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GameStar Special 2004 August
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GSSH0804.iso
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Action
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Notrium
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Notrium13.exe
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weapons.dat
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Text File
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2004-08-23
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10KB
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290 lines
0=standard;//weapon class names
Particle Parameter Holder;//name---------------------------------------
0;//identifier
0;//class
bullet0.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.300000;//spread
0.700000;//bullet speed
50.000000;//time until bullet disappears
500;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
-1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.000000;//push target back
0.000000;//push shooter back
none;//fire sound
none;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
end_wield_conditions;
begin_fire_effects;
end_fire_effects;
begin_hit_effects;
end_hit_effects;
Tazor;//name---------------------------------------
2;//identifier
0;//class
bullet0.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.060000;//spread
1.000000;//bullet speed
50.000000;//time until bullet disappears
500;//fire rate
1;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
0;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
6;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.200000;//push target back
0.000000;//push shooter back
electric.wav;//fire sound
electric2.wav;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
3;//condition
1.000000;//condition parameter0
0.400000;//condition parameter1
end_wield_conditions;
begin_fire_effects;
4;//effect number
-0.400000;//parameter1
0.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
27;//effect number
5.000000;//parameter1
50.000000;//parameter2
0.300000;//parameter3
0.350000;//parameter4
26;//effect number
6.000000;//parameter1
3.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-1.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
1;//effect number
13000.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
Laser Pistol;//name---------------------------------------
3;//identifier
0;//class
bullet0.png;//bullet texture
1;//bullets at one shot
1;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.010000;//spread
10.000000;//bullet speed
100.000000;//time until bullet disappears
500;//fire rate
3;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
0;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.040000;//push target back
0.000000;//push shooter back
laser.wav;//fire sound
laser_hit.wav;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
3;//condition
1.000000;//condition parameter0
2.000000;//condition parameter1
end_wield_conditions;
begin_fire_effects;
4;//effect number
-2.000000;//parameter1
0.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-70.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
Claws2 for big blue alien;//name---------------------------------------
7;//identifier
0;//class
bullet0.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.100000;//spread
0.500000;//bullet speed
50.000000;//time until bullet disappears
500;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
0;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.500000;//push target back
0.800000;//push shooter back
claws1.wav;//fire sound
claws0_hit.wav;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
end_wield_conditions;
begin_fire_effects;
27;//effect number
5.000000;//parameter1
50.000000;//parameter2
0.300000;//parameter3
0.350000;//parameter4
26;//effect number
6.000000;//parameter1
3.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-10.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
1;//effect number
300.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
Psionic Blast;//name---------------------------------------
8;//identifier
0;//class
qpblast.png;//bullet texture
1;//bullets at one shot
1;//stop at hit 0=stop where hit, 1=don't stop
6.000000;//bullet size
0.000000;//spread
0.500000;//bullet speed
300.000000;//time until bullet disappears
375;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
-1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
2.500000;//push target back
0.000000;//push shooter back
psionicattack.wav;//fire sound
claws0_hit.wav;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
end_wield_conditions;
begin_fire_effects;
4;//effect number
-2.500000;//parameter1
0.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-20.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
24;//effect number
9.000000;//parameter1
10.000000;//parameter2
3.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
Psionic Blast Explosion;//name---------------------------------------
9;//identifier
0;//class
bullet0.png;//bullet texture
2;//bullets at one shot
1;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.200000;//spread
0.500000;//bullet speed
200.000000;//time until bullet disappears
250;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
-1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
1.000000;//push target back
0.000000;//push shooter back
claws0_hit.wav;//fire sound
claws0_hit.wav;//hit sound
1.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
end_wield_conditions;
begin_fire_effects;
27;//effect number
5.000000;//parameter1
50.000000;//parameter2
0.300000;//parameter3
0.350000;//parameter4
26;//effect number
6.000000;//parameter1
3.000000;//parameter2
43.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
4;//effect number
-10.000000;//parameter1
0.000000;//parameter2
0.000000;//parameter3
0.000000;//parameter4
24;//effect number
10.000000;//parameter1
5.000000;//parameter2
3.000000;//parameter3
0.000000;//parameter4
end_hit_effects;
Psionic Dash;//name---------------------------------------
11;//identifier
8;//class
bullet0.png;//bullet texture
1;//bullets at one shot
0;//stop at hit 0=stop where hit, 1=don't stop
0.000000;//bullet size
0.000000;//spread
1.000000;//bullet speed
100.000000;//time until bullet disappears
100;//fire rate
0;//trace 0=no trace, 1=blue beam, 2=bullet trace, 3=red beam, 4=green beam, 5=yellow beam
-1;//hit visual effect colour, -1=nothing 0=?, 1=red, 2=green, 3=blue
0;//hit visual effect particle, -1=nothing, 0=>particle from particles.dat
none;//hit effect sound
0.000000;//push target back
-1.000000;//push shooter back
step2.wav;//fire sound
step2.wav;//hit sound
0.000000;//AI hear volume, the amount of anger the AI gets when it hears the weapon
begin_wield_conditions;
3;//condition
1.000000;//condition parameter0
1.250000;//condition parameter1
end_wield_conditions;
begin_fire_effects;
4;//effect number
-1.250000;//parameter1
0.000000;//parameter2
1.000000;//parameter3
0.000000;//parameter4
end_fire_effects;
begin_hit_effects;
end_hit_effects;
end_of_file;