.  
  354.  
  355.  
  356. color .1 .1 1
  357. alpha 0.5 //?? /// === TRAIL normal
  358. shader flareShader
  359.  
  360. distance 7.2 { // 900ups * (1000.0 / 125.0)
  361. normalize parentVelocity v0
  362. inverse v0
  363. wobble v0 velocity 5 + rand*2 //straighten out trail
  364. // scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
  365. emitter 0.2 {
  366. size 7 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  367. colorFade 0.001
  368. moveGravity 0
  369. Sprite
  370. }
  371. }
  372.  
  373.  
  374.  
  375.  
  376.  
  377. color 0 0 1 //(keep:.1 .2 1) // RAILDISK
  378. alpha 0 // 1= not transp (keep:0.2)
  379. shader railDisc // flareShader ?? plasma
  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 0.5 + rand*0.13 {
  386. size 9 * ( 1 - 0.5 * lerp * 1.5 ) // balls
  387. colorFade 0
  388. moveGravity 0
  389. sprite cullNear
  390. }
  391. }
  392.  
  393.  
  394. }
  395.  
  396. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  397.  
  398.  
  399.  
  400. // input: origin, parentOrigin, end, dir, parentDir, color1, color2, team,
  401. // clientnum, enemy, teammate, ineyes
  402.  
  403.  
  404.  
  405.  
  406.  
  407. weapon/rail/trail {
  408. // Color1 gets set before calling
  409. // The beam
  410. size 10
  411. shader railCore
  412. emitter cg_railTrailTime * 0.001 {
  413. colorFade 0
  414. Beam
  415. }
  416.  
  417. shader railDisc
  418. // color2 is stored in the parent input structure, retrieve it like this
  419. pushparent color2
  420. pop color
  421. if cg_oldrail {
  422. // Do the rail rings
  423. size 7
  424. // Rings take their stepsize from the width variable
  425. width r_railSegmentLength
  426. emitter cg_railTrailTime * 0.001 {
  427. colorFade 0
  428. Rings
  429. }
  430.  
  431. }
  432. }
  433.  
  434.  
  435. weapon/rail/impact {
  436. vibrate 50
  437. sound sound/weapons/plasma/plasmx1a.wav
  438.  
  439. //The white expanding impact disc
  440. rotate rand*360
  441. shader railExplosion
  442. model models/weaphits/ring02.md3
  443. emitter 0.6 {
  444. dirModel
  445. }
  446. //Plasma style impact mark
  447. size 24
  448. shader gfx/damage/plasma_mrk
  449. Decal energy
  450.  
  451.  
  452.  
  453. shader flareShader
  454. alpha 0.5
  455. color .7 .12 .5 // 1 0 0 // lines
  456. repeat 20 + 20*rand {
  457. width 1
  458. wobble dir velocity 100 + rand*20
  459. scale velocity velocity 200 + rand*50
  460. size 80*rand
  461. emitter "1.5 * rand" {
  462. //moveGravity 100
  463. colorFade 0.9
  464. spark
  465. }
  466. }
  467.  
  468. alpha 0.5
  469. color 1 .4 .8 // .7 .12 .5 /// 1 0 0 // flying sparx
  470. repeat 10 + rand*10 {
  471. wobble dir velocity 10 + rand*20
  472. scale velocity velocity 10 + rand*50
  473. size 2 + rand*2 //size 2 + rand
  474. emitter "1 + rand*0.5" {
  475. moveBounce 2 0.9 //300
  476. colorFade 0.7
  477. sprite
  478. }
  479. }
  480. alpha 0.5
  481. color 1 1 1 // impct spot
  482. repeat 1 {
  483. wobble dir velocity 0
  484. scale velocity velocity 1
  485. size 1 //size 2 + rand
  486. emitter 1 {
  487. moveBounce 1 1
  488. colorFade 1
  489. sprite
  490. }
  491. }
  492.  
  493. emitter 0.6
  494. {
  495. Sprite
  496. color .7 .12 .5 // 1 0 0 // impct light
  497. size 100 * clip(2 - 2*lerp)
  498. Light
  499. }
  500. }
  501.  
