All pastes #452936 Raw Edit

beams

public text v1 · immutable
·published 2007-04-22 17:01 UTC
rendered paste body
#Primary Weapons

$Name:							SRed
+nocreate
$BeamInfo:
	+Radius:		  			60.0			;; muzzle glow radius in meters
	+Muzzleglow:				SbeamAglow		;; muzzle glow bitmap
	+Shots:				1
	$Section:									;; one section of the beam
		+Index:					0
		+Width:					10.0			;; width of the section
		+Texture:				SbeamAA		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.3				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			90, 2
		+Translation:				-2
	$Section:									;; one section of the beam (you can have up to 5)
		+Index:					1
		+Width:					6.0				;; width of the section
		+Texture:				SbeamAB		;; texture for this section
		+RGBA Inner:			255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10	;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.2				;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0				;; hehe
	$Section:									;; one section of the beam
		+Index:					2
		+Width:					30.0			;; width of the section
		+Texture:				SbeamAC		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.001				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			310, 2
		+Translation:				-2
	$Section:									;; one section of the beam
		+Width:					120.0			;; width of the section
		+Texture:				SbeamAD		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:									;; one section of the beam
		+Width:					90.0			;; width of the section
		+Texture:				SbeamAE		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.2				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe

$Name:                          LRed
+nocreate
$BeamInfo:
	+Radius:		  			100.0			;; muzzle glow radius in meters
	+Muzzleglow:				SbeamAglow		;; muzzle glow bitmap
	+Shots:				1
	$Section:									;; one section of the beam
		+Index:					0
		+Width:					20.0			;; width of the section
		+Texture:				SbeamAA		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.0				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			90, 2
		+Translation:				-2
	$Section:									;; one section of the beam (you can have up to 5)
		+Index:					1
		+Width:					10.0				;; width of the section
		+Texture:				SbeamAB		;; texture for this section
		+RGBA Inner:			255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10	;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.01				;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0				;; hehe
	$Section:									;; one section of the beam
		+Index:					2
		+Width:					60.0			;; width of the section
		+Texture:				SbeamAC		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.001				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			310, 2
		+Translation:				-3
	$Section:									;; one section of the beam
		+Width:					200.0			;; width of the section
		+Texture:				SbeamAD		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:									;; one section of the beam
		+Width:					150.0			;; width of the section
		+Texture:				SbeamAE		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.2				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe



$Name:                          BFRed
+nocreate
$BeamInfo:
	+Radius:		  			210.0			;; muzzle glow radius in meters
	+Muzzleglow:				SbeamAglow		;; muzzle glow bitmap
	+Shots:				1
	$Section:									;; one section of the beam
		+Index:					0
		+Width:					20.0			;; width of the section
		+Texture:				SbeamAA		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.0				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			90, 2
		+Translation:				-2
	$Section:									;; one section of the beam (you can have up to 5)
		+Index:					1
		+Width:					20.0				;; width of the section
		+Texture:				SbeamAB		;; texture for this section
		+RGBA Inner:			255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10	;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.01				;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0				;; hehe
	$Section:									;; one section of the beam
		+Index:					2
		+Width:					70.0			;; width of the section
		+Texture:				SbeamAC		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.001				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			310, 2
		+Translation:				-3
	$Section:									;; one section of the beam
		+Width:					40.0			;; width of the section
		+Texture:				SbeamAF		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.001				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			230, 2
		+Translation:				-4
	$Section:									;; one section of the beam
		+Width:					400.0			;; width of the section
		+Texture:				SbeamAD		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
	$Section:									;; one section of the beam
		+Width:					320.0			;; width of the section
		+Texture:				SbeamAE		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.2				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe

$Name:                          AAAf
+nocreate
$BeamInfo:
	+Radius:		  			10.0			;; muzzle glow radius in meters
	+Muzzleglow:				AAAbeamAglow		;; muzzle glow bitmap
	+Shots:				1	;;need to remember to remove this
	$Section:								;; one section of the beam (you can have up to 5)
		+Index:					0
		+Width:					2.0				;; width of the section
		+Texture:				AAAbeamAA		;; texture for this section
		+RGBA Inner:			255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10	;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0				;; hehe
		+Tile Factor:			30, 2
		+Translation:				-4
	$Section:								;; one section of the beam
		+Index:					1
		+Width:					3.0				;; width of the section
		+Texture:				AAAbeamAB		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			90, 2
		+Translation:				-3
	$Section:								;; one section of the beam
		+Index:					2
		+Width:					4.0				;; width of the section
		+Texture:				AAAbeamAD		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
		+Tile Factor:			70, 2
		+Translation:				-5
	$Section:								;; one section of the beam
		+Width:					10.0				;; width of the section
		+Texture:				AAAbeamAC		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.4				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe
		+Tile Factor:			240, 2
		+Translation:				-3

$Name:                          TerSlash
+nocreate
$BeamInfo:
	+Type:						1				;; 0 - 4 are valid #'s
	+Life:			  			2.0				;; how long it lasts once the beam is actually firing
	+Warmup:		  			3000			;; warmup time in ms
	+Warmdown:					1500			;; warmdown time in ms
	+Radius:		  			50.0			;; muzzle glow radius in meters
	+PCount:					12			;; particles spewed every interval
	+PRadius:					1.2			;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				0.5 0.975 1.35 1.875 2.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					145			;; the looping beam-firing sound
	+WarmupSound:				153			;; associated warmup sound
	+WarmdownSound:				157			;; associated warmdown sound
	+Muzzleglow:				GreenBeamGlow		;; muzzle glow bitmap
	+Shots:						0			;; only used for TYPE 3 beams
	+ShrinkFactor:				0.0			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.0			;; what percentage of max width we subtract per second
	$Section:										;; one section of the beam (you can have up to 5)
		+Index:					0
		+Width:					17					;; width of the section
		+Texture:				TerBeam3Core			;; texture for this section
		+RGBA Inner:			255 255 255 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.0					;; how much it flickers (0.0 to 1.0)
		+Zadd:					8					;; hehe
		+Tile Factor: 12, 1
		+Translation: -18
	$Section:										;; one section of the beam
		+Index:					1
		+Width:					28					;; width of the section
		+Texture:				TerBeam4Core			;; texture for this section
		+RGBA Inner:			160 160 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10			;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.05				;; how much it flickers (0.0 to 1.0)
		+Zadd:					6					;; hehe
		+Tile Factor: 12, 1
		+Translation: -13
	$Section:										;; one section of the beam (you can have up to 5)
		+Index:					2
		+Width:					35.0				;; width of the section
		+Texture:				TerBeam2Glow			;; texture for this section
		+RGBA Inner:			255 255 255 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.2					;; how much it flickers (0.0 to 1.0)
		+Zadd:					3					;; hehe
		+Tile Factor: 12, 1
		+Translation: -7
	$Section:										;; one section of the beam
		+Width:					60.0				;; width of the section
		+Texture:				TerBeam2GlowHaze			;; texture for this section
		+RGBA Inner:			255 0 0 255			;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10			;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1					;; how much it flickers (0.0 to 1.0)
		+Zadd:					0					;; hehe
		+Tile Factor: 12, 1
		+Translation: -3

#End