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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 0
  266. //Will be the light colour
  267. color 1 0 .8
  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 .7 1 /// fat partz
  275. alpha 0
  276. shader flareShader
  277. repeat 40 {
  278. random velocity
  279. scale velocity velocity 95 + 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 0.7 1 // fatter partz
  289. alpha 0
  290. shader flareShader
  291. repeat 40 {
  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 0.5 1 // small partz
  303. alpha 0.33
  304. shader flareShader
  305. repeat 60 {
  306. random velocity
  307. scale velocity velocity 200 + 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 // .5 .5 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 5 // The sprite for the plasma
  347. shader sprites/plasma1
  348.  
  349.  
  350. sprite
  351. // Plasma flying sound
  352. loopSound "sound/weapons/plasma/lasfly.wav"
  353.  
  354.  
  355.  
  356.  
  357. color 0.07 0.07 1
  358. alpha 0 //?? /// === TRAIL normal
  359. shader flareShader /// smokepuff // raildisc
  360.  
  361. distance 8 /// 7.2
  362. { // 900ups * (1000.0 / 125.0)
  363. normalize parentVelocity v0
  364. inverse v0
  365. wobble v0 velocity 5 + rand*2 //straighten out trail
  366. // scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
  367. emitter 0.5 {
  368. size 10 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
  369. colorFade 0.2
  370. moveGravity 0
  371. Sprite
  372. }
  373. }
  374.  
  375.  
  376. }
  377.  
  378. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  379.  
  380.  
  381.  
  382. // input: origin, parentOrigin, end, dir, parentDir, color1, color2, team,
  383. // clientnum, enemy, teammate, ineyes
  384.  
  385.  
  386.  
  387.  
  388.  
  389. weapon/rail/trail {
  390. // Color1 gets set before calling
  391. // The beam
  392. size 10
  393. shader railCore
  394. emitter cg_railTrailTime * 0.001 {
  395. colorFade 0
  396. Beam
  397. }
  398.  
  399. shader railDisc
  400. // color2 is stored in the parent input structure, retrieve it like this
  401. pushparent color2
  402. pop color
  403. if cg_oldrail {
  404. // Do the rail rings
  405. size 7
  406. // Rings take their stepsize from the width variable
  407. width r_railSegmentLength
  408. emitter cg_railTrailTime * 0.001 {
  409. colorFade 0
  410. Rings
  411. }
  412.  
  413. }
  414. }
  415.  
  416.  
  417. weapon/rail/impact {
  418. vibrate 50
  419. sound sound/weapons/plasma/plasmx1a.wav
  420.  
  421. //The white expanding impact disc
  422. rotate rand*360
  423. shader railExplosion
  424. model models/weaphits/ring02.md3
  425. emitter 0.6 {
  426. dirModel
  427. }
  428. //Plasma style impact mark
  429. size 24
  430. shader gfx/damage/plasma_mrk
  431. Decal energy
  432.  
  433.  
  434.  
  435. shader flareShader
  436. alpha 0.5
  437. color .7 .12 .5 // 1 0 0 // lines
  438. repeat 20 + 20*rand {
  439. width 1
  440. wobble dir velocity 100 + rand*20
  441. scale velocity velocity 200 + rand*50
  442. size 80*rand
  443. emitter "1.5 * rand" {
  444. //moveGravity 100
  445. colorFade 0.9
  446. spark
  447. }
  448. }
  449.  
  450. alpha 0.5
  451. color 1 .4 .8 // .7 .12 .5 /// 1 0 0 // flying sparx
  452. repeat 10 + rand*10 {
  453. wobble dir velocity 10 + rand*20
  454. scale velocity velocity 10 + rand*50
  455. size 2 + rand*2 //size 2 + rand
  456. emitter "1 + rand*0.5" {
  457. moveBounce 2 0.9 //300
  458. colorFade 0.7
  459. sprite
  460. }
  461. }
  462. alpha 0.5
  463. color 1 1 1 // impct spot
  464. repeat 1 {
  465. wobble dir velocity 0
  466. scale velocity velocity 1
  467. size 1 //size 2 + rand
  468. emitter 1 {
  469. moveBounce 1 1
  470. colorFade 1
  471. sprite
  472. }
  473. }
  474.  
