flak_m/modeldef.warhead
Marisa Kirisame 4f0cb3e73f Minigun implemented. Some minor adjustments to weapon model offsets.
Allow armor/pads to replace shield belt when it's not at max capacity (emulating UT behavior).
2018-05-28 18:49:00 +02:00

127 lines
2.1 KiB
Text

Model "WarheadAmmo"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01_.png"
Scale 0.2 0.2 0.24
ZOffset 21
FrameIndex WMIS A 0 0
}
Model "ShockWave"
{
Path "models"
Model 0 "shockwavem_d.3d"
Skin 0 "shockt1.png"
Scale 1.2 1.0 1.0
PitchOffset 90
FrameIndex RWAV A 0 0
FrameIndex RWAV B 0 1
}
Model "WarShell"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01.png"
Scale 0.24 0.2 0.2
Offset -13 0 0
PitchOffset -90
USEACTORPITCH
USEACTORROLL
FrameIndex WMIS A 0 0
}
Model "GuidedWarShell"
{
Path "models"
Model 0 "missile_d.3d"
Skin 0 "jmissile_01.png"
Scale 0.24 0.2 0.2
Offset -13 0 0
PitchOffset -90
USEACTORPITCH
USEACTORROLL
FrameIndex WMIS A 0 0
}
Model "WarheadLauncher"
{
Path "models"
Model 1 "whpick_d.3d"
Skin 1 "jwhpick1.png"
Scale 0.2 0.24 0.2
ZOffset 12
RollOffset -90
ROTATING
FrameIndex RDMP A 1 0
}
Model "WarheadLauncher"
{
Path "models"
Model 1 "whpick_d.3d"
Skin 1 "jwhpick1.png"
Scale 0.2 0.24 0.2
RollOffset -90
ZOffset 11
FrameIndex RDMP B 1 0
}
Model "WarheadLauncher"
{
Path "models"
Model 0 "warhead_d.3d"
SurfaceSkin 0 0 "jwarhead1.png"
SurfaceSkin 0 1 "jwarhead2.png"
SurfaceSkin 0 2 "jwarhead3.png"
SurfaceSkin 0 3 "jwarhead4.png"
Scale 0.2 -0.12 0.2
AngleOffset 90
PitchOffset 33.5
RollOffset -87.1875
Offset 6.2 -15.6 -6.2
// select
FrameIndex WARS A 0 0
FrameIndex WARS B 0 1
FrameIndex WARS C 0 2
FrameIndex WARS D 0 3
FrameIndex WARS E 0 4
FrameIndex WARS F 0 5
FrameIndex WARS G 0 6
FrameIndex WARS H 0 7
FrameIndex WARS I 0 8
FrameIndex WARS J 0 9
FrameIndex WARS K 0 10
FrameIndex WARS L 0 11
FrameIndex WARS M 0 12
FrameIndex WARS N 0 13
FrameIndex WARS O 0 14
// idle
FrameIndex WARI A 0 15
FrameIndex WARI B 0 16
FrameIndex WARI C 0 17
FrameIndex WARI D 0 18
FrameIndex WARI E 0 19
// deselect
FrameIndex WARD A 0 20
FrameIndex WARD B 0 21
FrameIndex WARD C 0 22
FrameIndex WARD D 0 23
FrameIndex WARD E 0 24
FrameIndex WARD F 0 25
FrameIndex WARD G 0 26
// fire
FrameIndex WARF A 0 28
FrameIndex WARF B 0 29
FrameIndex WARF C 0 30
FrameIndex WARF D 0 31
FrameIndex WARF E 0 32
FrameIndex WARF F 0 33
FrameIndex WARF G 0 34
}