  502.  
  503.  
  504. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  505.  
  506. weapon/lightning/flash {
  507. color .2 .2 0.6
  508. size 300 + rand*32
  509. light
  510. }
  511.  
  512.  
  513.  
  514. weapon/lightning/impact {
  515. vibrate 5 // ????
  516.  
  517. //Plsma style impact mark
  518. size 24
  519. shader gfx/damage/plasma_mrk
  520. Decal energy
  521.  
  522. shader flareShader
  523. alpha 1
  524. color 0.5 .7 1 // THIN IMPACT LINES
  525. repeat 1 + rand*5 { // NUMBER
  526. width 5 // THICKNESS
  527. wobble dir velocity 120 // ANGLE: 0 = 180 = IMPACTDIRECTION
  528. scale velocity velocity 200 + rand*50 // SPEED, DEPENDS ON MOVEGRAVITY >1 !!!!
  529. size 30 + rand*1 // LENGTH
  530. emitter 0.001 +rand*0.1 { // LIFE-SPAN (worx better with +rand)
  531. moveGravity 0 // GRAV. + FLYING (when >0)
  532. colorFade 1 // 0-1 FADEOUTTIME ; >1 +COLORS
  533. spark // for the lolz try: light
  534. }
  535. }
  536.  
  537.  
  538.  
  539. // WHITE BUBBLES
  540. shader flareShader
  541. alpha 0.8
  542. color .5 .7 1 //keep: .5 .7 1
  543. repeat 2 {
  544. wobble dir velocity 1 + rand*20
  545. scale velocity velocity 50 + rand*50
  546. size 1 + rand*2
  547. emitter 0.01 + rand*0.3 {
  548. colorFade 1 // colormixer /sparkling effct
  549. Sprite
  550. moveBounce 0 0.7
  551. }
  552. }
  553.  
  554.  
  555.  
  556.  
  557. //Hole mark shader decal
  558. shader gfx/damage/hole_lg_mrk
  559. size 12
  560. decal
  561. }
  562.  
  563.  
  564. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  565.  
  566.  
  567. weapon/shotgun/flash {
  568. color 1 1 0
  569. size 300 + rand*32
  570. light
  571. }
  572.  
  573. weapon/shotgun/impact {
  574. vibrate 1
  575. //Bullet mark on the wall, shotgun ones are smaller
  576. shader gfx/damage/bullet_mrk
  577. size 4
  578. Decal
  579.  
  580. //explosion cone with animating shader
  581. size 1
  582. shader bulletExplosion
  583. model models/weaphits/bullet.md3
  584. rotate rand*360
  585. emitter 0.6 {
  586. dirModel
  587. }
  588.  
  589. }
  590.  
  591. weapon/shotgun/trail {
  592. //Yep empty and not called
  593. }
  594.  
  595.  
  596. weapon/machinegun/impact {
  597. soundList {
  598. sound/weapons/machinegun/ric1.wav
  599. sound/weapons/machinegun/ric2.wav
  600. sound/weapons/machinegun/ric3.wav
  601. }
  602. //Bullet mark on the wall
  603. shader gfx/damage/bullet_mrk
  604. size 8
  605. decal
  606.  
  607. //explosion cone with animating shader
  608. size 1
  609. shader bulletExplosion
  610. model "models/weaphits/bullet.md3"
  611. rotate rand*360
  612. emitter 0.6 {
  613. dirModel
  614. }
  615.  
  616. }
  617.  
  618. weapon/machinegun/trail {
  619. }
  620.  
  621. weapon/gauntlet/flash {
  622. color 0.4 0.4 .7
  623. size 300 + rand*32
  624. light
  625. }
  626. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  627. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  628. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  629. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  630. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  631. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  632. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  633. //////////////////// ///////////////////////////////////////////////////////////
  634. //////////////////// STUFF ///////////////////////////////////////////////////////////
  635. //////////////////// ///////////////////////////////////////////////////////////
  636. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  637. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  638. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  639. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  640. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  641. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  642. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  643.  
