Initial commit.

This commit is contained in:
Jim Gray
2013-04-04 14:32:05 -07:00
parent ba5c81da32
commit d71d53e8ec
2180 changed files with 1393544 additions and 1 deletions

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YT-1300
{
name YT-1300
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 1280
width 1024
height 323
g2radius 1280
centerOfGravity "-0.222 0 0"
speedMax 2100
turboSpeed 4000
turboDuration 6000
turboRecharge 8000
speedMin 0
acceleration 20
decelIdle 5
accelIdle 5
speedIdle 0
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0.1
bankingSpeed 4
rollLimit 85
pitchLimit 85
braking 20
mouseYaw 0.004
mousePitch 0.004
turningSpeed 8
turnWhenStopped 0
traction 18
friction 1.5
speedDependantTurning 1
maxSlope 0.65
mass 8000
//armor 4000
//malfunctionArmorLevel 1000
//health_front 1000
//health_back 1000
//health_right 1000
//health_left 1000
//shields 3000
armor 5000
malfunctionArmorLevel 1200
//armor 8000
//malfunctionArmorLevel 2000
health_front 1800
health_back 1800
health_right 1800
health_left 1800
shields 2500
toughness 95.0
model YT-1300
//skin generic
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/yt-1300"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/yt-1300_front"
icon_back "gfx/menus/radar/yt-1300_back"
icon_right "gfx/menus/radar/yt-1300_right"
icon_left "gfx/menus/radar/yt-1300_left"
//shieldShader "gfx/misc/shields_green"
shieldShader "gfx/misc/shields_blue"
soundOn "sound/vehicles/yt-1300/on.wav"
soundLoop "sound/vehicles/yt-1300/loop.wav"
soundOff "sound/vehicles/yt-1300/off.wav"
soundFlyBy "sound/vehicles/yt-1300/flyby.wav"
soundFlyBy2 "sound/vehicles/yt-1300/flyby2.wav"
soundEngineStart "sound/vehicles/yt-1300/enginestart.wav"
soundHyper "sound/vehicles/common/hyperstartreb.wav"
soundTurbo "sound/vehicles/yt-1300/flyby.wav"
exhaustFX "ships/yt_exhaust"
turboFX "ships/yt_exhaust_turbo"
impactFX "ships/scrape_sparks"
explodeFX "ships/ship_explosion2"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/YT_nose"
lwingFX "ships/YT_lwing"
rwingFX "ships/YT_rwing"
hoverHeight 80
hoverStrength 10
explosionRadius 1000
explosionDamage 1800
maxPassengers 8
landingHeight 300
weap1 conc_missile_straight
weap1Delay 500
weap1AmmoMax 30
weapMuzzle5 conc_missile_straight
weapMuzzle6 conc_missile_straight
//turret 1
turret1Weap yt_turbolaser
turret1Delay 100
turret1AmmoMax 240
turret1AmmoRechargeMS 500
turret1YawBone guntop_yaw
//NOTE: we're setting YAW on ROLL because NPC_SetBoneAngles makes assumptions about our bone orientation that aren't true in this case
turret1YawAxis 2
turret1PitchBone guntop_pitch
//NOTE: we're setting PITCH on YAW because NPC_SetBoneAngles makes assumptions about our bone orientation that aren't true in this case
turret1PitchAxis 1
//turret1ClampYawL
//turret1ClampYawR
turret1ClampPitchU -90
turret1ClampPitchD 20
turret1Muzzle1 3
turret1Muzzle2 4
turret1TurnSpeed 10
turret1Delay 100
turret1AmmoMax 120
turret1AI 1
turret1AILead 1
turret1AIRange 15000
turret1PassengerNum 1
turret1GunnerViewTag "*turretview_t"
//turret 2
turret2Weap yt_turbolaser
turret2Delay 100
turret2AmmoMax 240
turret2AmmoRechargeMS 500
turret2YawBone gunbot_yaw
turret2YawAxis 2
turret2PitchBone gunbot_pitch
turret2PitchAxis 1
//turret2ClampYawL
//turret2ClampYawR
turret2ClampPitchU -20
turret2ClampPitchD 90
turret2Muzzle1 1
turret2Muzzle2 2
turret2TurnSpeed 10
turret2Delay 100
turret2AmmoMax 120
turret2AI 1
turret2AILead 1
turret2AIRange 15000
turret2PassengerNum 2
turret2GunnerViewTag "*turretview_b"
cameraOverride 1
cameraRange 1000
cameraVertOffset 220
cameraPitchOffset 0
cameraFOV 90
cameraAlpha 0
}

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ATST_vehicle
{
name ATST_vehicle
type VH_WALKER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
lookPitch 45
length 80
width 80
height 272
centerOfGravity "-0.222 0 0"
speedMax 350
speedMin -80
acceleration 8
decelIdle 20
strafePerc 0.0
bankingSpeed 0.0
rollLimit 2
pitchLimit 0
braking 10
mouseYaw 0.003
mousePitch 0.01
turningSpeed 5
turnWhenStopped 0
traction 100
friction 100
maxSlope 0.7
mass 400
armor 1500
toughness 75.0
model atst
//This just doesn't work on levels with fog, so... leave it off
//skin alpha
radarIcon "gfx/menus/radar/atst"
explosionRadius 400
explosionDamage 1000
explodeFX "ships/ship_explosion2"
explosionDelay 2450
soundOn "sound/chars/atst/atst_hatch_close.mp3"
soundOff "sound/chars/atst/atst_hatch_open.mp3"
weap1 atst_laser
weap1Delay 250
weap1AmmoMax 50
weap1AmmoRechargeMS 500
weapMuzzle1 atst_laser
weapMuzzle2 atst_laser
//weapMuzzle3 ???
weap2 atst_rocket
weap2Delay 1000
weap2Aim 1
weap2AmmoMax 20
weapMuzzle4 atst_rocket
cameraOverride 1
cameraRange 300
cameraVertOffset 150
//cameraPitchOffset 0
cameraFOV 100
//This just doesn't work on levels with fog, so... leave it off
//cameraAlpha 0.25
cameraPitchDependantVertOffset 0
}

