//Lightsaber configurations, use by name /* NOTE: add new sabers by putting their entries in a .sab file in ext_data/sabers defaults and explanations of fields: //saber type saberType SABER_NONE - what kind of saber to use ( SABER_SINGLE, SABER_STAFF) //saber hilt saberModel "models/weapons2/saber_reborn/saber_w.glm" - what saber hilt model to use A note about saber hilt models: the surface names on saber models should *always* start with "w_", the code expects it. customSkin "" - a .skin file to apply to the saber hilt model, if any (overrides saber hilt model's internal texture mapping) soundOn "sound/weapons/saber/enemy_saber_on.wav" - turn on sound soundLoop "sound/weapons/saber/saberhum3.wav" - loop sound (must be a .wav file) soundOff "sound/weapons/saber/enemy_saber_off.wav" - turn off sound //blades numBlades 1 - how many blades it has (min of 1, max of 8) A note about blade tags: each blade will be drawn from it's corresponding tag's position and in the direction (negative X axis in ModView) of that tag. The naming of the tags must be as follows: "tag_blade1" for the first blade. I made the code fall back to "tag_flash" if it can't find the tag_blades so that the code will still work pre-JKA sabers, but we you should always use the new name. All following blades (if applicable) should be "tag_blade2", "tag_blade3", etc., to a maximum of 8 blades ("tag_blade8") //saber length //NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length saberLength 32 - how long the saber's first blade should be (minimum of 4) saberLength2 saberLength - how long the saber's second blade should be (minimum of 4) saberLength3 saberLength - how long the saber's third blade should be (minimum of 4) saberLength4 saberLength - how long the saber's fourth blade should be (minimum of 4) saberLength5 saberLength - how long the saber's fifth blade should be (minimum of 4) saberLength6 saberLength - how long the saber's sixth blade should be (minimum of 4) saberLength7 saberLength - how long the saber's seventh blade should be (minimum of 4) saberLength8 saberLength - how long the saber's eigth blade should be (minimum of 4) //saber radius //NOTE: these should be inputted in order - setting "saberLength" automatically sets all of the others to the same length saberRadius 3 - how wide the saber's first blade should be (minimum of 0.25) saberRadius2 saberRadius - how wide the saber's second blade should be (minimum of 0.25) saberRadius3 saberRadius - how wide the saber's third blade should be (minimum of 0.25) saberRadius4 saberRadius - how wide the saber's fourth blade should be (minimum of 0.25) saberRadius5 saberRadius - how wide the saber's fifth blade should be (minimum of 0.25) saberRadius6 saberRadius - how wide the saber's sixth blade should be (minimum of 0.25) saberRadius7 saberRadius - how wide the saber's seventh blade should be (minimum of 0.25) saberRadius8 saberRadius - how wide the saber's eigth blade should be (minimum of 0.25) //saberColor - valid colors: random, red, orange, yellow, green, blue, and purple //NOTE: these should be inputted in order - setting "saberColor" automatically sets all of the others to the same color saberColor red - what color the saber's 1st blade should be saberColor2 saberColor - what color the saber's 2nd blade should be saberColor3 saberColor - what color the saber's 3rd blade should be saberColor4 saberColor - what color the saber's 4th blade should be saberColor5 saberColor - what color the saber's 5th blade should be saberColor6 saberColor - what color the saber's 6th blade should be saberColor7 saberColor - what color the saber's 7th blade should be saberColor8 saberColor - what color the saber's 8th blade should be //locked style saberStyle none - what one style it's limited to, if any (fast, medium, strong, desann, tavion) //maxChain maxChain 0 - how many moves can be chained in a row with this weapon (-1 is infinite, 0 is use default behavior) //throwable lockable 1 - whether or not it can be stuck in a saber lock //throwable throwable 1 - whether or not it can be thrown //disarmable disarmable 1 - whether or not it can be disarmed (dropped) //blocking blocking 1 - whether or not user will try to block incoming shots (shots always bounce off it, this just determines if the user *tries* to block with it) //twoHanded twoHanded 0 - whether or not it requires 2 hands (makes it restrict force powers but makes it stronger in locks or parries) //force power restrictions forceRestrict 0 - what force powers it restricts, use these keys, a seperate entry per power: FP_HEAL FP_LEVITATION FP_SPEED FP_PUSH FP_PULL FP_TELEPATHY FP_GRIP FP_LIGHTNING FP_SABERTHROW FP_SABER_DEFENSE FP_SABER_OFFENSE //new Jedi Academy powers FP_RAGE FP_PROTECT FP_ABSORB FP_DRAIN FP_SEE //lockBonus lockBonus 0 - this pushes harder/weaker in saberlocks //parryBonus parryBonus 0 - this is stronger/weaker in a parry (harder to break, more likely to knockaway) //breakParryBonus breakParryBonus 0 - this is more/less likely to break a parry //disarmBonus disarmBonus 0 - this is more/less likely to disarm another saber in a saberlock or knockaway singleBladeStyle none - makes it so that you use a different style if you only have the first blade active singleBladeThrowable 0 - makes it so that you can throw this saber if only the first blade is on brokenSaber1 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your right hand brokenSaber2 none - if saber is actually hit by another saber, it can be cut in half/broken and will be replaced with this saber in your left hand returnDamage 0 - when returning from a saber throw, it keeps spinning and doing damage //===The following fields were added later:=========================================================================== //done in cgame (client-side code) noWallMarks 0 - if 1, stops the saber from drawing marks on the world (good for real-sword type mods) noDlight 0 - if 1, stops the saber from drawing a dynamic light (good for real-sword type mods) noBlade 0 - if 1, stops the saber from drawing a blade (good for real-sword type mods) trailStyle 0 - default (0) is normal, 1 is a motion blur and 2 is no trail at all (good for real-sword type mods) g2MarksShader none - if set, the game will use this shader for marks on enemies instead of the default "gfx/damage/saberglowmark" //done in game (server-side code) knockbackScale 0 - if non-zero, uses damage done to calculate an appropriate amount of knockback damageScale 1 - scale up or down the damage done by the saber noDismemberment 0 - if non-zero, the saber never does dismemberment (good for pointed/blunt melee weapons) bounceOnWalls 0 - if non-zero, the saber will bounce back when it hits solid architecture (good for real-sword type mods) noIdleEffect 0 - if non-zero, the saber will not do damage or any effects when it is idle (not in an attack anim). (good for real-sword type mods) stickOnImpact 0 - if non-zero, the saber will stick in the wall when thrown and hits solid architecture (good for sabers that are meant to be thrown). noAttack 0 - if non-zero, you cannot attack with the saber (for sabers/weapons that are meant to be thrown only, not used as melee weapons). //========================================================================================================================================= */ Kyle { name "Katarn" saberType SABER_SINGLE saberModel "models/weapons2/saber/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor blue } Kyle_boss { name "Katarn" saberType SABER_SINGLE saberModel "models/weapons2/saber/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor blue lockBonus 2 parryBonus 2 disarmBonus 2 notInMP 1 } Luke { name "Skywalker" saberType SABER_SINGLE saberModel "models/weapons2/saber_luke/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum5.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor green notInMP 1 } Desann { name "Retribution" saberType SABER_SINGLE saberModel "models/weapons2/saber_desann/saber_w.glm" soundLoop "sound/weapons/saber/saberhum2.wav" // saberLength 48 saberLength 64 saberRadius 6 saberColor red notInMP 1 } RebornMaster { name "RebornMaster" saberType SABER_SINGLE saberModel "models/weapons2/saber_desann/saber_w.glm" soundLoop "sound/weapons/saber/saberhum2.wav" saberLength 48 saberColor red lockBonus 1 parryBonus 1 breakParryBonus 1 disarmBonus 2 notInMP 1 } Tavion { name "Stinger" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" saberLength 40 saberColor red notInMP 1 } reborn_new { name "reborn_new" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" saberLength 40 saberColor red lockBonus 1 parryBonus 1 breakParryBonus 1 disarmBonus 1 notInMP 1 } Shadowtrooper { name "Shadowtrooper" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" saberLength 40 saberColor red notInMP 1 } Reborn { name "Reborn" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" saberLength 32 saberColor red notInMP 1 } Training { name "Training" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 32 saberColor yellow notInMP 1 } Jedi { name "Apprentice" saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum1.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor random notInMP 1 } Yoda { name "Eternal" saberType SABER_SINGLE saberModel "models/weapons2/saber_yoda/saber_w.glm" customSkin "models/weapons2/saber_yoda/saber_w.skin" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum1.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 32 saberColor green saberStyle tavion maxChain -1 disarmable 0 lockBonus 2 parryBonus 5 breakParryBonus 1 disarmBonus 3 notInMP 1 } brokenStaff { saberType SABER_SINGLE //FIXME: need actual broken staff model saberModel "models/weapons2/saber_reborn/saber_w.glm" numBlades 1 saberLength 32 throwable 1 twoHanded 0 notInMP 1 } droid { saberType SABER_SINGLE saberModel "models/weapons2/saber_reborn/saber_w.glm" soundOn "sound/weapons/saber/saberon.wav" soundLoop "sound/weapons/saber/saberhum4.wav" soundOff "sound/weapons/saber/saberoff.wav" saberLength 40 saberColor yellow notInMP 1 }