![]() |
moding .tik files
I am looking for a line by line explanation of the ballistics included in the .tik weapons files and how this is modelled by the appropriate entries.
Thanks a mil.. cheers, Fat Bastard bigzooka: swordfight: |
gunname".tik
pak0 notepad |
Ok.....first that doesn't answer anything......I have already user-moded my .tik files for the weapons.....i can read the yaw ....min max etc....but what to the numbers correspond to...what is the the low range effect to the high range effect and what is the correlation to the real world ballistics....
aka (just for example....many other lines are like this) realism firespreadmult 0.475 0.5 200 0.8 what do the numbers correspond to and how is does it relate to real world modelling? Cheers, FB |
guess.
|
Well damn....aren't u helpful
|
takes more time asking then just trying both ways.
|
Quote:
|
well...i must say ....you are soooo helpful.....both of you....
there really should be some courtesy to not post an answer to a thread if you don't have a damn clue yourself...... obviously I asked this question because I didn't know and if I had been happy to stick a guess for my numbers.........I WOULDN'T HAVE POSTED... U SHOULD STICK TO THE RULE >>>> IF YOU DON'T KNOW THE ANSWER >>>THEN SHUT UP>>>> (AND I MEAN THAT IN THE NICEST WAY) FB |
wich is higher/more 1 or 2? u idiot
|
if im correct 1 is eek:
|
lol
|
some parst of the tik's wil have real world explanations of the values. look for the "//" ie. comment sections. others you have to figure out with trial and error. and your wrong newt. in tik's 2 isnt always higher than 1.
|
Well for the most part, while Newt has been shooting his mouth off and waiting for his brain to catch up, I have been toying with the .tik files. I have made some progress and am able to make the smg hard to control, but deadly at close range (while ineffective at the length across most full maps). AND YES 1 > 2 can happen depends on the model and what you are trying to replicate from the real world and how it was programmed. I have also been able to up the kick on the MG's so that it is more like the real thing. I am now trying to mod a german rifle to remove the bolt action, I have tried to copy the style of the garand----?----as well as to completely cut and paste the script below the ballistic data and some of the init files above. I have a rifle that fires, albiet looks like the garand, but even though the rifle looks like the garand ---? the model hand still makes the motion to clear the action....???? is there another point in the MOHAA files that control this.... that I need to mod as well?
|
pak0->models/player/base/anims_rifle.txt
edit that so the garand anims replace the kar anims [copy and paste each garand anim to the same anim for the kar, eg the garand firing anim over the kar firing anim]. thats the file for first person anim, but i dont know if editing it works. most stuff to do with weapons cant be changed in moh. |
All times are GMT -6. The time now is 05:22 AM. |
Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.