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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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
}