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LambdaShuttle
{
name LambdaShuttle
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 500
width 640
height 248
g2radius 640
centerOfGravity "-0.222 0 0"
speedMax 1800
turboSpeed 0
speedMin 0
acceleration 10
decelIdle 5
accelIdle 5
speedIdle 200
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0
bankingSpeed 0.5
rollLimit 25
pitchLimit 40
braking 10
mouseYaw 0.001
mousePitch 0.001
turningSpeed 2
turnWhenStopped 0
speedDependantTurning 1
traction 12
friction 1.5
maxSlope 0.65
mass 2500
armor 2700
malfunctionArmorLevel 2000
shields 1500
toughness 80.0
model LambdaShuttle
//skin "models/players/lambdashuttle/model_mark2.skin"
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/shuttle"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/LS_front"
icon_back "gfx/menus/radar/LS_back"
icon_right "gfx/menus/radar/LS_right"
icon_left "gfx/menus/radar/LS_left"
crosshairShader "gfx/menus/radar/LS_reticle"
//shieldShader "gfx/misc/shields_green"
shieldShader "gfx/misc/shields_blue"
soundOn "sound/vehicles/shuttle/on.wav"
soundTakeOff "sound/vehicles/shuttle/takeoff.wav"
soundEngineStart "sound/vehicles/shuttle/enginestart.wav"
soundLoop "sound/vehicles/shuttle/loop.wav"
soundLand "sound/vehicles/shuttle/land.wav"
soundOff "sound/vehicles/shuttle/off.wav"
soundFlyBy "sound/vehicles/shuttle/flyby.wav"
soundFlyBy2 "sound/vehicles/shuttle/flyby2.wav"
soundHyper "sound/vehicles/common/hyperstartreb.wav"
exhaustFX "ships/shuttle_exhaust"
impactFX "ships/scrape_sparks"
explodeFX "ships/LS_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/LS_nose"
lwingFX "ships/LS_lwing"
rwingFX "ships/LS_rwing"
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
maxPassengers 4
landingHeight 300
weap1 rebel_laser
weap1Aim 1
weap1Delay 500
weap1AmmoMax 80
//NOTE: these are *always* linked... permanently linked muzzles don't use a cumulative delay, just the one that's specified here.
weap1link 2
weap2 mine
weap2Delay 1000
weap2AmmoMax 10
weap1AmmoRechargeMS 500
//FIXME: just use a double-blaster shot effect on these
weapMuzzle1 rebel_laser
weapMuzzle2 rebel_laser
weapMuzzle3 rebel_laser
weapMuzzle4 rebel_laser
//FIXME: these turrets need to animate to point forward when the wings are open (down)
//weapMuzzle5 rebel_laser
//weapMuzzle6 rebel_laser
//weapMuzzle7 rebel_laser
//weapMuzzle8 rebel_laser
weapMuzzle9 mine
weapMuzzle10 mine
//turret 1
//turret1Weap rebel_laser
//turret1Delay 250
//turret1AmmoMax 40
//turret1AmmoRechargeMS 500
//turret1PitchBone r_turret_bone
//turret1PitchAxis 2
//turret1ClampPitchU -80
//turret1ClampPitchD 0
//turret1Muzzle1 5
//turret1Muzzle2 6
//turret1TurnSpeed 10
//turret1PassengerNum 1
//turret1GunnerViewTag "*turretview_r"
//turret 2
//turret2Weap rebel_laser
//turret2Delay 250
//turret2AmmoMax 40
//turret2AmmoRechargeMS 500
//turret2PitchBone l_turret_bone
//turret2PitchAxis 2
//turret2ClampPitchU -80
//turret2ClampPitchD 0
//turret2Muzzle1 7
//turret2Muzzle2 8
//turret2TurnSpeed 10
//turret2PassengerNum 2
//turret2GunnerViewTag "*turretview_l"
cameraOverride 1
cameraRange 900
cameraVertOffset 256
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
}

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Rancor_vehicle
{
name Rancor_vehicle
type VH_ANIMAL
numHands 2
lookYaw 45
lookPitch 45
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 350
speedMin -80
acceleration 8
decelIdle 20
strafePerc 0.0
bankingSpeed 0.0
rollLimit 2
pitchLimit 0
braking 10
mouseYaw 0.006
turningSpeed 5
turnWhenStopped 0
traction 100
friction 100
maxSlope 0.65
mass 200
armor 200
toughness 30.0
model rancor
riderAnim BOTH_FORCEHEAL_START
radarIcon "gfx/menus/radar/rancor"
soundOn "sound/vehicles/rancor/on.mp3"
cameraOverride 1
cameraRange 150
cameraVertOffset 0
cameraPitchOffset -30
cameraFOV 80
cameraAlpha 0
}

