//---------------------------------------------------------------------- //- ARROWS ------------------------------------------------------------- //---------------------------------------------------------------------- *projectile_burstarrow_normal { *classname burstarrow *model0 weapons\longarrow *model1 "speedtrail:surface=arrowtrail01, duration=2.0, width=5.0, flags=tailfade+texfit" *removeattachedmodel model0 *sound_loop0 lrp_bu01 *sound_hitworld imp_arrow3b *sound_hitchar imp_fsh *velocity 100-200 *gravity 0 *impactforce 5 *damage 10, pierce+blockable *duration 10 *destroydelay 2.0 *attachclass attach_burstarrow *attachaligned 0 *attachonobjects all } // Expired name, don't use anymore! *projectile_burstarrow { *classname projectile_burstarrow_normal } //---------------------------------------------------------------------- *projectile_burstarrow_fire { *classname burstarrow // *model0 weapons\FireArrow // *model1 "particles:,MP=30,SU=afire01,CO=0xbbCEAF71,DU=0.3,FI=0.15,AX=0 0 90,AXN=0 0 70,DI=sphere,DIS=0.3,SZ0=6,SZ2=8,RT0=5,RT1=-1,RT2=5,RT3=-5,RT4=1" // *model2 "particles:,MP=40,SU=p_smokeblob01,CO=0x55222222,DU=0.8,,FI=0.2,AX=0 0 20,AXN=0 0 25,DI=sphere,DIS=1,SZ1=15,SZ2=25,SZ3=30,RT0=-2,RT1=3,RT2=1,RT3=-2" *model0 "speedtrail:surface=bombtrail01, duration=2.0, width=20.0, flags=alignfade+tailfade+texfit" *model1 "Particles:MP=80,SU=FireBallFire#-1,CO=0x80C06020,DU=0.5,FI=0.1,VE=1,VEN=2,AX=0 0 30,AXN=0 0 30,MV0=-4,MV1=4,MV2=-10,MV3=10,MV4=1,SZ0=10,SZ1=20,SZ2=20,SZ3=30,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,FS=0.01,FL=quads+fadestill" *model2 "Particles:MP=80,SU=FireBallSmoke#-2,CO=0xFF000000,DU=1.0,FI=0.5,VE=0,VEN=0,AX=0 0 30,AXN=0 0 30,MV0=-10,MV1=10,MV2=-10,MV3=10,MV4=1,SZ0=10,SZ1=20,SZ2=25,SZ3=40,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,TC=0.02,FS=0.01,FL=quads+fadestill" // *removeattachedmodel model0 *sound_loop0 Stave_Fire02b *sound_hitworld cocktail01b *sound_hitchar cocktail01b *velocity 80-150 *gravity 1.2 *attachclass attach_firearrow *attachaligned 1 *attachalignedaxis 2 *attachonobjects characters *explosion firewall_firearrow *explosiontype aligned *shockwave 64, 5, 5, fire+explosive *impactforce 2 *damage 5, fire+blockable *duration 10 *destroydelay 2.0 } //---------------------------------------------------------------------- *projectile_burstarrow_lafire { *classname burstarrow // *model0 weapons\FireArrow // *model1 "particles:,MP=30,SU=afire01,CO=0x50CEAF71,DU=0.3,FI=0.15,AX=0 0 90,AXN=0 0 70,DI=sphere,DIS=1.5,SZ0=22,SZ1=28,SZ2=12,RT0=3,RT1=-2,RT2=-3,RT3=1,LS=4,FL=asq" // *model2 "particles:,MP=40,SU=p_smokeblob04,CO=0xdd222222,DU=2,FI=1.8,AX=0 0 20,AXN=0 0 25,DI=sphere,DIS=1,SZ0=15,SZ1=25,SZ2=50,SZ3=45,RT0=-2,RT1=3,RT2=1,RT3=-2,TC=0.05" *model0 "speedtrail:surface=bombtrail01, duration=2.0, width=20.0, flags=alignfade+tailfade+texfit" *model1 "Particles:MP=80,SU=FireBallFire#-1,CO=0x80C06020,DU=0.5,FI=0.1,VE=1,VEN=2,AX=0 0 30,AXN=0 0 30,MV0=-4,MV1=4,MV2=-10,MV3=10,MV4=1,SZ0=10,SZ1=20,SZ2=20,SZ3=30,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,FS=0.01,FL=quads+fadestill" *model2 "Particles:MP=80,SU=FireBallSmoke#-2,CO=0xFF000000,DU=1.0,FI=0.5,VE=0,VEN=0,AX=0 0 30,AXN=0 0 30,MV0=-10,MV1=10,MV2=-10,MV3=10,MV4=1,SZ0=10,SZ1=20,SZ2=25,SZ3=40,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,TC=0.02,FS=0.01,FL=quads+fadestill" // *removeattachedmodel model0 *sound_loop0 Stave_Fire02b *sound_hitworld cocktail01b *sound_hitchar cocktail01b *velocity 50-100 *gravity 1.2 *attachclass attach_lafirearrow *attachaligned 1 *attachalignedaxis 2 *attachonobjects characters *explosion firewall_lafirearrow *explosiontype aligned *shockwave 128, 5, 10, fire+explosive *impactforce 10 *damage 10, fire+blockable *duration 10 *destroydelay 2.0 } //---------------------------------------------------------------------- *projectile_burstarrow_grenade { *classname burstarrow *model0 weapons\ExplosiveArrow *model1 "speedtrail:surface=arrowtrail01, duration=2.0, width=5.0, flags=tailfade+texfit" *removeattachedmodel model0 *sound_loop0 Stave_Fire02c *sound_hitworld *sound_hitchar *velocity 60-120 *gravity 1.5 *explosion explosion_burstarrow_grenade *explosiontype aligned *impactforce 25 *damage 10, explosive+blockable *duration 10 *destroydelay 2.0 } // Expired name, don't use anymore! *projectile_burstarrow_granate { *classname projectile_burstarrow_grenade } //---------------------------------------------------------------------- *projectile_burstarrow_hegrenade { *classname burstarrow *model0 weapons\ExplosiveArrow *model1 "speedtrail:surface=arrowtrail01, duration=2.0, width=5.0, flags=tailfade+texfit" *removeattachedmodel model0 *sound_loop0 Stave_Fire02c *sound_hitworld *sound_hitchar *velocity 60-120 *gravity 1.5 *explosion explosion_burstarrow_hegrenade *explosiontype aligned *impactforce 25 *damage 25, explosive+blockable *duration 10 *destroydelay 2.0 } //---------------------------------------------------------------------- *projectile_challenge_grenade { *classname burstarrow *model0 weapons\ExplosiveArrow *model1 "speedtrail:surface=arrowtrail01, duration=2.0, width=5.0, flags=tailfade+texfit" *removeattachedmodel model0 *sound_loop0 Stave_Fire02c *sound_hitworld *sound_hitchar *velocity 20-60 *gravity 1.5 *explosion explosion_burstarrow_grenade *explosiontype aligned *shockwave 64, 10, 160 *impactforce 10 *damage 150, explosive+blockable *duration 10 *destroydelay 2.0 } //---------------------------------------------------------------------- *projectile_sniperarrow_normal { *classname projectile_instant *model0 "InstantTrail:Surface=SniperArrowTrail, Width=3, SegLen=50, Duration=1.0, FadeInTime=0.0, FadeOutTime=0.5, Flags=FadeEdges" *flags noattach *destroydelay 20.0 *duration 20.0 *moveout 1.0 *startoffset 0 *velocityoffsetfactor 9 *attachclass attach_sniperarrow *attachaligned 0 *attachonobjects all *sound_lrp LRP01 *sound_hitworld IMP_ARROW *sound_hitchar IMP_FSHAR *damage 25, sniper+blockable *impactforce 15 } // Expired name, don't use anymore! *projectile_sniperarrow { *classname projectile_sniperarrow_normal } //---------------------------------------------------------------------- *projectile_sniperarrow_magic { *classname projectile_instant *model0 "InstantTrail:Surface=MagicArrowTrail, Width=3, SegLen=50, Duration=1.0, FadeInTime=0.0, FadeOutTime=0.5, Flags=FadeEdges" *flags noattach *destroydelay 20.0 *duration 20.0 *moveout 1.0 *startoffset 0 *velocityoffsetfactor 9 *attachclass attach_magicarrow *attachaligned 0 *attachonobjects all *sound_lrp LRP01 *sound_hitworld IMP_ARROW *sound_hitchar IMP_FSHAR *damage 100, magic+blockable *impactforce 15 } //---------------------------------------------------------------------- *template_projectile_bolt_instant { *classname projectile_instant *flags noattach *destroydelay 2.0 *duration 2.0 *moveout 1.0 *startoffset 0 *velocityoffsetfactor 9 *attachaligned 0 *attachonobjects all *sound_lrp LRP01 *sound_hitworld IMP_ARROW *sound_hitchar IMP_FSHAR } //---------------------------------------------------------------------- *projectile_bolt_normal { *classname template_projectile_bolt_instant *model0 "InstantTrail:Surface=SniperArrowTrail, Width=5, TexRepLen=100, Segments=10, Duration=0.5, FadeInTime=0.0, FadeOutTime=0.25, Flags=FadeEdges" *attachclass attach_bolt_normal *damage 1, pierce+blockable *impactforce 10 } //---------------------------------------------------------------------- *projectile_bolt_poison { *classname template_projectile_bolt_instant *model0 "InstantTrail:Surface=Boltpoison, Width=5, TexRepLen=100, Segments=10, Duration=0.5, FadeInTime=0.0, FadeOutTime=0.25, Flags=FadeEdges" *attachclass attach_bolt_poison *sound_spawn stave_poison01b *sound_lrp LRP01 *sound_hitworld stave_poison03b *sound_hitchar stave_poison03b *sound_hit stave_poison03b *damage 1, poison+blockable *impactforce 10 } //---------------------------------------------------------------------- *projectile_bolt_magic { *classname projectile_homing *model0 "speedtrail:surface=magicarrow01, duration=0.15, width=10.0, flags=tailfade+texfit" *model1 "Particles:,MP=100,SU=Glimmer2,CO=0xFF80A0F0,,,DU=0.8,,FI=0.2,VE=10,MV2=-5,MV3=5,MV4=1,SZ0=5,SZ1=20,SZ2=5,SZ3=20,SZ4=2,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1" // *removeattachedmodel model0, model1 *sound_loop0 Stave_Fire02b *sound_hitworld imp_magic2 *sound_hitchar imp_magic2 *sound_imp imp_magic2 *flags explodeontimeout+keeplooping *velocity 15 *homing_minvelocity 30 *homing_maxvelocity 30 *homing_acceleration 12 *homing_startfade 0.5 *homing_autoselecttarget 1 *homing_targetobjects characters *collisionobjects characters+world *impactforce 10 *damage 20, magic+blockable *duration 3 *destroydelay 1 *explosion explosion_bolt_magic *explosiontype aligned // *timeout_effect *attachclass attach_bolt_magic *attachaligned 0 *attachonobjects all } //---------------------------------------------------------------------- //- Bombs -------------------------------------------------------------- //---------------------------------------------------------------------- *projectile_bomb_normal { *classname bomb *physprim0 box, 8,8,8,0,0,0, physmovement+slideable, projectile, world+physmodel+physobject, excludeowner *model0 weapons\dabomb *model1 "speedtrail:surface=bombtrail01, duration=0.5, width=12.0, flags=alignfade+tailfade+texfit+texlock" *damagetype explosive *randanim0 *duration 