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-   -   Is there info on the syntax for a .tik file? (alliedassault.us/showthread.php?t=25198)

Rocket 05-20-2003 11:07 AM

Is there info on the syntax for a .tik file?
 
Hey guys, I've been looking around the site for something that helps define the words in a .tik file. For example:

holstertag
holsteroffset

firetype
ammotype
firedelay

dmbulletspread

Some are intuitive, some are not. Is there a thread, or a site, that spells it out for the new modder?

Thanks!

MPowell1944 05-20-2003 11:29 AM

holstertag : the bone that the holster is assigned to.

holsteroffset : basically this is the offset of the holster.

firetype : this describes the type of ammunition that is being used for the gun. this can be bullet - grenade - projectile

ammotype : this describes the exact type of ammunition used for the gun. this can be pistol - rifle - smg - mg - grenade - heavy - shotgun

firedelay : this is the delay between the shots for the gun. the higher the number, the higher amount of time there will be between shots. usually you would use a decimal number to display this. (ex : 0.15 - 0.3)

dmbulletspread : this is simply the bulletspread of the gun. the higher the numbers, the higher the bulletspread. there are 4 numbers with this setting.

(ex : dmbulletspread 40 40 56 56 (minpitch minyaw maxpitch maxyaw))

That about sums up what you want to know. Need anything else, don't hesistate to ask.

Rocket 05-20-2003 11:32 AM

Hey thanks. I'd really like to have an explanation for all of them. oOo: Do you have it in a file, or is it all in your head.

MPowell1944 05-20-2003 11:53 AM

What I am telling you is what I know from my experience with modding. You don't need exact definitions to understand what each syntax means.

Rocket 05-20-2003 11:56 AM

Tell you what then...I'll start my mod work, and I'll post back here in this thread when I have questions. Just leave your e-mail notification active for the thread and we'll be set. Sound ok?

MPowell1944 05-20-2003 12:57 PM

No problem.

jv_map 05-20-2003 01:10 PM

Type 'dumpevents' or 'cg_dumpevents' or something to get a complete list (also included with the spearhead 'sdk' I think).

General info is here:
http://www.ritualistic.com/games/fakk2/ ... mands.html
http://www.ritualistic.com/games/fakk2/ ... tdocs.html
http://www.ritualistic.com/games/fakk2/ ... ystem.html
http://www.ritualistic.com/games/fakk2/ ... specs.html

bluebrooks 05-20-2003 02:19 PM

i think bulletspread works like this.
there are 4 numbers, min pitch and yaw and max pitch and yaw.
the first 2 are when the player is standing still, and the 2nd 2 numbers are when the player is running full speed.
pitch = the up and down offset distance
yaw = the left and right offset distance

ex
bulletspread (1 1 200 200) will be super accurate when standing, and crappy when on the run.
(1 1 1 1) will be perfect all the time
odd one you never see... (300 300 1 1) only accurate when you are running

the offsets are random numbers in the range you specify, and increase with the amount of time you hold down the trigger. short bursts are more accurate than straight machine gunning.

there is a firespreadmult that affects how crazy your bullets start acting after time elapses of continuous fire.

there is a zoomspreadmult (look in a tik of a scope gun) that makes a gun more accurate when firing though a scope.

jv_map 05-21-2003 05:20 AM

You'd better not type it between parens - ( and ) ,since it would be parsed as one argument oOo:


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