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Swoop
{
name Swoop
type VH_SPEEDER
numHands 2
lookYaw 45
lookPitch 20
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 900
speedMin -150
turboSpeed 1900
turboDuration 2000
turboRecharge 8000
acceleration 20
decelIdle 10
strafePerc 0.5
bankingSpeed 0.5
rollLimit 45
pitchLimit 30
braking 10
mouseYaw 0.0038
turningSpeed 5
turnWhenStopped 0
traction 12
friction 1.5
maxSlope 0.75
mass 200
armor 2000
toughness 80.0
malfunctionArmorLevel 1000
model swoop
skin black|blue|gold|green|purple|default|silver
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/swoop"
soundOn "sound/vehicles/swoop/on.mp3"
soundOff "sound/vehicles/swoop/off.mp3"
soundLoop "sound/vehicles/swoop/loop.wav"
soundTakeOff "sound/vehicles/swoop/on.mp3"
soundEngineStart "sound/vehicles/swoop/on.mp3"
soundSpin "sound/vehicles/swoop/loop.wav"
soundTurbo "sound/vehicles/swoop/sb_revup.mp3"
soundFlyBy "sound/vehicles/swoop/flyby1.mp3"
soundFlyBy2 "sound/vehicles/swoop/flyby2.mp3"
soundShift "sound/vehicles/swoop/sb_shift1.mp3"
soundShift2 "sound/vehicles/swoop/sb_shift2.mp3"
soundShift3 "sound/vehicles/swoop/sb_shift3.mp3"
soundShift4 "sound/vehicles/swoop/sb_shift4.mp3"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
turboStartFX "ships/swoop_turbo_start"
armorLowFX "volumetric/black_smoke"
armorGoneFX "ships/fire"
flammable 1
explosionRadius 100
explosionDamage 250
explodeFX "ships/swoop_explosion"
explosionDelay 4500
wakeFX "ships/vehicle_wake"
gravity 800
waterProof 1
bouyancy 1
hoverHeight 30
hoverStrength 35
cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
weap1 swoop_laser
weap1Aim 1
weap1Delay 100
weap1AmmoMax 2000
weap1AmmoRechargeMS 200
weapMuzzle1 swoop_laser
}

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Swoop_cin
{
name Swoop_cin
type VH_SPEEDER
numHands 2
lookYaw 45
lookPitch 20
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 800
speedMin -50
turboSpeed 2000
acceleration 20
decelIdle 10
strafePerc 0.5
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
braking 10
mouseYaw 0.0038
turningSpeed 5
turnWhenStopped 0
traction 12
friction 1.5
maxSlope 0.65
mass 200
armor 2000
toughness 80.0
malfunctionArmorLevel 1000
model swoop
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/swoop"
soundOn "sound/vehicles/swoop/on.mp3"
soundLoop "sound/vehicles/swoop/loop.wav"
lExhaustTag "*lexhaust"
rExhaustTag "*rexhaust"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
flammable 1
explosionRadius 200
explosionDamage 500
explodeFX "ships/swoop_explosion"
explosionDelay 4500
wakeFX "ships/vehicle_wake"
gravity 800
waterProof 1
bouyancy 1
//only difference in cinematic one: doesn't hover
//hoverHeight 30
hoverHeight 0
hoverStrength 35
cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
weap1 swoop_laser
weap1Delay 100
weap1AmmoMax 2000
weap1AmmoRechargeMS 200
weapMuzzle1 swoop_laser
}

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swoop_mp
{
name swoop_mp
type VH_SPEEDER
numHands 2
lookYaw 45
lookPitch 20
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 700
speedMin -200
turboSpeed 1400
turboDuration 4000
turboRecharge 8000
acceleration 20
decelIdle 10
strafePerc 0.5
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
braking 10
mouseYaw 0.0038
turningSpeed 5
turnWhenStopped 0
traction 12
friction 1.5
maxSlope 0.65
mass 200
armor 80
toughness 80.0
malfunctionArmorLevel 20
model swoop
radarIcon "gfx/menus/radar/swoop"
riderAnim BOTH_VS_IDLE
soundOn "sound/vehicles/swoop/on.mp3"
soundLoop "sound/vehicles/swoop/loop.wav"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
turboFX "ships/jet"
turboStartFX "ships/swoop_turbo_start"
flammable 1
explosionRadius 200
explosionDamage 500
explodeFX "ships/swoop_explosion"
explosionDelay 4500
wakeFX "ships/vehicle_wake"
gravity 800
waterProof 1
bouyancy 1
hoverHeight 30
hoverStrength 35
cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
weap1 swoop_laser
weap1Delay 100
weap1AmmoMax 2000
weap1AmmoRechargeMS 200
weapMuzzle1 swoop_laser
}

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swoop_mp2
{
name swoop_mp2
type VH_SPEEDER
numHands 2
lookYaw 45
lookPitch 20
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 700
speedMin -200
turboSpeed 1400
turboDuration 4000
turboRecharge 8000
acceleration 20
decelIdle 10
strafePerc 0.5
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
braking 10
mouseYaw 0.0038
turningSpeed 5
turnWhenStopped 0
traction 12
friction 1.5
maxSlope 0.65
mass 200
armor 80
toughness 80.0
malfunctionArmorLevel 20
model swoop
skin blue
radarIcon "gfx/menus/radar/swoop"
riderAnim BOTH_VS_IDLE
soundOn "sound/vehicles/swoop/on.mp3"
soundLoop "sound/vehicles/swoop/loop.wav"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
turboFX "ships/jet"
turboStartFX "ships/swoop_turbo_start"
flammable 1
explosionRadius 200
explosionDamage 500
explodeFX "ships/swoop_explosion"
explosionDelay 4500
wakeFX "ships/vehicle_wake"
gravity 800
waterProof 1
bouyancy 1
hoverHeight 30
hoverStrength 35
cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
weap1 swoop_laser
weap1Delay 100
weap1AmmoMax 2000
weap1AmmoRechargeMS 200
weapMuzzle1 swoop_laser
}

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Tauntaun
{
name Tauntaun
type VH_ANIMAL
numHands 2
lookYaw 45
lookPitch 45
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 500
speedMin -50
turboSpeed 800
turboDuration 3000
turboRecharge 8000
acceleration 10
decelIdle 20
strafePerc 0.0
bankingSpeed 0.0
rollLimit 2
pitchLimit 0
braking 10
mouseYaw 0.006
turningSpeed 5
turnWhenStopped 0
traction 100
friction 100
maxSlope 0.55
mass 200
armor 300
toughness 30.0
model tauntaun
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/tauntaun"
cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 80
cameraAlpha 0
soundOn "sound/chars/tauntaun/misc/buck1.mp3"
soundOff "sound/chars/tauntaun/misc/buck2.mp3"
soundTurbo "sound/chars/tauntaun/misc/anger1.mp3"
soundShift1 "sound/chars/tauntaun/misc/anger3.mp3"
soundShift2 "sound/chars/tauntaun/misc/chatter1.mp3"
soundShift3 "sound/chars/tauntaun/misc/chatter3.mp3"
soundShift4 "sound/chars/tauntaun/misc/pant1.mp3"
}

