Mesh
Hidden/Spoiler:
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel = "invisibility"
[Properties]
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_force_cloak"
//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
ReloadTime = "0.0"
HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"
EnergyDrain = "0.0"
//EnergyDrainRate = "20.0"
InitialSalvoDelay = "0.6"
InvisibilityTrigger = "Toggle"
InvisibilityPersistTime = "1.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.0"
SpeedForInvisibilityMax = "3.75" // normal crouch
SpeedForInvisibilityMin = "6.0" // normal run
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.0" // decrease invisibility by 0.5
FlickerTimeMin = "0.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "0.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
OffhandWeapon = 1
InstantPlayFireAnim = 1
TriggerSingle = "1"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1
//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2
//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3
//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4
[/code]
ClassLabel = "invisibility"
[Properties]
GeometryName = ""
HighResGeometry = ""
HUDTag = "hud_force_cloak"
//ChargeUpEffect = "com_sfx_chargeup"
//MuzzleFlash = "med_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
Discharge = "med_smoke_effect"
//RoundsPerClip = "32"
ReloadTime = "0.0"
HeatPerShot = "5.0" // only allow player to fire every 5 seconds
HeatRecoverRate = "1.0"
HeatThreshold = "0.01"
EnergyDrain = "0.0"
//EnergyDrainRate = "20.0"
InitialSalvoDelay = "0.6"
InvisibilityTrigger = "Toggle"
InvisibilityPersistTime = "1.0"
InvisibilityMax = "1.0"
InvisibilityMin = "0.0"
SpeedForInvisibilityMax = "3.75" // normal crouch
SpeedForInvisibilityMin = "6.0" // normal run
InvisibilityIncRate = "0.6"
InvisibilityDecRate = "0.9"
FlickerAmplitude = "0.0" // decrease invisibility by 0.5
FlickerTimeMin = "0.0" // randomly every 5 to 10 seconds
FlickerTimeMax = "0.0"
//ThrustFactor = "0.5" // when firing, move at half speed
TargetLock = "1" // when firing, activate target lock
//ZoomMin = "2.0"
//ZoomMax = "2.0"
//ZoomRate = "0.0"
//FirePointName = "hp_fire"
ModeTexture = "HUD_weap_semiauto"
//ModeTextureColor = "42 235 42 100"
ReticuleTexture = "reticule_rifle"
ScopeTexture = "weapon_scope2"
OffhandWeapon = 1
InstantPlayFireAnim = 1
TriggerSingle = "1"
LockOnRange = "64.0"
LockTime = "0.0"
AutoAimSize = "2.0"
TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"
ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.0"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.2"
RecoilLengthHeavy = "0.25"
RecoilStrengthHeavy = "2"
RecoilDecayHeavy = "0.0"
FireSound = "all_weap_invisibility_fire"
//ReloadSound = ""
WeaponChangeSound = ""
ChangeModeSound = ""
FireEmptySound = ""
ChargeSound = ""
ChargeSoundPitch = "0.05"
OverheatSound = ""
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
JumpSound = ""
LandSound = ""
RollSound = ""
ProneSound = ""
SquatSound = ""
StandSound = ""
//NextCharge = 0.25
//HeatPerShot = "0.6"
//AmmoPerShot = 1
//NextCharge = 0.5
//HeatPerShot = "0.65"
//AmmoPerShot = 2
//NextCharge = 0.75
//HeatPerShot = "0.8"
//AmmoPerShot = 3
//NextCharge = 0.99
//HeatPerShot = "1.0"
//AmmoPerShot = 4
[/code]
Hidden/Spoiler:
[code]Code:
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_dc15a", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17", "com_inv_mesh")
NameMesh("rep_weap_inf_z6", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15s", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15x", "com_inv_mesh")
NameMesh("com_weap_inf_binoculars", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17m_rifle", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17m_sniper", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17m_aa", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15s_commando", "com_inv_mesh")
NameMesh("cis_weap_inf_e5", "com_inv_mesh")
NameMesh("cis_weap_inf_westar34", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("rep_weap_inf_dc15a")
{
Position(-0.25, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_z6")
{
Position(-0.27, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc15s")
{
Position(-0.27, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.9, 0.9, 0.9)
}
MeshInfo("rep_weap_inf_dc15x")
{
Position(-0.25, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("com_weap_inf_binoculars")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17m_rifle")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17m_sniper")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17m_aa")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc15s_commando")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("cis_weap_inf_e5")
