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- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/rocket/flash {
- color 1 0.75 0
- size 300 + rand*32
- light
- }
- weapon/rocket/projectile {
- //Render the rocket
- model "models/ammo/rocket/rocket.md3"
- dirModel
- //Sound generated by the flying rocket
- loopSound "sound/weapons/rocket/rockfly.wav"
- color 1 .2 0
- alpha 0.5 //?? /// === TRAIL normal
- shader flareShader
- distance 7.2 { // 900ups * (1000.0 / 125.0)
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 + rand*2 //straighten out trail
- scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
- emitter 0.7 {
- size 6 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.001
- moveGravity 0
- Sprite
- }
- }
- }
- weapon/rocket/trail {
- //The rocket's world light dynamic light?
- color 1 0.75 0
- size 200
- Light
- //The standard smoke puff trail thing
- color 0 0 0
- alpha 0.5
- shader smokePuff // PUFF
- rotate 360 * rand
- distance 10 { // small=more dense
- emitter 1 {
- alphaFade 0
- size 8 + lerp * 15
- sprite cullNear
- }
- }
- }
- weapon/rocket/impact {
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- //Mark on the wall, using direction from parent
- shader gfx/damage/burn_med_mrk
- size 64
- Decal
- // Animating sprite of the explosion
- shader rocketExplosion
- size 40
- //Will be the light colour
- color 1 0.75 0
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // Fast Moving Particles
- color 1 0.75 0.52
- alpha 0.33
- shader flareShader
- repeat 20 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.3 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- color 1 0.5 0.2
- alpha 0.33
- shader flareShader
- repeat 20 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.3 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- color 1 0.5 0
- alpha 0.33
- shader flareShader
- repeat 20 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.3 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/bfg/flash {
- color 0.2 0.2 1
- size 300 + rand*32
- light
- }
- weapon/bfg/projectile {
- //ze model
- model models/weaphits/bfg.md3
- dirModel
- //ze flight sound
- loopSound "sound/weapons/rocket/rockfly.wav"
- // hack, this was in bfg trail script, but 'distance' already used there
- color 0.7 0.7 1
- alpha 0.50
- shader flareShader
- //interval 0.01 {
- distance 16.0 { // 2000ups * (1000.0 / 125.0)
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 10 + rand*10
- scale velocity velocity 75 + rand*50
- emitter 0.01 + rand*0.55 {
- size 0.1 * ( 1 + 40 * lerp * 1.5 )
- colorFade 0.001
- moveGravity 10
- Sprite
- }
- }
- }
- weapon/bfg/trail {
- // World Light
- color 0.2 0.2 1
- size 200
- Light
- color 0.2 0.2 1
- alpha 0.50
- shader flareShader
- distance 1 {
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 + rand*10
- scale velocity velocity 75 + rand*52
- emitter 0.01 + rand*0.55 {
- size 10 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.001
- moveGravity 10
- Sprite
- }
- }
- }
- weapon/bfg/impact {
- vibrate 100
- sound sound/weapons/rocket/rocklx1a.wav
- //Mark on the wall
- shader gfx/damage/burn_med_mrk
- size 32
- decal
- // Impact Disc
- rotate rand*360
- shader railExplosion
- model models/weaphits/ring02.md3
- size 1.6
- emitter 0.6 {
- dirModel
- }
- //Pl asma style impact mark
- color 0.2 0.2 1
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- // Animating sprite of the explosion
- shader bfgExplosion
- size 45
- color 0.2 0.2 1
- emitter 1 {
- Sprite
- size 300 * clip(2 - 2*lerp)
- Light
- }
- // Sparks
- color 0.2 0.2 1
- alpha 0.33
- shader flareShader
- repeat 40 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.3 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- color 0.7 0.7 1
- alpha 0.33
- shader flareShader
- repeat 20 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.3 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-250 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/grenade/flash {
- color 1 0.7 0
- size 300 + rand*32
- light
- }
- weapon/grenade/impact {
- vibrate 70
- sound sound/weapons/rocket/rocklx1a.wav