  475. emitter 0.6
  476. {
  477. Sprite
  478. color .7 .12 .5 // 1 0 0 // impct light
  479. size 100 * clip(2 - 2*lerp)
  480. Light
  481. }
  482. }
  483.  
  484.  
  485.  
  486. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  487.  
  488. weapon/lightning/flash {
  489. color .2 .2 0.6
  490. size 300 + rand*32
  491. light
  492. }
  493.  
  494.  
  495.  
  496. weapon/lightning/impact {
  497. vibrate 5 // ????
  498.  
  499. //Plsma style impact mark
  500. size 24
  501. shader gfx/damage/plasma_mrk
  502. Decal energy
  503.  
  504. shader flareShader
  505. alpha 1
  506. color 0.5 .7 1 // THIN IMPACT LINES
  507. repeat 2 + rand*5 { // NUMBER
  508. width 4 // THICKNESS
  509. wobble dir velocity 120 // ANGLE: 0 = 180 = IMPACTDIRECTION
  510. scale velocity velocity 200 + rand*50 // SPEED, DEPENDS ON MOVEGRAVITY >1 !!!!
  511. size 30 + rand*11 // LENGTH
  512. emitter 0.001 +rand*0.1 { // LIFE-SPAN (worx better with +rand)
  513. moveGravity 0 // GRAV. + FLYING (when >0)
  514. colorFade 1 // 0-1 FADEOUTTIME ; >1 +COLORS
  515. spark // for the lolz try: light
  516. }
  517. }
  518.  
  519.  
  520.  
  521. // WHITE BUBBLES
  522. shader flareShader
  523. alpha 0.8
  524. color .5 .7 1 //keep: .5 .7 1
  525. repeat 2 {
  526. wobble dir velocity 1 + rand*20
  527. scale velocity velocity 50 + rand*50
  528. size 1 + rand*2
  529. emitter 0.01 + rand*0.3 {
  530. colorFade 1 // colormixer /sparkling effct
  531. Sprite
  532. moveBounce 0 0.7
  533. }
  534. }
  535.  
  536.  
  537.  
  538.  
  539. //Hole mark shader decal
  540. shader gfx/damage/hole_lg_mrk
  541. size 12
  542. decal
  543. }
  544.  
  545.  
  546. ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
  547.  
  548.  
  549. weapon/shotgun/flash {
  550. color 1 1 0
  551. size 300 + rand*32
  552. light
  553. }
  554.  
  555. weapon/shotgun/impact {
  556. vibrate 1
  557. //Bullet mark on the wall, shotgun ones are smaller
  558. shader gfx/damage/bullet_mrk
  559. size 4
  560. Decal
  561.  
  562. //explosion cone with animating shader
  563. size 1
  564. shader bulletExplosion
  565. model models/weaphits/bullet.md3
  566. rotate rand*360
  567. emitter 0.6 {
  568. dirModel
  569. }
  570.  
  571. }
  572.  
  573. weapon/shotgun/trail {
  574. //Yep empty and not called
  575. }
  576.  
  577.  
  578. weapon/machinegun/impact {
  579. soundList {
  580. sound/weapons/machinegun/ric1.wav
  581. sound/weapons/machinegun/ric2.wav
  582. sound/weapons/machinegun/ric3.wav
  583. }
  584. //Bullet mark on the wall
  585. shader gfx/damage/bullet_mrk
  586. size 8
  587. decal
  588.  
  589. //explosion cone with animating shader
  590. size 1
  591. shader bulletExplosion
  592. model "models/weaphits/bullet.md3"
  593. rotate rand*360
  594. emitter 0.6 {
  595. dirModel
  596. }
  597.  
  598. }
  599.  
  600. weapon/machinegun/trail {
  601. }
  602.  
  603. weapon/gauntlet/flash {
  604. color 0.4 0.4 .7
  605. size 300 + rand*32
  606. light
  607. }
  608. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  609. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  610. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  611. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  612. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  613. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  614. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  615. //////////////////// ///////////////////////////////////////////////////////////
  616. //////////////////// STUFF ///////////////////////////////////////////////////////////
  617. //////////////////// ///////////////////////////////////////////////////////////
  618. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  619. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  620. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  621. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  622. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  623. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  624. ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  625.  