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/*
char *name; //unique name of the vehicle
//general data
vehicleType_t type; //what kind of vehicle
int numHands; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
float lookPitch; //How far you can look up and down off the forward of the vehicle
float lookYaw; //How far you can look left and right off the forward of the vehicle
float length; //how long it is - used for body length traces when turning/moving?
float width; //how wide it is - used for body length traces when turning/moving?
float height; //how tall it is - used for body length traces when turning/moving?
vec3_t centerOfGravity;//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
//speed stats
float speedMax; //top speed
float turboSpeed; //turbo speed
float speedMin; //if < 0, can go in reverse
float speedIdle; //what speed it drifts to when no accel/decel input is given
float accelIdle; //if speedIdle > 0, how quickly it goes up to that speed
float acceleration; //when pressing on accelerator
float decelIdle; //when giving no input, how quickly it drops to speedIdle
float strafePerc; //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
//handling stats
float bankingSpeed; //how quickly it pitches and rolls (not under player control)
float rollLimit; //how far it can roll to either side
float pitchLimit; //how far it can roll forward or backward
float braking; //when pressing on decelerator
float turningSpeed; //how quickly you can turn
qboolean turnWhenStopped;//whether or not you can turn when not moving
float traction; //how much your command input affects velocity
float friction; //how much velocity is cut on its own
float maxSlope; //the max slope that it can go up with control
//durability stats
int mass; //for momentum and impact force (player mass is 10)
int armor; //total points of damage it can take
float toughness; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
//visuals & sounds
char *model; //what model to use - if make it an NPC's primary model, don't need this?
char *skin; //what skin to use - if make it an NPC's primary model, don't need this?
int riderAnim; //what animation the rider uses
char *soundOn; //sound to play when get on it
char *soundLoop; //sound to loop while riding it
char *soundOff; //sound to play when get off
char *exhaustFX; //exhaust effect, played from "*exhaust" bolt(s)
char *trailFX; //trail effect, played from "*trail" bolt(s)
char *impactFX; //impact effect, for when it bumps into something
char *explodeFX; //explosion effect, for when it blows up (should have the sound built into explosion effect)
//other misc stats
int gravity; //normal is 800
float hoverHeight; //if 0, it's a ground vehicle
float hoverStrength; //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
qboolean waterProof; //can drive underwater if it has to
float bouyancy; //when in water, how high it floats (1 is neutral bouyancy)
int fuelMax; //how much fuel it can hold (capacity)
int fuelRate; //how quickly is uses up fuel
int visibility; //for sight alerts
int loudness; //for sound alerts
float explosionRadius;//range of explosion
int explosionDamage;//damage of explosion
int maxPassengers; // The max number of passengers this vehicle may have (Default = 0).
qboolean hideRider; // rider (and passengers?) should not be drawn
qboolean killRiderOnDeath;//if rider is on vehicle when it dies, they should die
qboolean flammable; //whether or not the vehicle should catch on fire before it explodes
int explosionDelay; //how long the vehicle should be on fire/dying before it explodes
//camera stuff
qboolean cameraOverride; //whether or not to use all of the following 3rd person camera override values
float cameraRange; //how far back the camera should be - normal is 80
float cameraVertOffset;//how high over the vehicle origin the camera should be - normal is 16
float cameraHorzOffset;//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
float cameraPitchOffset;//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
float cameraFOV; //third person camera FOV, default is 80
qboolean cameraAlpha; //fade out the vehicle if it's in the way of the crosshair
{
name tie-fighter
type VH_FIGHTER
numHands 2
lookYaw 45
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 1400
turboSpeed 2000
speedMin -100
acceleration 20
decelIdle 0
strafePerc 0.0
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
braking 20
turningSpeed 5
turnWhenStopped 0
traction 12
friction 0.5
maxSlope 0.65
mass 2000
armor 800
toughness 3.5
model x-wing
riderAnim BOTH_VS_IDLE
soundOn "sound/ships/swoop/on.mp3"
soundLoop "sound/ships/swoop/loop.wav"
exhaustFX "ships/burner"
impactFX "ships/scrape_sparks"
explodeFX "ships/ship_explosion2"
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
}
*/