- //Mark on the wall, using direction from parent
- shader gfx/damage/burn_med_mrk
- size 64
- Decal
- // Animating sprite of the explosion
- shader rocketExplosion
- size 0
- //Will be the light colour
- color 1 0 .8
- emitter 1 {
- Sprite
- //size will goto zero after 0.5 of the time
- size 300 * clip(2 - 2*lerp)
- Light
- }
- color 1 .7 1 /// fat partz
- alpha 0
- shader flareShader
- repeat 40 {
- random velocity
- scale velocity velocity 95 + rand*50
- size 3 + rand*2
- emitter "0.4 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- color 1 0.7 1 // fatter partz
- alpha 0
- shader flareShader
- repeat 40 {
- random velocity
- scale velocity velocity 25 + rand*50
- size 9 + rand*2
- emitter "0.4 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- color 1 0.5 1 // small partz
- alpha 0.33
- shader flareShader
- repeat 60 {
- random velocity
- scale velocity velocity 200 + rand*50
- size 1 + rand*2
- emitter "0.4 + rand*0.3" {
- moveBounce 0 0.9
- colorFade 0.7
- Sprite
- }
- }
- }
- weapon/grenade/trail {
- color .7 .12 .5 // 1 1 0 // .5 .5 0
- alpha 0
- shader flareShader
- t9 parentVelocity * 0.002 // since grenades slow down
- //interval 0 { //SPUR
- distance t9 {
- wobble dir velocity 0
- scale velocity velocity 0
- size 3
- emitter 1 { // .35
- colorFade 0.001
- Sprite
- }
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-330 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/plasma/flash { //
- color .2 .2 .6 // 0.6 0.6 1
- size 300 + rand*32
- light
- }
- weapon/plasma/projectile {
- size 5 // The sprite for the plasma
- shader sprites/plasma1
- sprite
- // Plasma flying sound
- loopSound "sound/weapons/plasma/lasfly.wav"
- color 0.07 0.07 1
- alpha 0 //?? /// === TRAIL normal
- shader flareShader /// smokepuff // raildisc
- distance 8 /// 7.2
- { // 900ups * (1000.0 / 125.0)
- normalize parentVelocity v0
- inverse v0
- wobble v0 velocity 5 + rand*2 //straighten out trail
- // scale velocity velocity 50 + rand*50 //speed of trail (realistic:1000)
- emitter 0.5 {
- size 10 +rand*5 * ( 1 - 0.5 * lerp * 1.5 )
- colorFade 0.2
- moveGravity 0
- Sprite
- }
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- // input: origin, parentOrigin, end, dir, parentDir, color1, color2, team,
- // clientnum, enemy, teammate, ineyes
- weapon/rail/trail {
- // Color1 gets set before calling
- // The beam
- size 10
- shader railCore
- emitter cg_railTrailTime * 0.001 {
- colorFade 0
- Beam
- }
- shader railDisc
- // color2 is stored in the parent input structure, retrieve it like this
- pushparent color2
- pop color
- if cg_oldrail {
- // Do the rail rings
- size 7
- // Rings take their stepsize from the width variable
- width r_railSegmentLength
- emitter cg_railTrailTime * 0.001 {
- colorFade 0
- Rings
- }
- }
- }
- weapon/rail/impact {
- vibrate 50
- sound sound/weapons/plasma/plasmx1a.wav
- //The white expanding impact disc
- rotate rand*360
- shader railExplosion
- model models/weaphits/ring02.md3
- emitter 0.6 {
- dirModel
- }
- //Plasma style impact mark
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- shader flareShader
- alpha 0.5
- color .7 .12 .5 // 1 0 0 // lines
- repeat 20 + 20*rand {
- width 1
- wobble dir velocity 100 + rand*20
- scale velocity velocity 200 + rand*50
- size 80*rand
- emitter "1.5 * rand" {
- //moveGravity 100
- colorFade 0.9
- spark
- }
- }
- alpha 0.5
- color 1 .4 .8 // .7 .12 .5 /// 1 0 0 // flying sparx
- repeat 10 + rand*10 {
- wobble dir velocity 10 + rand*20
- scale velocity velocity 10 + rand*50
- size 2 + rand*2 //size 2 + rand
- emitter "1 + rand*0.5" {
- moveBounce 2 0.9 //300
- colorFade 0.7
- sprite
- }
- }
- alpha 0.5
- color 1 1 1 // impct spot
- repeat 1 {
- wobble dir velocity 0
- scale velocity velocity 1
- size 1 //size 2 + rand
- emitter 1 {
- moveBounce 1 1
- colorFade 1
- sprite
- }
- }
- emitter 0.6
- {
- Sprite
- color .7 .12 .5 // 1 0 0 // impct light
- size 100 * clip(2 - 2*lerp)
- Light
- }
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/lightning/flash {
- color .2 .2 0.6
- size 300 + rand*32
- light
- }
- weapon/lightning/impact {
- vibrate 5 // ????
