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stuhl 29-11-11

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Nov 29th, 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 0
  5. size 400
  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 .12 0 /// === TRAIL normal
  19. alpha 0 //??
  20. shader flareShader
  21.  
  22. distance 10
  23. { // 900ups * (1000.0 / 125.0)
  24. normalize parentVelocity v0
  25. inverse v0
  26. wobble v0 velocity 1 // + rand*1 //straighten out trail
  27. scale velocity velocity 500 + rand*50 //speed of trail (realistic:1000)
  28. emitter 0.1 + rand*0.1 {
  29. size 15 /// +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  30. colorFade 0.001
  31. moveGravity 0
  32. Sprite
  33. }
  34. }
  35.  
  36.  
  37. }
  38.  
  39. weapon/rocket/trail {
  40. //The rocket's world light dynamic light?
  41. color 1 .5 .5
  42.  
  43. size 500
  44. Light
  45.  
  46.  
  47. color 1 1 0
  48. alpha 0
  49. shader flareShader
  50. distance 15 {
  51. normalize parentVelocity v0
  52. inverse v0
  53. wobble v0 velocity 5
  54. scale velocity velocity 75 + rand*52
  55. emitter 0.001 + rand*0.1 {
  56. size 10 * ( 1 - 0.5 * lerp * 1.5 ) // dust
  57. colorFade 0
  58. moveGravity 10
  59. Sprite
  60. }
  61. }
  62.  
  63. }
  64.  
  65. weapon/rocket/impact {
  66. vibrate 70
  67. sound sound/weapons/rocket/rocklx1a.wav
  68. //Mark on the wall, using direction from parent
  69. shader gfx/damage/burn_med_mrk
  70. size 64
  71. Decal
  72.  
  73. // Animating sprite of the explosion
  74. shader rocketExplosion
  75. size 50
  76. //Will be the light colour
  77. color 1 .5 0
  78. emitter 1 {
  79. Sprite
  80. //size will goto zero after 0.5 of the time
  81. size 300 * clip(2 - 2*lerp)
  82. Light
  83. }
  84.  
  85.  
  86.  
  87.  
  88. // Fast Moving Particles
  89. color 1 0.75 0.52
  90. alpha 0.33
  91. shader flareShader
  92. repeat 10 {
  93. random velocity
  94. scale velocity velocity 200 + rand*50
  95. size 1 + rand*2
  96. emitter "0.1 + rand*0.3" {
  97. moveBounce 0 0
  98. colorFade 0.7
  99. Sprite
  100. }
  101. }
  102. color 1 0.5 0.2
  103. alpha 0.33
  104. shader flareShader
  105. repeat 10 {
  106. random velocity
  107. scale velocity velocity 200 + rand*50
  108. size 1 + rand*2
  109. emitter "0.1 + rand*0.3" {
  110. moveBounce 0 0
  111. colorFade 0.7
  112. Sprite
  113. }
  114. }
  115. color 1 0.5 0
  116. alpha 0.33
  117. shader flareShader
  118. repeat 10 {
  119. random velocity
  120. scale velocity velocity 200 + rand*50
  121. size 1 + rand*2
  122. emitter "0.1 + rand*0.3" {
  123. moveBounce 0 0
  124. colorFade 0.7
  125. Sprite
  126. }
  127. }
  128. }
  129.  
  130. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  131.  
  132.  
  133. weapon/bfg/flash {
  134. color .2 .8 .3
  135. size 300
  136. light
  137. }
  138.  
  139. weapon/bfg/projectile {
  140. //ze model
  141. model models/weaphits/bfg.md3
  142. dirModel
  143. //ze flight sound
  144. loopSound "sound/weapons/rocket/rockfly.wav"
  145.  
