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M41A
There is a new gun at UBCS an M41A
Heres a link http://www.ac.wakwak.com/~ubcs_g-8/menu.html |
u mean an m4a1?
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no, he means an M41a pulserifle
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Yea M41A heres a pic
[img]http://www.ac.wakwak.com/~ubcs_g-8/ubcs.files/ubcs_M41a.jpg[/img] |
Man, it makes my Mohaa Chinese hake: Lol
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It looks like it should replace both the BAR an MP44 the When I slect the BAR nothin shows up??????
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open the pk3 and delete the text file and the japaneze writing will go away.
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Hay guys I fixed the problem with it not showin up for the BAR if ya want it just ask or u can do it ya self
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well, what was the problem that made it not show up then?
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o sry open up the BAR.tik that came with the file and change it with this 1
/************************************************** ***************************************** •**•Ï*·MOD [Colt M41A Pulse Rifle] §ì@ [UBCS] 101 G-8 HP URL http://ubcs.s3.xrea.com/ http://www.ac.wakwak.com/~ubcs_g-8/ ************************************************** *****************************************/ TIKI setup { scale 0.52 // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's path models/weapons/ubcs_m41a skelmodel ubcs_m41a.skd surface ubcs_m41aa shader ubcs_m41a_ubcs_m41aa surface ubcs_m41ab shader ubcs_m41a_ubcs_m41ab surface ubcs_m41ac shader ubcs_m41a_ubcs_m41ac surface ubcs_m41ad shader ubcs_m41a_ubcs_m41ad surface cock shader ubcs_m41a_ubcs_m41aa } $define sounddir sound/weapons init { server { classname Weapon weapontype mg // name "MP44" name "BAR" rank 410 410 pickupsound mp44_snd_pickup ammopickupsound mp44_snd_pickup_ammo noammosound mp44_snd_noammo // Holstering info // holstertag "Bip01 Spine2" // holsteroffset "8.0 -7.75 6.5" // holsterangles "0 185 -25" // holsterScale 1.0 // Primary fire type info firetype bullet ammotype "mg" meansofdeath bullet bulletcount 1 clipsize 95 startammo 95 ammorequired 1 firedelay 0.086 //========================================// // WEAPON BEHAVIOR MODELLING // //========================================// // StG 44 Sturmgewehr: Max Eff. Range is 300 yds with a muzzle velocity of 2125 ft/s. (7.92x33mm Kurz) bulletrange 4000 //the range at which bulletspread is applied // bulletspread 14 14 100 100 //minpitch minyaw maxpitch maxyaw bulletspread 16 16 100 100 //minpitch minyaw maxpitch maxyaw // firespreadmult 0.40 0.61 200 0.6 //add falloff cap maxtime firespreadmult 0.45 0.61 200 0.6 //add falloff cap maxtime bulletdamage 40 tracerfrequency 2 //original 0 crosshair 1 movementspeed 0.9 // AI animation group info weapongroup bar airange short // DM Attributes dmbulletcount 1 dmstartammo 585 dmammorequired 1 dmfiredelay 0.035 dmbulletrange 4000 dmbulletspread 10 10 53 53 //11 11 54 54 //5th run 10 10 80 80 //4th run 10 10 100 100 //3rd run 10 10 95 95 //2nd run 10 10 100 100 //original 14 14 100 100 dmfirespreadmult 0.475 0.5 200 0.8 //0.6 0.45 200 0.9 //0.55 0.45 200 0.9 //original 0.55 0.50 200 0.8 //add falloff cap maxtime dmbulletdamage 27 //30 dmcrosshair 1 dmmovementspeed 0.89 //orig 0.76 // this is attached to the player during reload cache models/ammo/mp44_clip.tik } client { cache tracer.spr cache muzsprite.spr cache corona_util.spr cache models/fx/muzflash.tik cache models/ammo/rifleshell.tik } } animations { idle ubcs_m41a.skc reload ubcs_m41a_reload.skc { server { //13 surface mp44clip +nodraw //42 surface mp44clip -nodraw last idle } client { entry sound mp44_snd_reload item } } fire ubcs_m41a_fire.skc { server { entry shoot } client { entry