Added view-space effects to Enforcer and Biorifle, others will follow soon. Added smoke particles to spent casings. Added green smoke particles to biorifle sludge explosions. Touched up how rockets and grenades are fired. Fixed a VM abort when the game is loaded while there's a Redeemer blast active.
121 lines
2.2 KiB
Text
121 lines
2.2 KiB
Text
Model "WarheadAmmo"
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{
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Path "models"
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Model 0 "missile_d.3d"
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Skin 0 "jmissile_01_.png"
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Scale 0.2 0.2 0.24
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ZOffset 21
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FrameIndex WMIS A 0 0
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}
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Model "ShockWave"
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{
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Path "models"
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Model 0 "shockwavem_d.3d"
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Skin 0 "shockt1.png"
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Scale 1.2 1.0 1.0
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PitchOffset 90
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FrameIndex RWAV A 0 0
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FrameIndex RWAV B 0 1
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}
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Model "WarShell"
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{
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Path "models"
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Model 0 "missile_d.3d"
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Skin 0 "jmissile_01.png"
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Scale 0.24 0.2 0.2
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Offset -13 0 0
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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FrameIndex WMIS A 0 0
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}
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Model "GuidedWarShell"
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{
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Path "models"
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Model 0 "missile_d.3d"
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Skin 0 "jmissile_01.png"
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Scale 0.24 0.2 0.2
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Offset -13 0 0
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PitchOffset -90
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USEACTORPITCH
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USEACTORROLL
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FrameIndex WMIS A 0 0
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}
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Model "WarheadLauncher"
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{
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Path "models"
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Model 1 "whpick_d.3d"
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Skin 1 "jwhpick1.png"
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Scale 0.2 0.24 0.2
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RollOffset -90
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ZOffset 11
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FrameIndex RDMP B 1 0
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ZOffset 12
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ROTATING
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FrameIndex RDMP A 1 0
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}
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Model "WarheadLauncher"
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{
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Path "models"
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Model 0 "warhead_d.3d"
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SurfaceSkin 0 0 "jwarhead1.png"
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SurfaceSkin 0 1 "jwarhead2.png"
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SurfaceSkin 0 2 "jwarhead3.png"
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SurfaceSkin 0 3 "jwarhead4.png"
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Scale 0.2 -0.18 0.2
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AngleOffset 89
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PitchOffset 30
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RollOffset -82
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Offset 4.4 -18.1 -4.8
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// Offsets and rotations are still not like in UT because really, I can't get over that damn hole in the right tube
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// I should patch that up someday when I write the .3d editor
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// select
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FrameIndex WARS A 0 0
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FrameIndex WARS B 0 1
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FrameIndex WARS C 0 2
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FrameIndex WARS D 0 3
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FrameIndex WARS E 0 4
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FrameIndex WARS F 0 5
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FrameIndex WARS G 0 6
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FrameIndex WARS H 0 7
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FrameIndex WARS I 0 8
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FrameIndex WARS J 0 9
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FrameIndex WARS K 0 10
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FrameIndex WARS L 0 11
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FrameIndex WARS M 0 12
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FrameIndex WARS N 0 13
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FrameIndex WARS O 0 14
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// idle
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FrameIndex WARI A 0 15
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FrameIndex WARI B 0 16
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FrameIndex WARI C 0 17
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FrameIndex WARI D 0 18
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FrameIndex WARI E 0 19
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// deselect
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FrameIndex WARD A 0 20
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FrameIndex WARD B 0 21
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FrameIndex WARD C 0 22
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FrameIndex WARD D 0 23
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FrameIndex WARD E 0 24
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FrameIndex WARD F 0 25
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FrameIndex WARD G 0 26
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// fire
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FrameIndex WARF A 0 28
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FrameIndex WARF B 0 29
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FrameIndex WARF C 0 30
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FrameIndex WARF D 0 31
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FrameIndex WARF E 0 32
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FrameIndex WARF F 0 33
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FrameIndex WARF G 0 34
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}
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