  146. // hack, this was in bfg trail script, but 'distance' already used there
  147. color .4 .7 .4 // 0.7 0.7 1
  148. alpha 0.50
  149. shader flareShader
  150. //interval 0.01 {
  151. distance 50 { // 2000ups * (1000.0 / 125.0)
  152. normalize parentVelocity v0
  153. inverse v0
  154. wobble v0 velocity 20 + rand*10
  155. scale velocity velocity 75 + rand*50
  156. emitter 0.01 + rand*0.55 {
  157. size 1 * ( 1 + 40 * lerp * 1.5 )
  158. colorFade 0.001
  159. moveGravity 10
  160. Sprite
  161. }
  162. }
  163.  
  164. }
  165.  
  166. weapon/bfg/trail {
  167. // World Light
  168. color .2 .8 .3 //// 0.2 0.2 1
  169.  
  170. size 200
  171. Light
  172.  
  173. color .2 .8 .3 //// 0.2 0.2 1
  174. alpha 0.50
  175. shader flareShader
  176. distance 15 {
  177. normalize parentVelocity v0
  178. inverse v0
  179. wobble v0 velocity 5 + rand*10
  180. scale velocity velocity 75 + rand*52
  181. emitter 0.01 + rand*0.55 {
  182. size 10 * ( 1 - 0.5 * lerp * 1.5 ) // dust
  183. colorFade 0.001
  184. moveGravity 10
  185. Sprite
  186. }
  187. }
  188. }
  189.  
  190. weapon/bfg/impact {
  191. vibrate 100
  192. sound sound/weapons/rocket/rocklx1a.wav
  193. //Mark on the wall
  194. shader gfx/damage/burn_med_mrk
  195. size 32
  196. decal
  197.  
  198. // Impact Disc
  199. rotate rand*360
  200. shader railExplosion
  201. model models/weaphits/ring02.md3
  202. size 1.6
  203. emitter 0.6 {
  204. dirModel
  205. }
  206. //Pl asma style impact mark
  207. color .2 .8 .3 //// 0.2 0.2 1
  208. size 24
  209. shader gfx/damage/plasma_mrk
  210. Decal energy
  211.  
  212. // Animating sprite of the explosion "dubble-expl"
  213. shader bfgExplosion
  214. size 30
  215. color .2 .8 .3 //// 0.2 0.2 1
  216. emitter 1 {
  217. Sprite
  218. size 300 * clip(2 - 2*lerp)
  219. Light
  220. }
  221. // Sparks
  222. color .2 .8 .3 //// 0.2 0.2 1
  223. alpha 0.33
  224. shader flareShader
  225. repeat 40 {
  226. random velocity
  227. scale velocity velocity 200 + rand*50
  228. size 1 + rand*2
  229. emitter "0.3 + rand*0.3" {
  230. moveBounce 0 0.9
  231. colorFade 0.7
  232. Sprite
  233. }
  234. }
  235. }
  236.  
  237. ////**** ROCKET-3 *** BFG-120 *** GRANNY-250 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  238.  
  239.  
  240. weapon/grenade/flash {
  241. color 1 .1 1
  242. size 200
  243. light
  244. }
  245.  
  246.  
  247. weapon/grenade/impact {
  248. vibrate 70
  249. sound sound/weapons/rocket/rocklx1a.wav
  250. //Mark on the wall, using direction from parent
  251. shader gfx/damage/burn_med_mrk
  252. size 64
  253. Decal
  254.  
  255. // Animating sprite of the explosion
  256. shader rocketExplosion
  257. size 0
  258. //Will be the light colour
  259. color 1 .1 1
  260. emitter 1 {
  261. Sprite
  262. //size will goto zero after 0.5 of the time
  263. size 800 * clip(2 - 2*lerp) // explosionslicht
  264. Light
  265. }
  266. color 1 .1 1 // small partz
  267. alpha 0
  268. shader flareShader
  269. repeat 60 {
  270. random velocity
  271. scale velocity velocity 250 + rand*50
  272. size 1 + rand*2
  273. emitter "0.4 + rand*0.3" {
  274. moveBounce 0 0
  275. colorFade 0.7
  276. Sprite
  277. }
  278. }
  279. color 1 .1 1 /// medium partz
  280. alpha 0
  281. shader flareShader
  282. repeat 40 {
  283. random velocity
  284. scale velocity velocity 95 + rand*50
  285. size 3 + rand*2
  286. emitter "0.4 + rand*0.3" {
  287. moveBounce 0 0
  288. colorFade .7
  289. Sprite
  290. }
  291. }
  292.  