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tie-bomber
{
name tie-bomber
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 360
width 400
height 256
g2radius 400
centerOfGravity "-0.222 0 0"
speedMax 2000
turboSpeed 3200
turboDuration 3000
turboRecharge 6000
speedMin 0
acceleration 20
decelIdle 5
accelIdle 10
speedIdle 500
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0.05
bankingSpeed 0.5
rollLimit 40
pitchLimit 60
braking 15
mouseYaw 0.0025
mousePitch 0.0025
turningSpeed 4.5
turnWhenStopped 0
traction 10
friction 0.4
speedDependantTurning 1
maxSlope 0.65
mass 800
//armor 1600
//malfunctionArmorLevel 600
//health_front 500
//health_back 300
//health_right 400
//health_left 400
armor 1700
malfunctionArmorLevel 600
//armor 3000
//malfunctionArmorLevel 1000
health_front 400
health_back 600
health_right 600
health_left 600
shields 0
toughness 85.0
model tie_bomber
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/tieB"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_imp"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/TB_front"
icon_back "gfx/menus/radar/TB_back"
icon_right "gfx/menus/radar/TB_right"
icon_left "gfx/menus/radar/TB_left"
crosshairShader "gfx/menus/radar/TB_reticle"
soundOn "sound/vehicles/tie-bomber/on.wav"
soundLoop "sound/vehicles/tie-bomber/loop.wav"
soundOff "sound/vehicles/tie-bomber/off.wav"
soundFlyBy "sound/vehicles/tie-bomber/flyby.wav"
soundFlyBy2 "sound/vehicles/tie-bomber/flyby2.wav"
soundTurbo "sound/vehicles/tie-bomber/turbo.wav"
soundHyper "sound/vehicles/common/hyperstartimp.wav"
exhaustFX "ships/tiebomber_exhaust"
turboFX "ships/tiebomber_exhaust_turbo"
impactFX "ships/scrape_sparks"
explodeFX "ships/TB_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/TB_nose"
lwingFX "ships/TB_lwing"
rwingFX "ships/TB_rwing"
flammable 1
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
surfDestruction 1
landingHeight 300
weap1 imp_laser
weap1Delay 150
weap1Aim 1
weap1AmmoMax 20
weap1AmmoRechargeMS 500
weap2 proton_torpedo
weap2Delay 800
weap2Aim 1
weap2AmmoMax 12
weapMuzzle1 proton_torpedo
weapMuzzle2 imp_laser
weapMuzzle3 imp_laser
//should *all* ships really be able to do this?
weap1Link 1
cameraOverride 1
cameraRange 500
cameraVertOffset 174
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
}

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tie-bomber2
{
name tie-bomber2
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 360
width 400
height 256
g2radius 400
centerOfGravity "-0.222 0 0"
speedMax 2000
turboSpeed 3200
turboDuration 2000
turboRecharge 6000
speedMin 0
acceleration 20
decelIdle 5
accelIdle 10
speedIdle 500
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0.05
bankingSpeed 0.5
rollLimit 40
pitchLimit 60
braking 15
mouseYaw 0.0025
mousePitch 0.0025
turningSpeed 4.5
turnWhenStopped 0
traction 10
friction 0.4
speedDependantTurning 1
maxSlope 0.65
mass 800
//armor 1600
//malfunctionArmorLevel 600
//health_front 500
//health_back 300
//health_right 400
//health_left 400
armor 1700
malfunctionArmorLevel 600
//armor 3000
//malfunctionArmorLevel 1000
health_front 400
health_back 600
health_right 600
health_left 600
shields 0
toughness 85.0
model tie_bomber
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/tieB"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_imp"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/TB_front"
icon_back "gfx/menus/radar/TB_back"
icon_right "gfx/menus/radar/TB_right"
icon_left "gfx/menus/radar/TB_left"
crosshairShader "gfx/menus/radar/TB_reticle"
soundOn "sound/vehicles/tie-bomber/on.wav"
soundLoop "sound/vehicles/tie-bomber/loop.wav"
soundOff "sound/vehicles/tie-bomber/off.wav"
soundFlyBy "sound/vehicles/tie-bomber/flyby.wav"
soundFlyBy2 "sound/vehicles/tie-bomber/flyby2.wav"
soundHyper "sound/vehicles/common/hyperstartimp.wav"
soundTurbo "sound/vehicles/tie-bomber/turbo.wav"
exhaustFX "ships/tiebomber_exhaust"
turboFX "ships/tiebomber_exhaust_turbo"
impactFX "ships/scrape_sparks"
explodeFX "ships/TB_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/TB_nose"
lwingFX "ships/TB_lwing"
rwingFX "ships/TB_rwing"
flammable 1
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
surfDestruction 1
landingHeight 300
weap1 imp_laser
weap2 bomb
weap1Delay 150
weap2Delay 800
weap1Aim 1
weap1AmmoMax 20
weap2AmmoMax 64
weap1AmmoRechargeMS 500
weapMuzzle2 imp_laser
weapMuzzle3 imp_laser
weapMuzzle4 bomb
//should *all* ships really be able to do this?
weap1Link 1
cameraOverride 1
cameraRange 500
cameraVertOffset 174
cameraPitchOffset 30
cameraFOV 100
cameraAlpha 0
}

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tie-fighter
{
name tie-fighter
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 240
width 320
height 320
g2radius 320
centerOfGravity "-0.222 0 0"
speedMax 2400
turboSpeed 4000
turboDuration 2000
turboRecharge 6000
speedMin 0
acceleration 25
decelIdle 12
accelIdle 20
speedIdle 1200
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0.1125
bankingSpeed 0.5
rollLimit 45
pitchLimit 80
//rollLimit -1
//pitchLimit -1
braking 30
mouseYaw 0.003
mousePitch 0.003
turningSpeed 6
turnWhenStopped 0
traction 18
friction 0.75
speedDependantTurning 1
maxSlope 0.65
mass 500
//armor 1000
//malfunctionArmorLevel 500
//health_front 300
//health_back 200
//health_right 250
//health_left 250
armor 750
malfunctionArmorLevel 400
//armor 1800
//malfunctionArmorLevel 600
health_front 200
health_back 200
health_right 400
health_left 400
toughness 75.0
model tie_fighter
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/tieF"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_imp"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/TF_front"
icon_back "gfx/menus/radar/TF_back"
icon_right "gfx/menus/radar/TF_right"
icon_left "gfx/menus/radar/TF_left"
crosshairShader "gfx/menus/radar/TF_reticle"
soundOn "sound/vehicles/tie/on.wav"
soundLoop "sound/vehicles/tie/loop.wav"
soundOff "sound/vehicles/tie/off.wav"
soundFlyBy "sound/vehicles/tie/flyby.wav"
soundFlyBy2 "sound/vehicles/tie/flyby2.wav"
soundHyper "sound/vehicles/common/hyperstartimp.wav"
soundTurbo "sound/vehicles/tie/flyby.wav"
exhaustFX "ships/tiefighter_exhaust"
turboFX "ships/tiefighter_exhaust_turbo"
impactFX "ships/scrape_sparks"
explodeFX "ships/TF_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/TF_nose"
lwingFX "ships/TF_lwing"
rwingFX "ships/TF_rwing"
flammable 1
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
surfDestruction 1
landingHeight 300
weap1 imp_laser
weap1Delay 50
weap1AmmoMax 50
weap1AmmoRechargeMS 250
weapMuzzle1 imp_laser
weapMuzzle2 imp_laser
//should *all* ships really be able to do this?
weap1Link 1
cameraOverride 1
cameraRange 500
cameraVertOffset 20
cameraPitchOffset 10
cameraFOV 100
cameraAlpha 0
}