stopaliaschannel bar_snd_fire entry sound bar_snd_fire // By now, the server has already fired the weapon, so it's // ok to apply the view kick apon entry to avoid problems // with multiple application on single frame animations. //////////////////////////////////////////////////////////////////////////////////////// // View Kicking // // View Kicking works based on the assumptions that every weapon has its own tendencies to kick in // a paticular fashion. In MOH we call then scatter patterns. Currently we have 2 scatter patterns which // will be explained. // Scatter Patterns: // "V" - the cone. The longer you shoot the more random your shots will be in the horizontal axis. // "T" - the T shape. The gun has a tendancy to push in a paticular direction. // // // +-------------------------------------------- Scatter Pitch Min // | +--------------------------------------- Scatter Pitch Max // | | +------------------------------- Scatter Yaw Min // | | | +--------------------------- Scatter Yaw Max // | | | | +--------------------- The Recentering speed in fraction per second // | | | | | +---------------- The Scatter Pattern // | | | | | | +---------- The absolute pitch min/max // | | | | | | | +------- The absolute yaw min/max // | | | | | | | | +----- This is the pitch at which you loose all // | | | | | | | | | control of the weapon and its behavior is // | | | | | | | | | purely random. // V V V V V V V V V entry viewkick -1.8 -1.8 -0.2 0.05 3.2 "T" 12 0.2 2.2 // entry viewkick -2.0 -2.0 -0.2 0.05 2.8 "T" 12 0.2 2.2 (new original setting, use this to revert) // entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol) // entry viewkick -3.0 -3.5 -0.9 0.9 (original setting) // muzzle flash entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11 entry tagspawn tag_barrel ( count 1 model models/fx/muzflash.tik color 1.00 1.00 1.00 scale 0.60 life 0.05 offsetalongaxis -3 0 0 //orig -5 0 0 fade randomroll ) entry tagspawn tag_barrel ( count 1 model muzsprite.spr alpha 0.70 color 1.00 1.00 1.00 scale 0.60 life 0.05 offsetalongaxis 1 0 0 //orig 3 0 0 fade randomroll ) entry tagspawn tag_barrel ( count 1 model corona_util.spr color 1.00 1.00 1.00 scale 0.10 life 0.05 scalerate 11.00 fade randomroll ) entry commanddelay 0.01 tagspawn tag_eject ( //count 1 //orig 2 spawnrate 1 model vsssource.spr alpha 0.30 color 0.50 0.50 0.50 spritegridlighting scale 0.10 life 0.30 /orig 1.00 scalerate 10.00 velocity 60.00 randvel range 20 -60 crandom -40 range 20 -60 friction 5.00 fade randomroll ) entry tagspawn tag_barrel ( //count 1 //orig 2 spawnrate 1.00 model vsssource.spr alpha 0.40 color .70 .70 .70 spritegridlighting scale 0.45 life 0.20 //orig 2.00 scalerate 10.00 velocity 200.00 //orig 60.00 //randvel range 20 -60 crandom -40 range 20 -60 offsetalongaxis 10 0 0 friction 6.00 //orig 5.00 fade randomroll ) //excessive gun effects removed due to framerate issues // entry tagspawn tag_barrel // ( // model models/fx/bh_metal_fastpiece.tik // color 1.00 1.00 1.00 // life 0.07 // scalerate 1.00 // velocity 1000.00 // friction 3.00 // offsetalongaxis -20 0 0 // fade // alignstretch 0.03 // ) // shell eject entry commanddelay 0.1 tagspawn tag_eject ( spawnrange 2048 count 1 model models/ammo/rifleshell.tik scale 1.0 velocity 50 randvel crandom 10 crandom 10 random 20 emitterangles 0 0 0 avelocity crandom 90 crandom 90 0 accel 0 0 -800 physicsrate 20 life 2.0 fadedelay 1.7 collision bouncefactor 0.2 bouncesoundonce snd_rifle_shell ) } } } /*QUAKED playerweapon_allied_bar (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) Weapon - Browning Automatic Rifle - US machine gun. */ |
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Yep
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An reply to 12345:
Why do you change the Tik or something, just scroll down or prees Four (4) biggrin: |
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