  293. color 1 .1 1 // phat partz
  294. alpha 0
  295. shader flareShader
  296. repeat 40 {
  297. random velocity
  298. scale velocity velocity 25 + rand*50
  299. size 9 + rand*2
  300. emitter "0.4 + rand*0.3" {
  301. moveBounce 0 0
  302. colorFade 0.7
  303. Sprite
  304. }
  305. }
  306.  
  307. }
  308.  
  309.  
  310. weapon/grenade/trail {
  311. color 1 .1 1
  312.  
  313. size 300
  314. Light
  315.  
  316. alpha 0
  317. shader flareShader
  318. t9 parentVelocity * 0.002 // since grenades slow down (?)
  319. //interval 0 { //SPUR
  320. distance t9 {
  321. wobble dir velocity 0
  322. scale velocity velocity 0
  323. size 3
  324. emitter 0.4 { // .35
  325. colorFade 0.00051
  326. Sprite
  327. }
  328. }
  329. }
  330. }
  331.  
  332.  
  333. ///*
  334.  
  335.  
  336. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  337.  
  338. weapon/plasma/flash { //
  339. color 0 0 1 // .1 .2 .5 // 0.6 0.6 1
  340. size 200
  341. light
  342. }
  343.  
  344.  
  345. weapon/plasma/projectile {
  346. color 0.1 .2 1
  347. size 400
  348. light
  349.  
  350. size 17 // The sprite for the plasma
  351. shader sprites/plasma1
  352. sprite
  353. // Plasma flying sound
  354. loopSound "sound/weapons/plasma/lasfly.wav"
  355.  
  356. ///////////////////////////////////////////////////////////////
  357.  
  358.  
  359. color 0.1 .2 1
  360. alpha 0.1 //?? /// === TRAIL normal
  361. shader raildisc // flareShader /// smokepuff // RAILDISx
  362.  
  363. distance 20 + rand *5 /// 7.2 // 900ups * (1000.0 / 125.0)
  364. {
  365. normalize parentVelocity v0
  366. inverse v0
  367. wobble v0 velocity 5 + rand*2 //straighten out trail
  368. // scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
  369. emitter 0.001 + rand*0.2 {
  370. size 15 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  371. colorFade 0.2
  372. moveGravity 0
  373. Sprite
  374. }
  375. }
  376.  
  377.  
  378. }
  379.  
  380. weapon/plasma/trail {
  381. color 0 .3 1
  382. size 400
  383. light
  384.  
  385. // WHITE BUBBLES
  386. shader flareShader
  387. alpha 0
  388. color 0 .3 1
  389. repeat 0 { /// offline!
  390. wobble dir velocity 40 + rand*20
  391. scale velocity velocity 25 + rand*15
  392. size 2+ rand*5
  393. emitter .5 + rand* 0.5 {
  394. /// colorFade 0 // colormixer /sparkling effct
  395. colorFade 0.5
  396. Sprite
  397. // moveGravity 100
  398. moveBounce 0 0.7
  399. }
  400. }
  401. }
  402.  
  403.  
  404. weapon/plasma/impact {
  405. vibrate 10
  406. sound sound/weapons/plasma/plasmx1a.wav
  407.  
  408. shader plasmaExplosion
  409. model models/weaphits/ring02.md3
  410. // Show the ring impact model on a random rotation around it's direction
  411. rotate rand*360
  412. emitter 0.6 {
  413. dirModel
  414. }
  415. size 24
  416. shader gfx/damage/plasma_mrk
  417. Decal energy
  418.  
  419.  
  420.  