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wampa_vehicle
{
name wampa_vehicle
type VH_ANIMAL
numHands 2
lookYaw 45
lookPitch 45
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 350
speedMin -80
acceleration 8
decelIdle 20
strafePerc 0.0
bankingSpeed 0.0
rollLimit 2
pitchLimit 0
braking 10
mouseYaw 0.006
turningSpeed 5
turnWhenStopped 0
traction 100
friction 100
maxSlope 0.65
mass 200
armor 200
toughness 30.0
model wampa
riderAnim BOTH_FORCEHEAL_START
radarIcon "gfx/menus/radar/wampa"
soundOn "sound/vehicles/wampa/on.mp3"
cameraOverride 1
cameraRange 150
cameraVertOffset 0
cameraPitchOffset -30
cameraFOV 80
cameraAlpha 0
}

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atst_laser
{
name atst_laser
projectile 1
muzzleFX "atst/main_muzzleflash"
shotFX "atst/shot_red"
impactFX "atst/wall_impact"
g2MarkShader "gfx/damage/bodyburnmark1"
g2MarkSize 16
speed 1300
damage 75
splashDamage 20
splashRadius 50
ammoPerShot 1
width 8
height 8
lifetime 10000
}

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atst_rocket
{
name atst_rocket
projectile 1
model "models/weapons2/merr_sonn/projectile.md3"
muzzleFX "atst/alt_muzzleflash"
shotFX "atst/side_alt_shot"
impactFX "atst/side_alt_explosion"
g2MarkShader "gfx/damage/bodybigburnmark1"
g2MarkSize 48
loopSound "sound/weapons/rocket/missleloop.wav"
speed 1100
homing 0
lockOnTime 0
damage 150
splashDamage 150
splashRadius 250
ammoPerShot 1
health 10
width 10
height 10
lifetime 10000
explodeOnExpire 1
}

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bomb
{
name bomb
projectile 1
hasGravity 1
muzzleFX "ships/bomb_launch"
shotFX "ships/bomb"
impactFX "ships/mine_impact"
g2MarkShader "gfx/damage/bodybigburnmark1"
g2MarkSize 100
speed 50
//damage 1000
//splashDamage 100
damage 1000
splashDamage 300
splashRadius 500
ammoPerShot 1
}

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conc_missile_straight
{
name conc_missile_straight
projectile 1
muzzleFX "ships/conc_muzzleflash"
shotFX "ships/reb_torpshot"
impactFX "ships/conc_impact"
g2MarkShader "gfx/damage/bodybigburnmark1"
g2MarkSize 72
loopSound "sound/vehicles/weapons/conc_missile/loop.wav"
speed 10000
homing 0
lockOnTime 0
//damage 300
//splashDamage 200
damage 500
splashDamage 200
splashRadius 200
ammoPerShot 1
health 10
width 6
height 6
lifetime 10000
explodeOnExpire 1
}

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concussion_missile
{
name concussion_missile
projectile 1
muzzleFX "ships/reb_torpmuzzleflash"
shotFX "ships/reb_torpshot"
impactFX "ships/conc_impact"
g2MarkShader "gfx/damage/bodybigburnmark1"
g2MarkSize 72
loopSound "sound/vehicles/weapons/conc_missile/loop.wav"
speed 5000
//homing 0.75
//homingFOV -0.25
homing 0.45
homingFOV 0.2
lockOnTime 2000
//damage 300
//splashDamage 200
damage 500
splashDamage 200
splashRadius 200
ammoPerShot 1
health 10
width 6
height 6
lifetime 30000
explodeOnExpire 1
}

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imp_laser
{
name imp_laser
projectile 1
muzzleFX "ships/imp_blastermuzzleflash"
shotFX "ships/imp_blastershot"
impactFX "ships/imp_blasterimpact"
g2MarkShader "gfx/effects/scorch"
g2MarkSize 56
//loopSound
speed 20000
damage 100
//damage 50
splashDamage 50
splashRadius 100
ammoPerShot 1
lifetime 2000
}

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ion_blaster
{
name ion_blaster
projectile 1
ionWeapon 1
muzzleFX "ships/ion_muzzleflash"
shotFX "ships/ion_blastershot"
impactFX "ships/ion_blasterimpact"
//loopSound
speed 20000
//damage 40
//splashDamage 50
//splashRadius 80
ammoPerShot 1
lifetime 2000
}

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mine
{
name mine
projectile 1
muzzleFX "ships/mine_launch"
shotFX "ships/mine"
impactFX "ships/mine_impact"
g2MarkShader "gfx/damage/bodybigburnmark1"
g2MarkSize 100
loopSound "sound/vehicles/weapons/mine/loop.wav"
speed 0
//damage 2000
//splashDamage 500
damage 2000
splashDamage 500
splashRadius 500
ammoPerShot 1
health 100
width 12
height 12
lifetime 180000
explodeOnExpire 1
}