- //Plsma style impact mark
- size 24
- shader gfx/damage/plasma_mrk
- Decal energy
- shader flareShader
- alpha 1
- color 0.5 .7 1 // THIN IMPACT LINES
- repeat 2 + rand*5 { // NUMBER
- width 4 // THICKNESS
- wobble dir velocity 120 // ANGLE: 0 = 180 = IMPACTDIRECTION
- scale velocity velocity 200 + rand*50 // SPEED, DEPENDS ON MOVEGRAVITY >1 !!!!
- size 30 + rand*11 // LENGTH
- emitter 0.001 +rand*0.1 { // LIFE-SPAN (worx better with +rand)
- moveGravity 0 // GRAV. + FLYING (when >0)
- colorFade 1 // 0-1 FADEOUTTIME ; >1 +COLORS
- spark // for the lolz try: light
- }
- }
- // WHITE BUBBLES
- shader flareShader
- alpha 0.8
- color .5 .7 1 //keep: .5 .7 1
- repeat 2 {
- wobble dir velocity 1 + rand*20
- scale velocity velocity 50 + rand*50
- size 1 + rand*2
- emitter 0.01 + rand*0.3 {
- colorFade 1 // colormixer /sparkling effct
- Sprite
- moveBounce 0 0.7
- }
- }
- //Hole mark shader decal
- shader gfx/damage/hole_lg_mrk
- size 12
- decal
- }
- ////**** ROCKET-3 *** BFG-120 *** GRANNY-234 *** PLASMA-328 *** RAIL-380 *** LG-450 *** SG,MG,GAUNTLET-510 ///////////
- weapon/shotgun/flash {
- color 1 1 0
- size 300 + rand*32
- light
- }
- weapon/shotgun/impact {
- vibrate 1
- //Bullet mark on the wall, shotgun ones are smaller
- shader gfx/damage/bullet_mrk
- size 4
- Decal
- //explosion cone with animating shader
- size 1
- shader bulletExplosion
- model models/weaphits/bullet.md3
- rotate rand*360
- emitter 0.6 {
- dirModel
- }
- }
- weapon/shotgun/trail {
- //Yep empty and not called
- }
- weapon/machinegun/impact {
- soundList {
- sound/weapons/machinegun/ric1.wav
- sound/weapons/machinegun/ric2.wav
- sound/weapons/machinegun/ric3.wav
- }
- //Bullet mark on the wall
- shader gfx/damage/bullet_mrk
- size 8
- decal
- //explosion cone with animating shader
- size 1
- shader bulletExplosion
- model "models/weaphits/bullet.md3"
- rotate rand*360
- emitter 0.6 {
- dirModel
- }
- }
- weapon/machinegun/trail {
- }
- weapon/gauntlet/flash {
- color 0.4 0.4 .7
- size 300 + rand*32
- light
- }
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- //////////////////// ///////////////////////////////////////////////////////////
- //////////////////// STUFF ///////////////////////////////////////////////////////////
- //////////////////// ///////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
- // q3mme example scripts combined into one file with example changes to make
- // it compatible with wolfcam
- // wolfcam additional inputs to some scripts are:
- // team 0 free, 1 red, 2 blue, 3 spectator
- // clientnum
- // enemy 1 if enemy of whoever is being specced in demo
- // teammate
- // ineyes 1 if first person view is with this player
- // surfacetype for impact scripts: 0 not specified, 1 metal, 2 wood,
- // 3 dust
- //
- /////////////////////////////////////////////////////
- // Some general fx script you could use in the effects editor when really bored
- mme/decal {
- Trace
- decalTemp
- }
- mme/quad {
- quad
- }
- mme/model {
- anglesModel
- }
- // Talk sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/talk {
- if ineyes != 1 {
- size 10
- shader sprites/balloon3
- Sprite
- }
- }
- // Impressive sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/impressive {
- if ineyes != 1 {
- size 10
- shader medal_impressive
- Sprite
- }
- }
- // Excellent sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/excellent {
- if ineyes != 1 {
- size 10
- shader medal_excellent
- Sprite
- }
- }
- // Holy shit medal from ra3
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/holyshit {
- if ineyes != 1 {
- size 10
- shader medal_holyshit
- Sprite
- }
- }
- // Accuracy medal
