;
; projectile descriptions text file
;
projectile arrow
damage 0
radius 0.1
fiery
min_angle -60
max_angle 70
velocity 50
display particle_trail
triangle
texture data/textures/arrow_test.tga
tail 0.3
length 2.5
tail_tex0 0 0.0
tail_tex1 0 0.25
head_tex 1 0.125
end
projectile arrow_fiery
flaming arrow
damage 0
radius 0.1
fiery
min_angle -60
max_angle 70
velocity 50
display particle_trail
triangle
texture data/textures/arrow_test.tga
tail 0.3
length 2.5
; First frame is STUCK frame
; Then initial section played
; Then segues into looped section (random position)
; Then 'loop' specifies where the anim loops back to
tail_tex0 1 0.125
tail_tex1 1 0.375
head_tex 0 0.25
tail_tex0 0 0.75
tail_tex1 0 1
head_tex 1 0.875
tail_tex0 1 0.875
tail_tex1 1 1.125
head_tex 0 1
loop
tail_tex0 0 0.25
tail_tex1 0 0.5
head_tex 1 0.375
tail_tex0 1 0.375
tail_tex1 1 0.625
head_tex 0 0.5
tail_tex0 0 0.5
tail_tex1 0 0.75
head_tex 1 0.625
tail_tex0 1 0.625
tail_tex1 1 0.875
head_tex 0 0.75
end
projectile head
damage 0
radius 0.1
fiery
min_angle -60
max_angle 70
velocity 25
display
fiery
model data/models_missile/missile_head_high.CAS, 40.0
model data/models_missile/missile_head_med.CAS, 80.0
model data/models_missile/missile_head_low.CAS, max
projectile boulder
damage 40
radius 0.3
fiery
mass 0.1
area 1.0
min_angle 0
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
ground_shatter
display aimed particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model data/models_missile/onager_rock.cas
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
projectile fiery_boulder
flaming boulder
damage 40
radius 0.3
fiery
mass 0.1
area 1.0
fiery ; uncomment this to make all boulders fiery
min_angle 0
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
ground_shatter
display aimed particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model data/models_missile/onager_missile.cas
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model data/models_missile/onager_rock.CAS, max
;model data/models_missile/Big_Boulder_high.CAS, 40.0
;model data/models_missile/Big_Boulder_med.CAS, 80.0
;model data/models_missile/Big_Boulder_low.CAS, max
projectile tarred_rock
damage 5
radius 0.3
fiery
min_angle 0
max_angle 70
velocity 60
display particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model data/models_missile/onager_rock.CAS, max
projectile stone
effect small_arrow_trail_set
damage 0
radius 0.1
fiery
mass 0.05
min_angle -60
max_angle 70
velocity 60
display
model data/models_missile/sling_stone.cas, max
projectile bolt
damage 3
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
display aimed particle_trail invert_model_z
model data/models_missile/Bolt_high.CAS, 40.0
model data/models_missile/Bolt_med.CAS, 80.0
model data/models_missile/Bolt_low.CAS, max
projectile bullet
damage 0
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
display
model data/models_missile/sling_stone.cas, max
projectile javelin
damage 0
radius 0
fiery
min_angle -60
max_angle 70
velocity 30
display aimed invert_model_z
model data/models_missile/weapon_javelin_high.cas, 40
model data/models_missile/weapon_javelin_low.cas, max
projectile pilum
damage 0
radius 0
fiery
min_angle -60
max_angle 70
velocity 25
display aimed
model data/models_missile/weapon_pilum_high.cas, 40
model data/models_missile/weapon_pilum_low.cas, max
projectile dart
damage 0
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
display
triangle
texture data/textures/arrow_test.tga
tail 0.2
length 0.5
tail_tex0 0 0
tail_tex1 0 0
head_tex 0 0
end
projectile axe
damage 0
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
display
triangle
texture data/textures/arrow_test.tga
tail 0.2
length 0.5
tail_tex0 0 0
tail_tex1 0 0
head_tex 0 0
end
projectile ballista
effect large_arrow_trail_set
damage 1
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
display aimed particle_trail invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
projectile flaming_ballista
flaming ballista
effect fiery_arrow_trail_set
damage 1
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
;bounce 0.5 0.6 0.5 0.4
display aimed particle_trail invert_model_z
model data/models_missile/missile_ballista_bolt_high.CAS, 40.0
model data/models_missile/missile_ballista_bolt_med.CAS, 80.0
model data/models_missile/missile_ballista_bolt_low.CAS, max
projectile scorpion
effect large_arrow_trail_set
damage 1
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
display aimed particle_trail
model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
model data/models_missile/missile_scorpion_bolt_low.CAS, max
projectile flaming_scorpion
flaming scorpion
effect fiery_arrow_trail_set
damage 1
radius 0
fiery
min_angle -60
max_angle 70
velocity 60
display aimed particle_trail
model data/models_missile/missile_scorpion_bolt_high.CAS, 40.0
model data/models_missile/missile_scorpion_bolt_med.CAS, 80.0
model data/models_missile/missile_scorpion_bolt_low.CAS, max