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proton_torpedo
{
name proton_torpedo
projectile 1
muzzleFX "ships/imp_torpmuzzleflash"
shotFX "ships/imp_torpshot"
impactFX "ships/proton_impact"
g2MarkShader "gfx/effects/scorch"
g2MarkSize 72
loopSound "sound/vehicles/weapons/proton/loop.wav"
speed 4000
//homing 0.5
//homingFOV 0
homing 0.25
homingFOV 0.4
lockOnTime 2400
//damage 800
//splashDamage 300
damage 800
splashDamage 300
splashRadius 350
ammoPerShot 1
health 10
width 6
height 6
lifetime 30000
explodeOnExpire 1
}

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rebel_laser
{
name rebel_laser
projectile 1
muzzleFX "ships/reb_blastermuzzleflash"
shotFX "ships/reb_blastershot"
impactFX "ships/reb_blasterimpact"
g2MarkShader "gfx/effects/scorch"
g2MarkSize 52
//loopSound
speed 20000
damage 75
//damage 40
splashDamage 35
splashRadius 80
ammoPerShot 1
lifetime 2000
}

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swoop_laser
{
name swoop_laser
projectile 1
saberBlockable 1
muzzleFX "ships/swoop_blastermuzzleflash"
shotFX "ships/swoop_blastershot"
impactFX "ships/swoop_blasterhit"
g2MarkShader "gfx/damage/bodyburnmark1"
g2MarkSize 16
speed 2500
damage 10
ammoPerShot 1
}

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swoop_rocket
{
name swoop_rocket
projectile 1
muzzleFX "ships/conc_muzzleflash"
shotFX "ships/reb_torpshot"
impactFX "ships/conc_impact"
g2MarkShader "gfx/damage/bodybigburnmark1"
g2MarkSize 48
loopSound "sound/vehicles/weapons/conc_missile/loop.wav"
speed 10000
homing 0
lockOnTime 0
damage 300
splashDamage 200
splashRadius 160
ammoPerShot 1
health 10
width 6
height 6
lifetime 10000
explodeOnExpire 1
}

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//name //(STRING)name of weapon, use same name in .veh file, use no spaces or special characters
//{
//name //(STRING) Unique name of weapon, must be same as the name above
//projectile //(INT)0 = traceline, 1 = projectile (missile entity)
//hasGravity //(INT)0 = no grav, 1 = normal grav (on projectiles only)
//ionWeapon //(INT) 0 = not an ion weapon, 1 = disables ship shields and sends them out of control
//muzzleFX //(STRING)path to Muzzle Effect, starting from "effects"
//shotFX //(STRING)path to Shot Effect, starting from "effects"
//impactFX //(STRING)path to Impact Effect, starting from "effects"
//g2MarkShaderHandle //(STRING) name of shader to use for G2 marks made on other models when hit by this projectile
//g2MarkSize //(FLOAT) size (diameter) of the ghoul2 mark
//loopSound //(STRING)path to loopSound, starting from "base"
//speed //(FLOAT)speed of projectile/range of traceline
//homing //(FLOAT)0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ
//homingFOV //(FLOAT, -1.0 to 1.0) default 0. Missile will lose lock on if DotProduct of missile direction and direction to target ever drops below this (-1 to 1, -1 = never lose target, 0 = lose if ship gets behind missile, 1 = pretty much will lose it's target right away)
//lockOnTime //(INT)0 = no lock time needed, else # of ms needed to lock on
//damage //(INT)damage done when traceline or projectile directly hits target
//splashDamage //(INT)damage done to ents in splashRadius of end of traceline or projectile origin on impact
//splashRadius //(FLOAT)radius that ent must be in to take splashDamage (linear fall-off)
//ammoPerShot //(INT)how much "ammo" each shot takes
//health //(INT)if non-zero, projectile can be shot, takes this much damage before being destroyed
//width //(FLOAT)width of traceline or bounding box of projecile (non-rotating!)
//height //(FLOAT)height of traceline or bounding box of projecile (non-rotating!)
//lifetime //(INT) after this many milliseconds, it will remove itself
//explodeOnExpire //(INT) if set to 1, it will explode when lifetime is up, not just remove itself
//}

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yt_turbolaser
{
name yt_turbolaser
projectile 1
muzzleFX "ships/yt_turbomuzzleflash"
shotFX "ships/reb_blastershot"
impactFX "ships/reb_blasterimpact"
g2MarkShader "gfx/effects/scorch"
g2MarkSize 64
//loopSound
speed 25000
//damage 500
//splashDamage 160
damage 500
splashDamage 160
splashRadius 200
ammoPerShot 1
lifetime 2000
}

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WildTauntaun
{
name WildTauntaun
type VH_ANIMAL
numHands 2
lookYaw 45
lookPitch 45
length 128
width 32
height 32
centerOfGravity "-0.222 0 0"
speedMax 500
speedMin -50
turboSpeed 800
turboDuration 3000
turboRecharge 8000
acceleration 10
decelIdle 20
strafePerc 0.0
bankingSpeed 0.0
rollLimit 2
pitchLimit 0
braking 10
mouseYaw 0.006
turningSpeed 5
turnWhenStopped 0
traction 100
friction 100
maxSlope 0.55
mass 200
armor 300
toughness 30.0
model tauntaun
riderAnim BOTH_VT_IDLE
radarIcon "gfx/menus/radar/tauntaun"
skin "wild"
cameraOverride 1
cameraRange 125
cameraVertOffset 0
cameraPitchOffset 0
cameraFOV 80
cameraAlpha 0
soundOn "sound/chars/tauntaun/misc/buck1.mp3"
soundOff "sound/chars/tauntaun/misc/buck2.mp3"
soundTurbo "sound/chars/tauntaun/misc/anger1.mp3"
soundShift1 "sound/chars/tauntaun/misc/anger3.mp3"
soundShift2 "sound/chars/tauntaun/misc/chatter1.mp3"
soundShift3 "sound/chars/tauntaun/misc/chatter3.mp3"
soundShift4 "sound/chars/tauntaun/misc/pant1.mp3"
}

