-
Notifications
You must be signed in to change notification settings - Fork 144
/
template.vwp
26 lines (26 loc) · 2.08 KB
/
template.vwp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
//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
//}