  644. // q3mme example scripts combined into one file with example changes to make
  645. // it compatible with wolfcam
  646.  
  647. // wolfcam additional inputs to some scripts are:
  648. // team 0 free, 1 red, 2 blue, 3 spectator
  649. // clientnum
  650. // enemy 1 if enemy of whoever is being specced in demo
  651. // teammate
  652. // ineyes 1 if first person view is with this player
  653. // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
  654. // 3 dust
  655. //
  656.  
  657. /////////////////////////////////////////////////////
  658.  
  659.  
  660. // Some general fx script you could use in the effects editor when really bored
  661. mme/decal {
  662. Trace
  663. decalTemp
  664. }
  665.  
  666. mme/quad {
  667. quad
  668. }
  669.  
  670.  
  671. mme/model {
  672. anglesModel
  673. }
  674.  
  675. // Talk sprite
  676. // input: origin, team, clientnum, enemy, teammate, ineyes
  677. player/talk {
  678. if ineyes != 1 {
  679. size 10
  680. shader sprites/balloon3
  681. Sprite
  682. }
  683. }
  684.  
  685. // Impressive sprite
  686. // input: origin, team, clientnum, enemy, teammate, ineyes
  687. player/impressive {
  688. if ineyes != 1 {
  689. size 10
  690. shader medal_impressive
  691. Sprite
  692. }
  693. }
  694.  
  695. // Excellent sprite
  696. // input: origin, team, clientnum, enemy, teammate, ineyes
  697. player/excellent {
  698. if ineyes != 1 {
  699. size 10
  700. shader medal_excellent
  701. Sprite
  702. }
  703. }
  704.  
  705. // Holy shit medal from ra3
  706. // input: origin, team, clientnum, enemy, teammate, ineyes
  707. player/holyshit {
  708. if ineyes != 1 {
  709. size 10
  710. shader medal_holyshit
  711. Sprite
  712. }
  713. }
  714.  
  715. // Accuracy medal
  716. // input: origin, team, clientnum, enemy, teammate, ineyes
  717. player/accuracy {
  718. if ineyes != 1 {
  719. size 10
  720. shader medal_accuracy
  721. Sprite
  722. }
  723. }
  724.  
  725. // Gauntlet sprite
  726. // input: origin, team, clientnum, enemy, teammate, ineyes
  727. player/gauntlet {
  728. if ineyes != 1 {
  729. size 10
  730. shader medal_gauntlet
  731. Sprite
  732. }
  733. }
  734.  
  735. // connection sprite
  736. // input: origin, team, clientnum, enemy, teammate, ineyes
  737. player/connection {
  738. if ineyes != 1 {
  739. size 10
  740. shader disconnected
  741. Sprite
  742. }
  743. }
  744.  
  745. // haste/speed trail
  746. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  747. // enemy, teammate, ineyes
  748. player/haste {
  749. interval 0.1 {
  750. shader hasteSmokePuff
  751. emitter 0.5 {
  752. size 6 + 10 * wave( 0.5 * lerp )
  753. alphaFade 0
  754. sprite cullNear
  755. }
  756. }
  757. }
  758.  
  759. // flight trail -- wolfcam addition, not in q3mme
  760. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  761. // enemy, teammate, ineyes
  762. player/flight {
  763. interval 0.1 {
  764. shader hasteSmokePuff
  765. emitter 0.5 {
  766. size 6 + 10 * wave( 0.5 * lerp )
  767. alphaFade 0
  768. sprite cullNear
  769. }
  770. }
  771. }
  772.  
  773. // wolfcam addition, not in q3mme:
  774. //
  775. // player/head/trail
  776. // player/torso/trail
  777. // player/legs/trail
  778. //
  779. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  780. // enemy, teammate, ineyes
  781.  
  782. //player/legs/trail {
  783. // interval 0.1 {
  784. // shader sprites/balloon3
  785. // emitter 0.5 {
  786. // size 6 + 10 * wave( 0.5 * lerp )
  787. // alphaFade 0
  788. // sprite cullNear
  789. // }
  790. // }
  791. //}
  792.  