1.5 *velocity 15-25 *gravity 2 *rotvelocity 0, 0, 0 *maxrenderoffsetblendtime 0.4 *sound_loop0 dem_fuse05sa *sound_hitworld met_impact08b *sound_hitchar *bounce_damage 0, crush+blockable *bounce_impactforce 10 *bounce_elasticity 0.4 *bounce_elasticity_vf 0.2 *bounce_friction 0.2 // *bounce_effect BombBounce *bounce_effectoffset 2.0 *explosion explosion_bomb_normal *explosiontype aligned *impactforce 20 *flags explodeontimeout+trueoffset } // Expired name, don't use anymore! *bomb_normal { *classname projectile_bomb_normal } //----------------------------------------------------------------------------- *projectile_bomb_heavy { *classname bomb *physprim0 box, 8,8,8,0,0,0, physmovement, projectile, world+physmodel+physobject, excludeowner *model0 weapons\hebomb *model1 "speedtrail:surface=bombtrail01, duration=1.0, width=12.0, flags=alignfade+tailfade+texfit+texlock" *damagetype explosive *randanim0 *duration 3 *velocity 13-23 *gravity 2.1 *rotvelocity 0, 0, 0 *maxrenderoffsetblendtime 0.4 *sound_loop0 dem_fuse05sa *sound_hitworld met_impact08b *sound_hitchar *bounce_damage 0, crush+blockable *bounce_impactforce 10 *bounce_elasticity 0.4 *bounce_elasticity_vf 0.2 *bounce_friction 0.2 // *bounce_effect BombBounce *bounce_effectoffset 2.0 *explosion explosion_bomb_heavy *explosiontype aligned *impactforce 20 *flags explodeontimeout+trueoffset } //---------------------------------------------------------------------- // DON'T CHANGE ANYTHING IN THIS TEMPLATE! IT'S HARDSCRIPTET IN LEVELS AS IT IS! *bomb_los_bananos { *classname bomb *physprim0 box, 8,8,8,0,0,0, physmovement, projectile, world+physmodel+physobject, excludeowner *model0 weapons\dabomb *model1 "speedtrail:surface=bombtrail01, duration=2.0, width=12.0, flags=alignfade+tailfade+texfit" *damagetype explosive *randanim0 *duration 3 *velocity 20-30 *gravity 4 *bounce_damage 0 *bounce_impactforce 10 *bounce_elasticity 0.4 // *bounce_effect BombBounce *bounce_effectoffset 2.0 *sound_loop0 dem_fuse05sa *sound_hitworld met_impact08b *explosion explosion_bomb_dabomb *explosiontype aligned *impactforce 20 *flags explodeontimeout } //---------------------------------------------------------------------- *bomb_celenheim { *classname projectile_bouncer *physprim0 box, 2,2,2,0,0,0, physmovement, projectile, world+physmodel+physobject, excludeowner *model0 "particles:,MP=100,CO=0x70602010,CON=0x60501020,FI=0.2,AL1=1,VE=4,VEN=1,AX=2 2 2,SZ0=20,SZ1=50,SZ2=100,SZ3=200,SMT=1,LS=2,FL=al+nh+nl" *damagetype explosive *randanim0 *duration 3 *velocity 13-23 *gravity 2.1 *rotvelocity 0, 0, 0 *maxrenderoffsetblendtime 0.4 *sound_loop0 firebolt1 *sound_hitworld *sound_hitchar *bounce_damage 0, crush+blockable *bounce_impactforce 1 *bounce_elasticity 0.1 *bounce_friction 0.05 // *bounce_effect BombBounce *bounce_effectoffset 2.0 *explosion explosion_bomb_celenheim *explosiontype aligned *impactforce 20 *flags explodeontimeout+trueoffset } //---------------------------------------------------------------------- //---------------------------------------------------------------------- //---------------------------------------------------------------------- *projectile_cannonball { *classname bomb *physprim0 box, 17,17,17,0,0,0, physmovement, projectile, world+physmodel+physobject, excludeowner *model0 weapons\cannonballbig *model1 "Particles:,MP=120,SU=p_FireBlob02,CO=0x6FFFFFFF,,DU=1.4,DUN=0.1,FI=0.1,VE=1,,AX=0 0 35,,,,,,OF=10,,,,,,MV4=2,SZ0=50,SZ1=70,SZ2=1,SZ3=1,SZ4=1,RT0=-2,RT1=2,RT2=-4,RT3=4,RT4=1,,,,,,,,,TC=0.022,,PP=2,,ES=8,,FS=0" *model2 "Particles:,MP=60,SU=p_FireBlob01,CO=0x5FFFFFFF,,DU=0.8,DUN=0.1,FI=0.1,VE=1,,AX=0 0 35,,,,,,OF=10,,,,,,MV4=2,SZ0=100,SZ1=140,SZ2=1,SZ3=1,SZ4=1,RT0=-2,RT1=2,RT2=-4,RT3=4,RT4=1,,,,,,,,,TC=0.06,,PP=2,,ES=8,,FS=0" *damagetype explosive *sound_loop0 stave_fire02 *explosion big_explosion *explosiontype 1 *velocity 10 *gravity 10 *impactforce 15 *flags noattach *duration 3 *numbounces 0 } //---------------------------------------------------------------------- *projectile_catapultfireball { *classname bomb *physprim0 box, 17,17,17,0,0,0, physmovement, projectile, world+physmodel+physobject, excludeowner *model0 weapons\cannonballbig *model1 "Particles:,MP=120,SU=p_FireBlob02,CO=0x6FFFFFFF,,DU=1.4,DUN=0.1,FI=0.1,VE=1,,AX=0 0 35,,,,,,OF=10,,,,,,MV4=2,SZ0=50,SZ1=70,SZ2=1,SZ3=1,SZ4=1,RT0=-2,RT1=2,RT2=-4,RT3=4,RT4=1,,,,,,,,,TC=0.022,,PP=2,,ES=8,,FS=0" *model2 "Particles:,MP=60,SU=p_FireBlob01,CO=0x5FFFFFFF,,DU=0.8,DUN=0.1,FI=0.1,VE=1,,AX=0 0 35,,,,,,OF=10,,,,,,MV4=2,SZ0=100,SZ1=140,SZ2=1,SZ3=1,SZ4=1,RT0=-2,RT1=2,RT2=-4,RT3=4,RT4=1,,,,,,,,,TC=0.06,,PP=2,,ES=8,,FS=0" *damagetype explosive+fire *sound_loop0 stave_fire02 *explosion explosion_catapultfireball *explosiontype 1 *velocity 10 *gravity 10 *impactforce 15 *flags noattach *duration 3 *numbounces 0 } //---------------------------------------------------------------------- *projectile_AAShell { *classname projectile_cannonball *duration 1 *explosion explosion_AAShell } //---------------------------------------------------------------------- *projectile_firebottle { *classname projectile_bouncer *model0 world\stuff\bigbottle // *model1 "speedtrail:surface=bombtrail01, duration=2.0, width=10.0, flags=alignfade+tailfade+texfit" *model1 "Particles:MP=80,SU=FireBallFire,CO=0x80C06020,DU=0.25,FI=0,OF=7,AX=0 0 30,MV0=-1,MV1=1,MV2=-8,MV3=8,MV4=2,SZ0=5,SZ1=10,SZ2=5,SZ3=10,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,SPA=0,SPB=0,OFB=0.2,PP=2,FS=0.1,FL=quads+fadestill+early" // *model2 "particles:,MP=40,SU=p_smokeblob04,CO=0xdd222222,DU=2,FI=0.5,AX=0 0 20,AXN=0 0 25,DI=sphere,DIS=1,SZ0=15,SZ1=25,SZ2=50,SZ3=45,RT0=-2,RT1=3,RT2=1,RT3=-2,TC=0.05" *damagetype fire *removeattachedmodel model0 *sound_loop0e cocktail01 *sound_hitworld cocktail01 *sound_hitchar cocktail01 *sound_spawn cocktail04 *velocity 10-20 *rotvelocity 0, 0, 0.1 *gravity 1 *numbounces 0 // *explosion explosion_firebottle *explosion firewall_medium *explosiontype aligned *explosionalignaxis 2 *attachclass attach_firebottle *attachaligned 1 *attachalignedaxis 2 *attachonobjects characters // Move to firewall_medium *shockwave 50, 5, 40, fire+explosive *impactforce 5 *damage 30, fire+blockable *duration 10 *destroydelay 1 } //---------------------------------------------------------------------- *projectile_hefirebottle { *classname projectile_bouncer *model0 world\stuff\hefirebottle // *model1 "speedtrail:surface=bombtrail01, duration=2.0, width=10.0, flags=alignfade+tailfade+texfit" *model1 "Particles:MP=80,SU=FireBallFire,CO=0x80C06020,DU=0.25,FI=0,OF=7,AX=0 0 30,MV0=-1,MV1=1,MV2=-8,MV3=8,MV4=2,SZ0=5,SZ1=10,SZ2=5,SZ3=10,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,SPA=0,SPB=0,OFB=0.2,PP=2,FS=0.1,FL=quads+fadestill+early" // *model2 "particles:,MP=40,SU=p_smokeblob04,CO=0xdd222222,DU=2,FI=0.5,AX=0 0 20,AXN=0 0 25,DI=sphere,DIS=1,SZ0=15,SZ1=25,SZ2=50,SZ3=45,RT0=-2,RT1=3,RT2=1,RT3=-2,TC=0.05" *damagetype fire *removeattachedmodel model0 *sound_loop0e cocktail01 *sound_hitworld cocktail01 *sound_hitchar cocktail01 *sound_spawn cocktail04 *velocity 18 *rotvelocity 0, 0, 0.1 *gravity 1.2 *numbounces 0 // *explosion explosion_firebottle *explosion firewall_large *explosiontype aligned *explosionalignaxis 2 *attachclass attach_hefirebottle *attachaligned 1 *attachalignedaxis 2 *attachonobjects characters // Move to firewall_medium *shockwave 70, 5, 80, fire+explosive *impactforce 5 *damage 50, fire+blockable *duration 10 *destroydelay 1 } //---------------------------------------------------------------------- *projectile_dragonbreathflame { *classname projectile_bouncer *model0 "Particles:,MP=30,SU=p_fireblob01,CO=0xC0F0C080,CON=0x00802020,,DU=1,DUN=1,FI=0.3,VE=10,MV0=-2,MV1=2,MV2=-2,MV3=2,MV4=1,SZ0=40,SZ1=40,SZ2=100,SZ3=100,,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=0.5,,,SPA=0,SPB=0,,,,,TC=0.05,LS=30,FL=ets+asq+nl+sof" *randanim0 *duration 2 *velocity 40 *sound_loop0 dra_fire10 *flags nodestroy+noattach+nodamageonimpact *absorbingobjects characters *excludeowner 1 *bounce_elasticity 0.01 *bounce_friction 0.2 *damage 100, fire } *projectile_dragonball { *classname projectile_tracer *model1 "Particles:MP=200,SU=FireBallFire,CO=0x80C06020,DU=0.5,FI=0.1,VE=15,VEN=10,AX=0 0 50,AXN=0 0 20,MV0=-4,MV1=4,MV2=-10,MV3=10,MV4=2,SZ0=20,SZ1=30,SZ2=30,SZ3=40,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,PP=2,FS=0.01,FL=quads+fadestill" *model0 "Particles:MP=100,SU=FireBallSmoke,CO=0xFF000000,DU=1,FI=0.5,VE=15,VEN=10,AX=0 0 50,AXN=0 0 20,MV0=-10,MV1=10,MV2=-10,MV3=10,MV4=2,SZ0=20,SZ1=30,SZ2=60,SZ3=80,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,FS=0.01,FL=quads+fadestill" *flags noattach *destroydelay 2.0 *sound_loop0 dra_fire10b *sound_hit dem_expl14c *sound_spawn dra_fire14 *duration 6 *velocity 30 *explosion fireball_explosion *explosiontype 1 *excludeowner 1 // *attachclass attach_fire_medium // *attachaligned 1 // *attachalignedaxis 2 // *attachonobjects all *damage 0, fire // Damage added by staff instead *impactforce 15 } //---------------------------------------------------------------------- *projectile_big_balista { *classname burstarrow *model0 weapons\ExplosiveArrow *model1 "speedtrail:surface=arrowtrail01, duration=2.0, width=5.0, flags=tailfade+texfit" *removeattachedmodel model0 *sound_move lrp_bu01 *sound_hitworld imp_arrow3b *sound_hitchar imp_fsh *velocity 60-120 *gravity 1.5 *explosion explosion_burstarrow_grenade *explosiontype aligned *impactforce 25 *damage 100, pierce+blockable *duration 10 *destroydelay 3 *attachclass attach_burstarrow } //---------------------------------------------------------------------- *projectile_ballista_normal { *classname burstarrow *model0 weapons\Ballista *model1 "speedtrail:surface=arrowtrail01, duration=2.0, width=10.0, flags=tailfade+texfit" *sound_move lrp_bu01 *sound_hitworld imp_arrow3b *sound_hitchar imp_fsh *velocity 300-400 *gravity 1.1 *duration 10 *destroydelay 6 *attachclass attach_ballista *attachaligned 1 *attachonobjects all *damage 250, special *damage_effect attach_hit_dragon *impactforce 10 } //---------------------------------------------------------------------- *projectile_ballista { *classname burstarrow *model0 weapons\Ballista *model1 "speedtrail:surface=magicarrow01, duration=2.0, width=10.0, flags=tailfade+texfit" *sound_move lrp_bu01 *sound_hitworld imp_arrow3b *sound_hitchar imp_fsh *velocity 200-220 *gravity 1.2 *duration 10 *destroydelay 6 *explosion explosion_ballista_magic *explosiontype aligned //*attachclass attach_ballista //*attachaligned 1 //*attachonobjects all *damage 150, special *damage_effect attach_hit_dragon *impactforce 10 } //---------------------------------------------------------------------- *projectile_ballista_vatar { *classname burstarrow *model0 weapons\Ballista *model1 "Particles:MP=60,CO=0xddAE4B2B,CON=0x00202020,TS=4,DU=1,VE=2,VEN=4,AX=-99 0 0,AXN=10 0 0,OF=2,OFN=4,SZ1=15,SZ3=20,SPA=0,OFA=0.25,TC=0.02,LS=6,FL=asq+qd+nh+la" *model2 "Particles:MP=90,CO=0xddAE4B2B,CON=0x00202020,VE=32,VEN=64,OF=10,SZ0=30,SZ1=40,SZ2=60,SZ3=75,SPA=0,OFA=0.25,TC=0.05,PP=8,LS=2,FL=qd+asq" *sound_loop0 Stave_Fire02b *sound_hitworld imp_magic2 *sound_hitchar imp_magic2 *velocity 100-160 *gravity 1.5 *impactforce 25 *duration 10 *destroydelay 0 *explosion explosion_ballista_vatar *explosiontype aligned //*attachclass attach_ballista_vatar //*attachaligned 1 //*attachonobjects all *damage 300, special //magic+blockable *damage_effect attach_blood_vatar *impactforce 10 } //---------------------------------------------------------------------- *projectile_rocket { *classname projectile_tracer *model0 weapons\Rocket *model1 "Particles:MP=100,SU=FireBallSmoke#-1,CO=0xFF000000,DU=1,FI=0.5,VE=15,VEN=10,AX=0 0 50,AXN=0 0 20,MV0=-10,MV1=10,MV2=-10,MV3=10,MV4=2,SZ0=10,SZ1=15,SZ2=30,SZ3=40,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,FS=1,FL=quads+fadestill" *model2 "Particles:MP=200,SU=FireBallFire,CO=0x80C06020,DU=0.5,FI=0.1,VE=15,VEN=10,AX=0 0 50,AXN=0 0 20,MV0=-4,MV1=4,MV2=-10,MV3=10,MV4=2,SZ0=10,SZ1=15,SZ2=15,SZ3=20,SZ4=1,RT0=-2,RT1=2,RT2=-2,RT3=2,RT4=1,PP=2,FS=1,FL=quads+fadestill" *physprim0 box, 3,3,3,0,0,0, physmovement, projectile, world+physmodel+physobject, excludeowner *removeattachedmodel model0 *sound_loop0 Stave_Fire02c *sound_hitworld *sound_hitchar *velocity 180-200 *gravity 0.1 *flags noattach *explosion explosion_rocket *explosiontype 1 *impactforce 75 *damage 250, explosive+blockable *duration 10 *destroydelay 0.1 } //----------------------------------------------------------------------