{
Position(-0.25, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.9, 0.9, 0.9)
}
MeshInfo("cis_weap_inf_westar34")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("rep_weap_inf_n20detonator", "com_inv_mesh")
NameMesh("vibroblade", "com_inv_mesh")
NameMesh("rep_weap_inf_ecd", "com_inv_mesh")
NameMesh("rep_weap_inf_sonic", "com_inv_mesh")
NameMesh("cis_weap_dart", "com_inv_mesh")
NameMesh("hud_force_cloak", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("rep_weap_inf_n20detonator")
{
Position(-0.26, 0.3, 0.0, "Viewport")
Rotation(0.0, 94.0, 0.0)
Scale(1.75, 1.75, 1.75)
}
MeshInfo("vibroblade")
{
Position(-0.26, 0.28, 0.0, "Viewport")
Rotation(90.0, 0.0, 0.0)
Scale(1.75, 1.75, 1.75)
}
MeshInfo("rep_weap_inf_ecd")
{
Position(-0.24, 0.27, 50.0, "Viewport")
Rotation(0.0, 320.0, 0.0)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("rep_weap_inf_sonic")
{
Position(-0.24, 0.27, 50.0, "Viewport")
Rotation(0.0, 320.0, 0.0)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("cis_weap_dart")
{
Position(-0.24, 0.27, 50.0, "Viewport")
Rotation(0.0, 0.0, 0.0)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("hud_force_cloak")
{
Position(-0.24, 0.27, 0.0, "Viewport")
Rotation(0.0, 0.0, 0.0)
Scale(1.120000, 1.120000, 1.120000)
}
}
}
}
[/code]
ViewPort("Transforms")
{
EventNameFilter("player%")
// First Weapons Section
TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("rep_weap_inf_dc15a", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17", "com_inv_mesh")
NameMesh("rep_weap_inf_z6", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15s", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15x", "com_inv_mesh")
NameMesh("com_weap_inf_binoculars", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17m_rifle", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17m_sniper", "com_inv_mesh")
NameMesh("rep_weap_inf_dc17m_aa", "com_inv_mesh")
NameMesh("rep_weap_inf_dc15s_commando", "com_inv_mesh")
NameMesh("cis_weap_inf_e5", "com_inv_mesh")
NameMesh("cis_weap_inf_westar34", "com_inv_mesh")
EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
//change position, rotation and scale of first weapon here, remove unused lines
MeshInfo("rep_weap_inf_dc15a")
{
Position(-0.25, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_z6")
{
Position(-0.27, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc15s")
{
Position(-0.27, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.9, 0.9, 0.9)
}
MeshInfo("rep_weap_inf_dc15x")
{
Position(-0.25, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("com_weap_inf_binoculars")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17m_rifle")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17m_sniper")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc17m_aa")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("rep_weap_inf_dc15s_commando")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
MeshInfo("cis_weap_inf_e5")
{
Position(-0.25, 0.36, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.9, 0.9, 0.9)
}
MeshInfo("cis_weap_inf_westar34")
{
Position(-0.27, 0.35, 0.0, "Viewport")
Rotation(0.0, 90.0, 360.0)
Scale(0.7, 0.7, 0.7)
}
}
}
}
// Second Weapons Section
TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("rep_weap_inf_n20detonator", "com_inv_mesh")
NameMesh("vibroblade", "com_inv_mesh")
NameMesh("rep_weap_inf_ecd", "com_inv_mesh")
NameMesh("rep_weap_inf_sonic", "com_inv_mesh")
NameMesh("cis_weap_dart", "com_inv_mesh")
NameMesh("hud_force_cloak", "com_inv_mesh")
EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}
Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")
Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")
Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)
// adjust position, rotation and scale of second weapon here
MeshInfo("rep_weap_inf_n20detonator")
{
Position(-0.26, 0.3, 0.0, "Viewport")
Rotation(0.0, 94.0, 0.0)
Scale(1.75, 1.75, 1.75)
}
MeshInfo("vibroblade")
{
Position(-0.26, 0.28, 0.0, "Viewport")
Rotation(90.0, 0.0, 0.0)
Scale(1.75, 1.75, 1.75)
}
MeshInfo("rep_weap_inf_ecd")
{
Position(-0.24, 0.27, 50.0, "Viewport")
Rotation(0.0, 320.0, 0.0)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("rep_weap_inf_sonic")
{
Position(-0.24, 0.27, 50.0, "Viewport")
Rotation(0.0, 320.0, 0.0)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("cis_weap_dart")
{
Position(-0.24, 0.27, 50.0, "Viewport")
Rotation(0.0, 0.0, 0.0)
Scale(1.0, 1.0, 1.0)
}
MeshInfo("hud_force_cloak")
{
Position(-0.24, 0.27, 0.0, "Viewport")
Rotation(0.0, 0.0, 0.0)
Scale(1.120000, 1.120000, 1.120000)
}
}
}
}
[/code]