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/accuracy {
- if ineyes != 1 {
- size 10
- shader medal_accuracy
- Sprite
- }
- }
- // Gauntlet sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/gauntlet {
- if ineyes != 1 {
- size 10
- shader medal_gauntlet
- Sprite
- }
- }
- // connection sprite
- // input: origin, team, clientnum, enemy, teammate, ineyes
- player/connection {
- if ineyes != 1 {
- size 10
- shader disconnected
- Sprite
- }
- }
- // haste/speed trail
- // input: origin, angles, velocity, dir (normalized), team, clientnum,
- // enemy, teammate, ineyes
- player/haste {
- interval 0.1 {
- shader hasteSmokePuff
- emitter 0.5 {
- size 6 + 10 * wave( 0.5 * lerp )
- alphaFade 0
- sprite cullNear
- }
- }
- }
- // flight trail -- wolfcam addition, not in q3mme
- // input: origin, angles, velocity, dir (normalized), team, clientnum,
- // enemy, teammate, ineyes
- player/flight {
- interval 0.1 {
- shader hasteSmokePuff
- emitter 0.5 {
- size 6 + 10 * wave( 0.5 * lerp )
- alphaFade 0
- sprite cullNear
- }
- }
- }
- // wolfcam addition, not in q3mme:
- //
- // player/head/trail
- // player/torso/trail
- // player/legs/trail
- //
- // input: origin, angles, velocity, dir (normalized), team, clientnum,
- // enemy, teammate, ineyes
- //player/legs/trail {
- // interval 0.1 {
- // shader sprites/balloon3
- // emitter 0.5 {
- // size 6 + 10 * wave( 0.5 * lerp )
- // alphaFade 0
- // sprite cullNear
- // }
- // }
- //}
- // teleport in effect and sound effect
- // input: origin
- player/teleportIn {
- sound sound/world/telein.wav
- // Show the fading spawn tube for 0.5 seconds
- //model models/misc/telep.md3
- // wolfcam ql uses different model
- model models/powerups/pop.md3
- //shader teleportEffect // wolfcam for ql don't add shader
- emitter 0.5 {
- colorFade 0
- anglesModel
- }
- }
- // teleport out effect and sound effect
- // input: origin
- player/teleportOut {
- sound sound/world/teleout.wav
- //Show the fading spawn tube for 0.5 seconds
- //model models/misc/telep.md3
- // wolfcam ql uses different model
- model models/powerups/pop.md3
- //shader teleportEffect // wolfcam for ql don't add shader
- emitter 0.5 {
- colorFade 0
- anglesModel
- }
- }
- // Explode the body into gibs
- // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
- //
- // wolfcam: guessing that velocity corresponds to player
- player/gibbed {
- if cl_useq3gibs {
- sound sound/player/gibsplt1.wav
- repeat 11 {
- //Huge list of different body parts that get thrown away
- modellist loop {
- // wolfcam gibs located in different directory
- //models/gibs/abdomen.md3
- //models/gibs/arm.md3
- //models/gibs/chest.md3
- //models/gibs/fist.md3
- //models/gibs/foot.md3
- //models/gibs/forearm.md3
- //models/gibs/intestine.md3
- //models/gibs/leg.md3
- //models/gibs/leg.md3
- //models/gibs/skull.md3
- //models/gibs/brain.md3
- models/gibsq3/abdomen.md3
- models/gibsq3/arm.md3
- models/gibsq3/chest.md3
- models/gibsq3/fist.md3
- models/gibsq3/foot.md3
- models/gibsq3/forearm.md3
- models/gibsq3/intestine.md3
- models/gibsq3/leg.md3
- models/gibsq3/leg.md3
- models/gibsq3/skull.md3
- models/gibsq3/brain.md3
- }
- // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
- random v0
- v02 v02+1
- addScale parentVelocity v0 velocity 350
- yaw 360*rand
- pitch 360*rand
- roll 360*rand
- emitter 5 + rand*3 {
- sink 0.9 50
- moveBounce 800 0.6
- anglesModel
- impact 50 {
- // wolfcam need to add gib splat sounds yourself
- if rand < 0.5 {
- t0 rand * 3
- if t0 < 3 {
- sound sound/player/gibimp3.wav
- } else if t0 < 2 {
- sound sound/player/gibimp2.wav
- } else {
- sound sound/player/gibimp1.wav