  626. // q3mme example scripts combined into one file with example changes to make
  627. // it compatible with wolfcam
  628.  
  629. // wolfcam additional inputs to some scripts are:
  630. // team 0 free, 1 red, 2 blue, 3 spectator
  631. // clientnum
  632. // enemy 1 if enemy of whoever is being specced in demo
  633. // teammate
  634. // ineyes 1 if first person view is with this player
  635. // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
  636. // 3 dust
  637. //
  638.  
  639. /////////////////////////////////////////////////////
  640.  
  641.  
  642. // Some general fx script you could use in the effects editor when really bored
  643. mme/decal {
  644. Trace
  645. decalTemp
  646. }
  647.  
  648. mme/quad {
  649. quad
  650. }
  651.  
  652.  
  653. mme/model {
  654. anglesModel
  655. }
  656.  
  657. // Talk sprite
  658. // input: origin, team, clientnum, enemy, teammate, ineyes
  659. player/talk {
  660. if ineyes != 1 {
  661. size 10
  662. shader sprites/balloon3
  663. Sprite
  664. }
  665. }
  666.  
  667. // Impressive sprite
  668. // input: origin, team, clientnum, enemy, teammate, ineyes
  669. player/impressive {
  670. if ineyes != 1 {
  671. size 10
  672. shader medal_impressive
  673. Sprite
  674. }
  675. }
  676.  
  677. // Excellent sprite
  678. // input: origin, team, clientnum, enemy, teammate, ineyes
  679. player/excellent {
  680. if ineyes != 1 {
  681. size 10
  682. shader medal_excellent
  683. Sprite
  684. }
  685. }
  686.  
  687. // Holy shit medal from ra3
  688. // input: origin, team, clientnum, enemy, teammate, ineyes
  689. player/holyshit {
  690. if ineyes != 1 {
  691. size 10
  692. shader medal_holyshit
  693. Sprite
  694. }
  695. }
  696.  
  697. // Accuracy medal
  698. // input: origin, team, clientnum, enemy, teammate, ineyes
  699. player/accuracy {
  700. if ineyes != 1 {
  701. size 10
  702. shader medal_accuracy
  703. Sprite
  704. }
  705. }
  706.  
  707. // Gauntlet sprite
  708. // input: origin, team, clientnum, enemy, teammate, ineyes
  709. player/gauntlet {
  710. if ineyes != 1 {
  711. size 10
  712. shader medal_gauntlet
  713. Sprite
  714. }
  715. }
  716.  
  717. // connection sprite
  718. // input: origin, team, clientnum, enemy, teammate, ineyes
  719. player/connection {
  720. if ineyes != 1 {
  721. size 10
  722. shader disconnected
  723. Sprite
  724. }
  725. }
  726.  
  727. // haste/speed trail
  728. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  729. // enemy, teammate, ineyes
  730. player/haste {
  731. interval 0.1 {
  732. shader hasteSmokePuff
  733. emitter 0.5 {
  734. size 6 + 10 * wave( 0.5 * lerp )
  735. alphaFade 0
  736. sprite cullNear
  737. }
  738. }
  739. }
  740.  
  741. // flight trail -- wolfcam addition, not in q3mme
  742. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  743. // enemy, teammate, ineyes
  744. player/flight {
  745. interval 0.1 {
  746. shader hasteSmokePuff
  747. emitter 0.5 {
  748. size 6 + 10 * wave( 0.5 * lerp )
  749. alphaFade 0
  750. sprite cullNear
  751. }
  752. }
  753. }
  754.  
  755. // wolfcam addition, not in q3mme:
  756. //
  757. // player/head/trail
  758. // player/torso/trail
  759. // player/legs/trail
  760. //
  761. // input: origin, angles, velocity, dir (normalized), team, clientnum,
  762. // enemy, teammate, ineyes
  763.  