  793.  
  794. // teleport in effect and sound effect
  795. // input: origin
  796. player/teleportIn {
  797. sound sound/world/telein.wav
  798. // Show the fading spawn tube for 0.5 seconds
  799. //model models/misc/telep.md3
  800. // wolfcam ql uses different model
  801. model models/powerups/pop.md3
  802. //shader teleportEffect // wolfcam for ql don't add shader
  803. emitter 0.5 {
  804. colorFade 0
  805. anglesModel
  806. }
  807. }
  808.  
  809. // teleport out effect and sound effect
  810. // input: origin
  811. player/teleportOut {
  812. sound sound/world/teleout.wav
  813. //Show the fading spawn tube for 0.5 seconds
  814. //model models/misc/telep.md3
  815. // wolfcam ql uses different model
  816. model models/powerups/pop.md3
  817. //shader teleportEffect // wolfcam for ql don't add shader
  818. emitter 0.5 {
  819. colorFade 0
  820. anglesModel
  821. }
  822. }
  823.  
  824.  
  825. // Explode the body into gibs
  826. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  827. //
  828. // wolfcam: guessing that velocity corresponds to player
  829. player/gibbed {
  830. if cl_useq3gibs {
  831. sound sound/player/gibsplt1.wav
  832. repeat 11 {
  833. //Huge list of different body parts that get thrown away
  834. modellist loop {
  835. // wolfcam gibs located in different directory
  836. //models/gibs/abdomen.md3
  837. //models/gibs/arm.md3
  838. //models/gibs/chest.md3
  839. //models/gibs/fist.md3
  840. //models/gibs/foot.md3
  841. //models/gibs/forearm.md3
  842. //models/gibs/intestine.md3
  843. //models/gibs/leg.md3
  844. //models/gibs/leg.md3
  845. //models/gibs/skull.md3
  846. //models/gibs/brain.md3
  847.  
  848. models/gibsq3/abdomen.md3
  849. models/gibsq3/arm.md3
  850. models/gibsq3/chest.md3
  851. models/gibsq3/fist.md3
  852. models/gibsq3/foot.md3
  853. models/gibsq3/forearm.md3
  854. models/gibsq3/intestine.md3
  855. models/gibsq3/leg.md3
  856. models/gibsq3/leg.md3
  857. models/gibsq3/skull.md3
  858. models/gibsq3/brain.md3
  859. }
  860.  
  861. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  862. random v0
  863. v02 v02+1
  864. addScale parentVelocity v0 velocity 350
  865. yaw 360*rand
  866. pitch 360*rand
  867. roll 360*rand
  868. emitter 5 + rand*3 {
  869. sink 0.9 50
  870. moveBounce 800 0.6
  871. anglesModel
  872. impact 50 {
  873. // wolfcam need to add gib splat sounds yourself
  874. if rand < 0.5 {
  875. t0 rand * 3
  876. if t0 < 3 {
  877. sound sound/player/gibimp3.wav
  878. } else if t0 < 2 {
  879. sound sound/player/gibimp2.wav
  880. } else {
  881. sound sound/player/gibimp1.wav
  882. }
  883. }
  884. size 16 + rand*32
  885. //shader bloodMark
  886. // wolfcam
  887. shader q3bloodMark
  888. decal alpha
  889. }
  890. distance 20 {
  891. // Slowly sink downwards
  892. clear velocity
  893. velocity2 -10
  894. rotate rand*360
  895. //shader bloodTrail
  896. // wolfcam
  897. shader q3bloodTrail
  898. emitter 2 {
  899. moveGravity 0
  900. alphaFade 0
  901. rotate rotate + 10*lerp
  902. size 8 + 10*lerp
  903. sprite
  904. }
  905. }
  906. }
  907. }
  908. } else {
  909. t0 rand * 4
  910. if t0 < 4 {
  911. sound sound/misc/electrogib_04.ogg
  912. } else if t0 < 3 {
  913. sound sound/misc/electrogib_03.ogg
  914. } else if t0 < 2 {
  915. sound sound/misc/electrogib_02.ogg
  916. } else {
  917. sound sound/misc/electrogib_01.ogg
  918. }
  919. // death effect
  920. shader deathEffect
  921. size 100
  922. copy velocity v3
  923. clear velocity
  924. emitter 0.5 {
  925. sprite
  926. }
  927. copy v3 velocity
  928. shaderClear
  929.  