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X-Wing
{
name X-Wing
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 460
width 460
height 128
g2radius 460
centerOfGravity "-0.222 0 0"
speedMax 2600
turboSpeed 4000
turboDuration 2000
turboRecharge 6000
speedMin 0
acceleration 15
decelIdle 8
accelIdle 10
speedIdle 800
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0.085
bankingSpeed 0.5
rollLimit 35
pitchLimit 60
braking 20
mouseYaw 0.0022
mousePitch 0.0022
turningSpeed 4.2
turnWhenStopped 0
traction 12
friction 0.4
speedDependantTurning 1
maxSlope 0.65
mass 1000
//armor 1000
//malfunctionArmorLevel 666
//health_front 300
//health_back 200
//health_right 250
//health_left 250
//shields 600
armor 1200
malfunctionArmorLevel 750
//armor 2400
//malfunctionArmorLevel 1200
health_front 450
health_back 350
health_right 450
health_left 450
shields 500
//ms per point of recharge
shieldRechargeMS 600
toughness 90.0
model x-wing
riderAnim BOTH_VS_IDLE
droidNPC "random"
radarIcon "gfx/menus/radar/XW"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/XW_front"
icon_back "gfx/menus/radar/XW_back"
icon_right "gfx/menus/radar/XW_right"
icon_left "gfx/menus/radar/XW_left"
crosshairShader "gfx/menus/radar/XW_reticle"
//shieldShader "gfx/misc/shields_green"
shieldShader "gfx/misc/shields_blue"
soundOn "sound/vehicles/x-wing/on.wav"
soundLoop "sound/vehicles/x-wing/loop.wav"
soundOff "sound/vehicles/x-wing/off.wav"
soundFlyBy "sound/vehicles/x-wing/flyby.wav"
soundFlyBy2 "sound/vehicles/x-wing/flyby2.wav"
soundHyper "sound/vehicles/common/hyperstartreb.wav"
soundTurbo "sound/vehicles/x-wing/xwingby.wav"
exhaustFX "ships/xwing_exhaust"
turboFX "ships/xwing_exhaust_turbo"
impactFX "ships/scrape_sparks"
explodeFX "ships/XW_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/XW_nose"
lwingFX "ships/XW_lwing"
rwingFX "ships/XW_rwing"
flammable 1
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
landingHeight 300.0
surfDestruction 1
weap1 rebel_laser
weap1Delay 150
weap1Aim 1
weap1AmmoMax 40
weap1AmmoRechargeMS 500
weap1Link 1
weap2 concussion_missile
weap2Delay 2000
weap2Aim 1
weap2AmmoMax 8
weap2Link 1
weapMuzzle1 rebel_laser
weapMuzzle2 rebel_laser
weapMuzzle3 rebel_laser
weapMuzzle4 rebel_laser
weapMuzzle5 concussion_missile
weapMuzzle6 concussion_missile
cameraOverride 1
cameraRange 500
cameraVertOffset 110
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
}

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//NOTE: this really acts more like an A-Wing right now, for variety's sake
Z-95
{
name Z-95
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 420
width 460
height 128
g2radius 460
centerOfGravity "-0.222 0 0"
//speedMax 2200
//turboSpeed 4400
speedMax 2400
turboSpeed 4600
turboDuration 3000
turboRecharge 6000
speedMin 0
acceleration 26
decelIdle 10
accelIdle 15
speedIdle 1000
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0.1
bankingSpeed 0.5
rollLimit 40
pitchLimit 70
braking 25
//mouseYaw 0.0025
//mousePitch 0.0025
mouseYaw 0.00275
mousePitch 0.00275
//turningSpeed 5
turningSpeed 5.25
turnWhenStopped 0
traction 14
friction 0.5
speedDependantTurning 1
maxSlope 0.65
mass 800
//armor 1000
//malfunctionArmorLevel 666
//health_front 300
//health_back 300
//health_right 200
//health_left 200
//shields 300
armor 900
malfunctionArmorLevel 800
//armor 2000
//malfunctionArmorLevel 1300
health_front 300
health_back 300
health_right 300
health_left 300
shields 450
toughness 85.0
model Z-95
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/Z95"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/Z95_front"
icon_back "gfx/menus/radar/Z95_back"
icon_right "gfx/menus/radar/Z95_right"
icon_left "gfx/menus/radar/Z95_left"
crosshairShader "gfx/menus/radar/z95_reticle"
//shieldShader "gfx/misc/shields_green"
shieldShader "gfx/misc/shields_blue"
soundOn "sound/vehicles/z-95/on.wav"
soundLoop "sound/vehicles/z-95/loop.wav"
soundOff "sound/vehicles/z-95/off.wav"
soundFlyBy "sound/vehicles/z-95/flyby.wav"
soundFlyBy2 "sound/vehicles/z-95/flyby2.wav"
soundHyper "sound/vehicles/common/hyperstartreb.wav"
soundTurbo "sound/vehicles/z-95/flyby.wav"
exhaustFX "ships/z95_exhaust"
turboFX "ships/z95_exhaust_turbo"
impactFX "ships/scrape_sparks"
explodeFX "ships/Z95_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/Z95_nose"
lwingFX "ships/Z95_lwing"
rwingFX "ships/Z95_rwing"
flammable 1
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
landingHeight 300.0
surfDestruction 1
weap1 rebel_laser
weap1Delay 100
weap2 conc_missile_straight
weap2Delay 1000
weap1AmmoMax 30
weap1AmmoRechargeMS 400
weap2AmmoMax 6
weap1Aim 1
weap2Aim 1
weapMuzzle1 rebel_laser
weapMuzzle2 rebel_laser
weapMuzzle3 conc_missile_straight
//should *all* ships really be able to do this?
weap1Link 1
cameraOverride 1
cameraRange 500
cameraVertOffset 110
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
}