  764. //player/legs/trail {
  765. // interval 0.1 {
  766. // shader sprites/balloon3
  767. // emitter 0.5 {
  768. // size 6 + 10 * wave( 0.5 * lerp )
  769. // alphaFade 0
  770. // sprite cullNear
  771. // }
  772. // }
  773. //}
  774.  
  775.  
  776. // teleport in effect and sound effect
  777. // input: origin
  778. player/teleportIn {
  779. sound sound/world/telein.wav
  780. // Show the fading spawn tube for 0.5 seconds
  781. //model models/misc/telep.md3
  782. // wolfcam ql uses different model
  783. model models/powerups/pop.md3
  784. //shader teleportEffect // wolfcam for ql don't add shader
  785. emitter 0.5 {
  786. colorFade 0
  787. anglesModel
  788. }
  789. }
  790.  
  791. // teleport out effect and sound effect
  792. // input: origin
  793. player/teleportOut {
  794. sound sound/world/teleout.wav
  795. //Show the fading spawn tube for 0.5 seconds
  796. //model models/misc/telep.md3
  797. // wolfcam ql uses different model
  798. model models/powerups/pop.md3
  799. //shader teleportEffect // wolfcam for ql don't add shader
  800. emitter 0.5 {
  801. colorFade 0
  802. anglesModel
  803. }
  804. }
  805.  
  806.  
  807. // Explode the body into gibs
  808. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  809. //
  810. // wolfcam: guessing that velocity corresponds to player
  811. player/gibbed {
  812. if cl_useq3gibs {
  813. sound sound/player/gibsplt1.wav
  814. repeat 11 {
  815. //Huge list of different body parts that get thrown away
  816. modellist loop {
  817. // wolfcam gibs located in different directory
  818. //models/gibs/abdomen.md3
  819. //models/gibs/arm.md3
  820. //models/gibs/chest.md3
  821. //models/gibs/fist.md3
  822. //models/gibs/foot.md3
  823. //models/gibs/forearm.md3
  824. //models/gibs/intestine.md3
  825. //models/gibs/leg.md3
  826. //models/gibs/leg.md3
  827. //models/gibs/skull.md3
  828. //models/gibs/brain.md3
  829.  
  830. models/gibsq3/abdomen.md3
  831. models/gibsq3/arm.md3
  832. models/gibsq3/chest.md3
  833. models/gibsq3/fist.md3
  834. models/gibsq3/foot.md3
  835. models/gibsq3/forearm.md3
  836. models/gibsq3/intestine.md3
  837. models/gibsq3/leg.md3
  838. models/gibsq3/leg.md3
  839. models/gibsq3/skull.md3
  840. models/gibsq3/brain.md3
  841. }
  842.  
  843. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  844. random v0
  845. v02 v02+1
  846. addScale parentVelocity v0 velocity 350
  847. yaw 360*rand
  848. pitch 360*rand
  849. roll 360*rand
  850. emitter 5 + rand*3 {
  851. sink 0.9 50
  852. moveBounce 800 0.6
  853. anglesModel
  854. impact 50 {
  855. // wolfcam need to add gib splat sounds yourself
  856. if rand < 0.5 {
  857. t0 rand * 3
  858. if t0 < 3 {
  859. sound sound/player/gibimp3.wav
  860. } else if t0 < 2 {
  861. sound sound/player/gibimp2.wav
  862. } else {
  863. sound sound/player/gibimp1.wav
  864. }
  865. }
  866. size 16 + rand*32
  867. //shader bloodMark
  868. // wolfcam
  869. shader q3bloodMark
  870. decal alpha
  871. }
  872. distance 20 {
  873. // Slowly sink downwards
  874. clear velocity
  875. velocity2 -10
  876. rotate rand*360
  877. //shader bloodTrail
  878. // wolfcam
  879. shader q3bloodTrail
  880. emitter 2 {
  881. moveGravity 0
  882. alphaFade 0
  883. rotate rotate + 10*lerp
  884. size 8 + 10*lerp
  885. sprite
  886. }
  887. }
  888. }
  889. }
  890. } else {
  891. t0 rand * 4
  892. if t0 < 4 {
  893. sound sound/misc/electrogib_04.ogg
  894. } else if t0 < 3 {
  895. sound sound/misc/electrogib_03.ogg
  896. } else if t0 < 2 {
  897. sound sound/misc/electrogib_02.ogg
  898. } else {
  899. sound sound/misc/electrogib_01.ogg
  900. }
  901. // death effect
  902. shader deathEffect
  903. size 100
  904. copy velocity v3
  905. clear velocity
  906. emitter 0.5 {
  907. sprite
  908. }
  909. copy v3 velocity
  910. shaderClear
  911.  