- }
- }
- size 16 + rand*32
- //shader bloodMark
- // wolfcam
- shader q3bloodMark
- decal alpha
- }
- distance 20 {
- // Slowly sink downwards
- clear velocity
- velocity2 -10
- rotate rand*360
- //shader bloodTrail
- // wolfcam
- shader q3bloodTrail
- emitter 2 {
- moveGravity 0
- alphaFade 0
- rotate rotate + 10*lerp
- size 8 + 10*lerp
- sprite
- }
- }
- }
- }
- } else {
- t0 rand * 4
- if t0 < 4 {
- sound sound/misc/electrogib_04.ogg
- } else if t0 < 3 {
- sound sound/misc/electrogib_03.ogg
- } else if t0 < 2 {
- sound sound/misc/electrogib_02.ogg
- } else {
- sound sound/misc/electrogib_01.ogg
- }
- // death effect
- shader deathEffect
- size 100
- copy velocity v3
- clear velocity
- emitter 0.5 {
- sprite
- }
- copy v3 velocity
- shaderClear
- repeat 15 {
- // aim v0 in random direction, giving more height to upwards vector and scale add to velocity
- random v0
- v02 v02+1
- addScale parentVelocity v0 velocity 350
- yaw 360*rand
- pitch 360*rand
- roll 360*rand
- model models/gibs/sphere.md3
- size 1
- emitter 1 + rand*0.5 {
- sink 0.9 50
- moveBounce 800 0.6
- anglesModel
- impact 50 {
- if rand < 0.5 {
- t0 rand * 4
- if t0 < 4 {
- sound sound/misc/electrogib_bounce_04.ogg
- } else if t0 < 3 {
- sound sound/misc/electrogib_bounce_03.ogg
- } else if t0 < 2 {
- sound sound/misc/electrogib_bounce_02.ogg
- } else {
- sound sound/misc/electrogib_bounce_01.ogg
- }
- }
- //size 16 + rand*32
- //shader bloodMark
- //decal alpha
- }
- distance 20 {
- clear velocity
- shader wc/tracer
- size 2.5 + rand * 1
- color 0 1 0
- emitter 0.5 {
- red lerp
- rotate rotate + 10*lerp
- //size 8 + 10*lerp
- sprite
- }
- }
- }
- }
- }
- }
- // Freezetag thaw
- // input: origin, velocity, team, clientnum, enemy, teammate, ineyes
- //
- // wolfcam: guessing that velocity corresponds to player
- //
- // player/thawed {}
- // General weapon effects
- // flash is a 0.25 second event after a weapon is fired
- // fire is a single event when weapon is fired
- // impact is for weapons impact on something or explode like gr enades
- // trail is a single event for weapons without projectiles or a
- // constant event when projectile is in motion projectile is for
- // rendering the specific projectile
- // wolfcam: the other ql weapons also available as 'nailgun', 'prox',
- // and 'chaingun'
- // wolfcam: weapons also have, in addition to /impact scripts, /impactflesh
- // scripts. ex: weapon/plasma/impactflesh
- // inputs for 'impactflesh' are: origin and dir
- //
- // If a weapon doesn't have an impactflesh script 'weapon/common/impactFlesh'
- // will be checked. 'weapon/common/impactFlesh' would be a good place to
- // place custom hit sparks.
- // input: origin, dir, team, clientnum, enemy, teammate, ineyes
- //weapon/common/impactFlesh {
- // shader flareShader
- // size 5
- // color 1 0 1
- // emitter 4 {
- // //origin2 origin2 + lerp * 8
- // velocity2 200
- // moveGravity 0
- // Sprite
- // }
- //}
- //General weapon effects
- //flash is a 0.25 second event after a weapon is fired
- //fire is a single event when weapon is fired
- //impact is for weapons impact on something or explode like gr enades
- //trail is a single event for weapons without projectiles or a constant event when projectile is in motion
- //projectile is for rendering the specific projectile
- //Bubbles in the water
- //input origin
- weapon/common/bubbles {
- shader waterbubble
- distance 5+rand*10 {
- size 1 + rand * 2
- random dir
- addScale origin dir origin 10 * rand
- emitter 1+rand*0.25 {
- alphaFade 0
- origin2 origin2 + lerp * 8
- Sprite
- }
- }
- }
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