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#1 16 years ago

look what I found rooting through assets2.pk3

// Weapontype - weapon data is associated with which weapon (must be first) // WP_NONE // WP_PHASER // WP_COMPRESSION_RIFLE // WP_IMOD // WP_SCAVENGER_RIFLE // WP_STASIS // WP_GRENADE_LAUNCHER, // WP_TETRION_DISRUPTOR, // WP_DREADNOUGHT, // WP_QUANTUM_BURST, // WP_BORG_WEAPON // WP_BORG_TASER // WP_BORG_ASSIMILATOR // WP_BORG_DRILL // WP_TRICORDER // // Weaponclass - weapon name // Weaponmodel - weapon model used in game // weaponicon - interface image // Ammotype - type of power weapon needs to fire // 0 - No power // 1 - Star Fleet power // 2 - Alien Crystal power // 3 - Phaser power // Ammolowcount - amount when "Low ammo" warning appears on screen // Flashcolor - color generate by weapon flash (R,G,B) // Firingsound - sound file used when firing // altfiringsound - sound file used when alt-firing // flashsound - sound file used by flash // altflashsound - sound file used by an alt-fire flash // stopsound - sound file used when a firing sound stops // Firetime - amount of time between firings // altfireTime - for alt fire // Range - range of weapon // energyPerShot - amount of energy used per shot // altenergypershot- for alt fire // barrelcount - number of barrels the model has (weaponname_b?.md3) // missileModel - missile .md3 // altmissileModel - alternate missile .md3 // missileSound - played while flying // altmissileSound - alternate missile launch sound // missileLight - intensity of lightsource for missile - if 0.0 then none (float) // altmissileLight - alternate missile light // missileLightColor - color in three float style R, G, B (0.0 to 1.0) - NOTE - if you have a light, you MUST HAVE THESE // altmissileLightColor - alternate color in three float style R, G, B (0.0 to 1.0) // missileHitSound - played on impact // altmissileHitSound - for alt fire // missileFuncName - missile fly function // altmissileFuncName - for alt fire // // FUNCTION NAMES // borgfunc // scavengerfunc // altscavengerfunc // stasisfunc // grenadefunc // altgrenadefunc // tetrionfunc // dreadnoughtfunc // quantumfunc // quantumaltfunc // botrocketfunc // forgeprojfunc // forgeprojfunc2 // forgepsychfunc // parasiteacidfunc // stasisattackfunc // loaderlaserfunc // botprojfunc

// WP_NULL { WEAPONTYPE WP_NONE }

// WP_STUN_BATON { weapontype WP_STUN_BATON weaponclass weapon_stun_baton weaponmodel models/weapons2/stun_baton/baton.md3 weaponIcon gfx/hud/w_icon_stunbaton firingsound sound/weapons/baton/idle.wav firingforce fffx/weapons/baton/idle barrelcount 3 ammotype 1 ammolowcount 5 energypershot 0 firetime 400 range 8192 altenergypershot 0 altfiretime 400 altrange 8192 }

// WP_SABER { weapontype WP_SABER weaponclass weapon_saber weaponmodel models/weapons2/saber/saber_w.md3 weaponIcon gfx/hud/w_icon_lightsaber firingsound sound/weapons/saber/saberhum1.wav ammotype 1 ammolowcount 5 energypershot 1 firetime 100 range 8192 altenergypershot 3 altfiretime 100 altrange 8192 missilemodel models/weapons2/saber/saber_w.md3 }




Darth Porkins

The Internet ends at GF

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19th June 2002

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#2 16 years ago

all of those weapons are from star-trek voyager elite force. I believe Outcast was built off of it. raven produced both titles, and both run off the quake 3 engine. I doubt the elite force weapon skins are hidden in outcast, but alot of the weapon effects are the same in both games.




EXiT

7o'nine

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11th April 2002

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#3 16 years ago

Yup :agreed: A lot of the Elite Force coding was reused for JK2.. infact, it cut down on JK2's development time by quite a bit! So yay for EF :D hehe

If you dig some more, you'll find that Kyle Katarn is actually Alex Munro! *gasp* ;)

EXiT