  930. repeat 15 {
  931. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  932. random v0
  933. v02 v02+1
  934. addScale parentVelocity v0 velocity 350
  935. yaw 360*rand
  936. pitch 360*rand
  937. roll 360*rand
  938. model models/gibs/sphere.md3
  939. size 1
  940. emitter 1 + rand*0.5 {
  941. sink 0.9 50
  942. moveBounce 800 0.6
  943. anglesModel
  944. impact 50 {
  945. if rand < 0.5 {
  946. t0 rand * 4
  947. if t0 < 4 {
  948. sound sound/misc/electrogib_bounce_04.ogg
  949. } else if t0 < 3 {
  950. sound sound/misc/electrogib_bounce_03.ogg
  951. } else if t0 < 2 {
  952. sound sound/misc/electrogib_bounce_02.ogg
  953. } else {
  954. sound sound/misc/electrogib_bounce_01.ogg
  955. }
  956. }
  957. //size 16 + rand*32
  958. //shader bloodMark
  959. //decal alpha
  960. }
  961. distance 20 {
  962. clear velocity
  963. shader wc/tracer
  964. size 2.5 + rand * 1
  965. color 0 1 0
  966. emitter 0.5 {
  967. red lerp
  968. rotate rotate + 10*lerp
  969. //size 8 + 10*lerp
  970. sprite
  971. }
  972. }
  973. }
  974. }
  975. }
  976. }
  977.  
  978. // Freezetag thaw
  979. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  980. //
  981. // wolfcam: guessing that velocity corresponds to player
  982. //
  983. // player/thawed {}
  984.  
  985.  
  986. // General weapon effects
  987. // flash is a 0.25 second event after a weapon is fired
  988. // fire is a single event when weapon is fired
  989. // impact is for weapons impact on something or explode like gr enades
  990. // trail is a single event for weapons without projectiles or a
  991. // constant event when projectile is in motion projectile is for
  992. // rendering the specific projectile
  993.  
  994. // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
  995. // and 'chaingun'
  996. // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
  997. // scripts. ex: weapon/plasma/impactflesh
  998. // inputs for 'impactflesh' are: origin and dir
  999. //
  1000. // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
  1001. // will be checked. 'weapon/common/impactFlesh' would be a good place to
  1002. // place custom hit sparks.
  1003.  
  1004.  
  1005. // input: origin, dir, team, clientnum, enemy, teammate, ineyes
  1006. //weapon/common/impactFlesh {
  1007. // shader flareShader
  1008. // size 5
  1009. // color 1 0 1
  1010. // emitter 4 {
  1011. // //origin2 origin2 + lerp * 8
  1012. // velocity2 200
  1013. // moveGravity 0
  1014. // Sprite
  1015. // }
  1016. //}
  1017.  
  1018.  
  1019. //General weapon effects
  1020. //flash is a 0.25 second event after a weapon is fired
  1021. //fire is a single event when weapon is fired
  1022. //impact is for weapons impact on something or explode like gr enades
  1023. //trail is a single event for weapons without projectiles or a constant event when projectile is in motion
  1024. //projectile is for rendering the specific projectile
  1025.  
  1026.  
  1027. //Bubbles in the water
  1028. //input origin
  1029. weapon/common/bubbles {
  1030. shader waterbubble
  1031. distance 5+rand*10 {
  1032. size 1 + rand * 2
  1033. random dir
  1034. addScale origin dir origin 10 * rand
  1035. emitter 1+rand*0.25 {
  1036. alphaFade 0
  1037. origin2 origin2 + lerp * 8
  1038. Sprite
  1039. }
  1040. }
  1041. }
  1042.  
  1043.  
  1044.  
RAW Paste Data