  421. // STICK BLUE BUBBLES
  422. color 0 .1 1
  423. alpha 0.33
  424. shader flareShader
  425. repeat 10 {
  426. random velocity
  427. scale velocity velocity 10 + rand*10
  428. size 25 + rand*10
  429. emitter " 1 + rand*0.3" {
  430. moveBounce 0 0
  431. colorFade 0.5
  432. Sprite
  433. }
  434. }
  435.  
  436.  
  437. }
  438.  
  439. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  440.  
  441.  
  442.  
  443. weapon/rail/flash {
  444. color 0 1 .7
  445. size 250
  446. light
  447. }
  448.  
  449.  
  450.  
  451.  
  452. weapon/rail/trail {
  453.  
  454.  
  455. // Color1 gets set before calling
  456. // The beam
  457. size 10
  458.  
  459. shader railCore
  460.  
  461. emitter cg_railTrailTime * 0.001 {
  462.  
  463. colorFade 0
  464. Beam // // rings //
  465. }
  466.  
  467. }
  468.  
  469.  
  470.  
  471.  
  472.  
  473. weapon/rail/impact {
  474. vibrate 50
  475. sound sound/weapons/plasma/plasmx1a.wav
  476.  
  477. //The white expanding impact disc
  478. rotate rand*360
  479. shader railExplosion
  480. model models/weaphits/ring02.md3
  481. emitter 0.6 {
  482. dirModel
  483. }
  484. //Plasma style impact mark
  485. size 24
  486. shader gfx/damage/plasma_mrk
  487. Decal energy
  488.  
  489.  
  490.  
  491. shader flareShader
  492. alpha 0.5
  493. color .8 .5 .2 // LINES
  494. repeat 20 + 20*rand {
  495. width 5
  496. wobble dir velocity 50 + rand*20
  497. scale velocity velocity 200 + rand*50
  498. size 50*rand 30
  499. emitter 0.2 +rand * 0.1 {
  500. //moveGravity 100
  501. colorFade 0.5
  502. spark
  503. }
  504. }
  505.  
  506. alpha 0.5
  507. color .9 .6 .3 // FLYING SPARX
  508. repeat 5 + rand*5 {
  509. wobble dir velocity 10 + rand*20
  510. scale velocity velocity 5 + rand*5
  511. size 2 + rand*2 //size 2 + rand
  512. emitter 1 + rand*0.5 {
  513. moveBounce 2 0.9 //300
  514. colorFade 0.5
  515. sprite
  516. }
  517. }
  518. alpha 0
  519. color 1 .7 .3 // IMPCT SPOT
  520. repeat 1 {
  521. wobble dir velocity 0
  522. scale velocity velocity 1
  523. size 20 //size 2 + rand
  524. emitter 1 {
  525. moveBounce 1 1
  526. colorFade 0.5
  527. sprite
  528. }
  529. }
  530.  
  531. emitter 0.6
  532. {
  533. Sprite
  534. color 1 .7 .4 // impct light
  535. size 100 * clip(2 - 2*lerp)
  536. Light
  537. }
  538. }
  539.  
  540.  
  541.  
  542. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  543.  
  544. weapon/lightning/flash {
  545. color .3 .8 .8
  546. size 300 + rand*32
  547. light
  548. }
  549.  
  550.  
  551.  
  552. weapon/lightning/impact {
  553. vibrate 5 // ????
  554.  
  555. Decal energy
  556.  
  557. shader flareShader
  558. alpha 0.7
  559. color .5 1 1 // THIN IMPACT LINES
  560.  
  561.  
  562. // WHITE SPIKESSSZZZZ
  563.  
  564. repeat 2 {
  565. width 10
  566. wobble dir velocity 55 + rand *55 // rep 2 before !!! <<<<<
  567. scale velocity velocity 10 + rand*5
  568. size 40 + rand*10
  569. emitter 0.5 + rand *1 {
  570.  
  571. colorFade 1 // colormixer /sparkling effct
  572. spark //Sprite
  573. }
  574.  
  575.  
  576.  
  577.  