  912. repeat 15 {
  913. // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
  914. random v0
  915. v02 v02+1
  916. addScale parentVelocity v0 velocity 350
  917. yaw 360*rand
  918. pitch 360*rand
  919. roll 360*rand
  920. model models/gibs/sphere.md3
  921. size 1
  922. emitter 1 + rand*0.5 {
  923. sink 0.9 50
  924. moveBounce 800 0.6
  925. anglesModel
  926. impact 50 {
  927. if rand < 0.5 {
  928. t0 rand * 4
  929. if t0 < 4 {
  930. sound sound/misc/electrogib_bounce_04.ogg
  931. } else if t0 < 3 {
  932. sound sound/misc/electrogib_bounce_03.ogg
  933. } else if t0 < 2 {
  934. sound sound/misc/electrogib_bounce_02.ogg
  935. } else {
  936. sound sound/misc/electrogib_bounce_01.ogg
  937. }
  938. }
  939. //size 16 + rand*32
  940. //shader bloodMark
  941. //decal alpha
  942. }
  943. distance 20 {
  944. clear velocity
  945. shader wc/tracer
  946. size 2.5 + rand * 1
  947. color 0 1 0
  948. emitter 0.5 {
  949. red lerp
  950. rotate rotate + 10*lerp
  951. //size 8 + 10*lerp
  952. sprite
  953. }
  954. }
  955. }
  956. }
  957. }
  958. }
  959.  
  960. // Freezetag thaw
  961. // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
  962. //
  963. // wolfcam: guessing that velocity corresponds to player
  964. //
  965. // player/thawed {}
  966.  
  967.  
  968. // General weapon effects
  969. // flash is a 0.25 second event after a weapon is fired
  970. // fire is a single event when weapon is fired
  971. // impact is for weapons impact on something or explode like gr enades
  972. // trail is a single event for weapons without projectiles or a
  973. // constant event when projectile is in motion projectile is for
  974. // rendering the specific projectile
  975.  
  976. // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
  977. // and 'chaingun'
  978. // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
  979. // scripts. ex: weapon/plasma/impactflesh
  980. // inputs for 'impactflesh' are: origin and dir
  981. //
  982. // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
  983. // will be checked. 'weapon/common/impactFlesh' would be a good place to
  984. // place custom hit sparks.
  985.  
  986.  
  987. // input: origin, dir, team, clientnum, enemy, teammate, ineyes
  988. //weapon/common/impactFlesh {
  989. // shader flareShader
  990. // size 5
  991. // color 1 0 1
  992. // emitter 4 {
  993. // //origin2 origin2 + lerp * 8
  994. // velocity2 200
  995. // moveGravity 0
  996. // Sprite
  997. // }
  998. //}
  999.  
  1000.  
  1001. //General weapon effects
  1002. //flash is a 0.25 second event after a weapon is fired
  1003. //fire is a single event when weapon is fired
  1004. //impact is for weapons impact on something or explode like gr enades
  1005. //trail is a single event for weapons without projectiles or a constant event when projectile is in motion
  1006. //projectile is for rendering the specific projectile
  1007.  
  1008.  
  1009. //Bubbles in the water
  1010. //input origin
  1011. weapon/common/bubbles {
  1012. shader waterbubble
  1013. distance 5+rand*10 {
  1014. size 1 + rand * 2
  1015. random dir
  1016. addScale origin dir origin 10 * rand
  1017. emitter 1+rand*0.25 {
  1018. alphaFade 0
  1019. origin2 origin2 + lerp * 8
  1020. Sprite
  1021. }
  1022. }
  1023. }
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