  578. //Hole mark shader decal
  579. // shader gfx/damage/hole_lg_mrk
  580. // size 1
  581. // decal
  582. }
  583.  
  584.  
  585. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  586.  
  587.  
  588. weapon/shotgun/flash {
  589. color .7 .7 0
  590. size 200
  591. light
  592. }
  593.  
  594. weapon/shotgun/impact {
  595. vibrate 1
  596. //Bullet mark on the wall, shotgun ones are smaller
  597. shader gfx/damage/bullet_mrk
  598. size 4
  599. Decal
  600.  
  601. //explosion cone with animating shader
  602. size 1
  603. shader bulletExplosion
  604. model models/weaphits/bullet.md3
  605. rotate rand*360
  606. emitter 0.6 {
  607. dirModel
  608. }
  609.  
  610. }
  611.  
  612. weapon/shotgun/trail {
  613. //Yep empty and not called
  614. }
  615.  
  616. /////////////////////////////////////////////// cannot disable MG and MG flash
  617.  
  618. weapon/machinegun/flash {
  619. color 1 0 0
  620. size 2000
  621. light
  622. }
  623.  
  624. weapon/machinegun/impact {
  625. soundList {
  626. sound/weapons/machinegun/ric1.wav
  627. sound/weapons/machinegun/ric2.wav
  628. sound/weapons/machinegun/ric3.wav
  629. }
  630. //Bullet mark on the wall
  631. shader gfx/damage/bullet_mrk
  632. size 8
  633. decal
  634.  
  635. //explosion cone with animating shader
  636. size 1
  637. shader bulletExplosion
  638. model "models/weaphits/bullet.md3"
  639. rotate rand*360
  640. emitter 0.6 {
  641. dirModel
  642. }
  643.  
  644. }
  645.  
  646. weapon/machinegun/trail {
  647. // Empty
  648. }
  649.  
  650.  
  651.  
  652. weapon/gauntlet/flash { // ???
  653. color 1 1 1
  654. size 200
  655. light
  656. }
  657.  
  658.  
  659. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  660. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  661. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  662. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  663. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  664. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  665. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  666. //////////////////// ///////////////////////////////////////////////////////////
  667. //////////////////// STUFF ///////////////////////////////////////////////////////////
  668. //////////////////// ///////////////////////////////////////////////////////////
  669. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  670. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  671. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  672. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  673. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  674. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  675. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  676.  
  677. // q3mme example scripts combined into one file with example changes to make
  678. // it compatible with wolfcam
  679.  
  680. // wolfcam additional inputs to some scripts are:
  681. // team 0 free, 1 red, 2 blue, 3 spectator
  682. // clientnum
  683. // enemy 1 if enemy of whoever is being specced in demo
  684. // teammate
  685. // ineyes 1 if first person view is with this player
  686. // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
  687. // 3 dust
  688. //
  689.  
  690. /////////////////////////////////////////////////////
  691.  
  692.  
  693. // Some general fx script you could use in the effects editor when really bored
  694. mme/decal {
  695. Trace
  696. decalTemp
  697. }
  698.  
  699. mme/quad {
  700. quad
  701. }
  702.  
  703.  
  704. mme/model {
  705. anglesModel
  706. }
  707.  
  708. // Talk sprite
  709. // input: origin, team, clientnum, enemy, teammate, ineyes
  710. player/talk {
  711. if ineyes != 1 {
  712. size 10
  713. shader sprites/balloon3
  714. Sprite
  715. }
  716. }
  717.  
  718. // Impressive sprite
  719. // input: origin, team, clientnum, enemy, teammate, ineyes
  720. player/impressive {
  721. if ineyes != 1 {
  722. size 10
  723. shader medal_impressive
  724. Sprite
  725. }
  726. }
  727.  
  728. // Excellent sprite
  729. // input: origin, team, clientnum, enemy, teammate, ineyes
  730. player/excellent {
  731. if ineyes != 1 {
  732. size 10
  733. shader medal_excellent
  734. Sprite
  735. }
  736. }
  737.  
  738. // Holy shit medal from ra3
  739. // input: origin, team, clientnum, enemy, teammate, ineyes
  740. player/holyshit {
  741. if ineyes != 1 {
  742. size 10
  743. shader medal_holyshit
  744. Sprite
  745. }
  746. }
  747.  
  748. // Accuracy medal
  749. // input: origin, team, clientnum, enemy, teammate, ineyes
  750. player/accuracy {
  751. if ineyes != 1 {
  752. size 10
  753. shader medal_accuracy
  754. Sprite
  755. }
  756. }
  757.  
  758. // Gauntlet sprite
  759. // input: origin, team, clientnum, enemy, teammate, ineyes
  760. player/gauntlet {
  761. if ineyes != 1 {
  762. size 10
  763. shader medal_gauntlet
  764. Sprite
  765. }
  766. }
  767.  
  768. // connection sprite
  769. // input: origin, team, clientnum, enemy, teammate, ineyes
  770. player/connection {
  771. if ineyes != 1 {
  772. size 10
  773. shader disconnected
  774. Sprite
  775. }
  776. }
  777.  
  778. // haste/speed trail
  779. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  780. // enemy, teammate, ineyes
  781. player/haste {
  782. interval 0.1 {
  783. shader hasteSmokePuff
  784. emitter 0.5 {
  785. size 6 + 10 * wave( 0.5 * lerp )
  786. alphaFade 0
  787. sprite cullNear
  788. }
  789. }
  790. }
  791.  
  792. // flight trail -- wolfcam addition, not in q3mme
  793. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  794. // enemy, teammate, ineyes
  795. player/flight {
  796. interval 0.1 {
  797. shader hasteSmokePuff
  798. emitter 0.5 {
  799. size 6 + 10 * wave( 0.5 * lerp )
  800. alphaFade 0
  801. sprite cullNear
  802. }
  803. }
  804. }
  805.  
  806. // wolfcam addition, not in q3mme:
  807. //
  808. // player/head/trail
  809. // player/torso/trail
  810. // player/legs/trail
  811. //
  812. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  813. // enemy, teammate, ineyes
  814.  
  815. //player/legs/trail {
  816. // interval 0.1 {
  817. // shader sprites/balloon3
  818. // emitter 0.5 {
  819. // size 6 + 10 * wave( 0.5 * lerp )
  820. // alphaFade 0
  821. // sprite cullNear
  822. // }
  823. // }
  824. //}
  825.  
  826.  
  827. // teleport in effect and sound effect
  828. // input: origin
  829. player/teleportIn {
  830. sound sound/world/telein.wav
  831. // Show the fading spawn tube for 0.5 seconds
  832. //model models/misc/telep.md3
  833. // wolfcam ql uses different model
  834. model models/powerups/pop.md3
  835. //shader teleportEffect // wolfcam for ql don't add shader
  836. emitter 0.5 {
  837. colorFade 0
  838. anglesModel
  839. }
  840. }
  841.  
  842. // teleport out effect and sound effect
  843. // input: origin
  844. player/teleportOut {
  845. sound sound/world/teleout.wav
  846. //Show the fading spawn tube for 0.5 seconds
  847. //model models/misc/telep.md3
  848. // wolfcam ql uses different model
  849. model models/powerups/pop.md3
  850. //shader teleportEffect // wolfcam for ql don't add shader
  851. emitter 0.5 {
  852. colorFade 0
  853. anglesModel
  854. }
  855. }
  856.  
  857.  
  858. //Bubbles in the water
  859. //input origin
  860. weapon/common/bubbles {
  861. shader waterbubble
  862. distance 5+rand*10 {
  863. size 1 + rand * 2
  864. random dir
  865. addScale origin dir origin 10 * rand
  866. emitter 1+rand*0.25 {
  867. alphaFade 0
  868. origin2 origin2 + lerp * 8
  869. Sprite
  870. }
  871. }
  872. }
  873.  
  874.  
  875.  
RAW Paste Data