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scopeless g43 help
hey people.. im in the process of making a scopeless g43 and replacing the nade launcher with it so the axis have something to match the m1 garand.. im havin some trouble.. it wont bash and the graphics wont work unless the client has the .pk3 file aswell, wich causes problems on other servers.. so i was wondering if anyone knew how to make it bash for one, and a workaround for just a server sided mod instead of client & server..?
heres what i have.. [code:bf16b]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/g43 skelmodel g43.skd surface g43cull shader g43cull surface g43 shader g43 surface g43_clip shader g43 } $define sounddir sound/weapons init { server { //========================================// // WEAPON NAME // //========================================// classname Weapon weapontype rifle name "G 43" rank 210 210 //========================================// // WEAPON ACCURACY // //========================================// // M1 Garand: Max Eff. Range is 300 yds with a muzzle velocity of 2800 ft/s. (30-06 Springfield) sp bulletrange 4000 //the range at which bulletspread is applied sp bulletspread 10 10 60 60 //minpitch minyaw maxpitch maxyaw sp firespreadmult 0.7 0.685 200 0.8 dm bulletrange 4000 dm bulletspread 10 10 80 80 // dm firespreadmult 0.7 0.685 200 0.8 dm firespreadmult 0.75 0.6 200 0.8 realism bulletrange 4000 realism bulletspread 4 4 60 60 realism firespreadmult 0.75 0.6 200 0.8 //========================================// // DAMAGE / RATE OF FIRE // //========================================// sp bulletdamage 100 dm bulletdamage 100 sprealism bulletdamage 100 dmrealism bulletdamage 100 sp firedelay 0.15 dm firedelay 0.15 realism firedelay 0.15 realism throughwood 24 realism throughmetal 8 //========================================// // PLAYER MOVEMENT // //========================================// sp movementspeed 1.0 dm movementspeed 0.94 realism movementspeed 0.94 //========================================// // RIFLE BUTT / SECONDARY FIRE // //========================================// secondary firetype melee secondary ammotype none secondary ammorequired 0 secondary meansofdeath bash secondary bulletknockback 50 secondary quiet sp secondary bulletrange 64 sp secondary bulletdamage 60 dm secondary bulletrange 96 dm secondary bulletdamage 60 realism secondary bulletrange 96 realism secondary bulletdamage 60 //========================================// // AMMO // //========================================// firetype bullet ammotype "rifle" meansofdeath bullet semiauto cantpartialreload bulletcount 1 clipsize 8 ammorequired 1 bulletlarge 1 sp startammo 8 dm startammo 64 sprealism startammo 8 dmrealism startammo 48 // Additional DM Loadout dm additionalstartammo "grenade" 4 dm additionalstartammo "smokegrenade" 2 dm startitem "items/binoculars.tik" // Additional DM Realism Loadout dmrealism additionalstartammo "grenade" 4 dmrealism additionalstartammo "smokegrenade" 2 dmrealism startitem "items/binoculars.tik" //========================================// // TRACERS, CROSSHAIR, ZOOM // //========================================// sp tracerfrequency 2 dm tracerfrequency 0 sprealism tracerfrequency 2 dmrealism tracerfrequency 0 crosshair 1 //========================================// // SOUND, AI, OTHER // //========================================// // AI animation group info weapongroup rifle airange long pickupsound springfield_snd_pickup ammopickupsound springfield_snd_pickup_ammo noammosound springfield_snd_noammo } client { // this is attached to the player during reload cache models/ammo/springfield_clip_reload.tik cache muzsprite.spr cache vsssource.spr cache models/fx/muzflash.tik cache model models/fx/snipesmoke.tik cache vsssource.spr } } animations { idle g43.skc idle_empty garand_empty.skc reload g43_reload.skc { server { 16 surface g43_Clip +nodraw 50 surface g43_Clip -nodraw last idle } client { entry sound gewehr43_snd_reload } } secondaryfire garand.skc { server { entry shoot secondary } } fire g43.skc { server { entry shoot } client { entry stopaliaschannel gewehr43_snd_fire entry sound gewehr43_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 degrees 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 -24.0 -18.0 -16.0 16.0 3.0 "T" 8 8 8 // muzzle flash entry tagdlight tag_barrel 0.3 0.20 0.175 300 0.25 -1.0 -0.75 -0.2 entry tagspawnlinked tag_barrel ( count 1 model models/fx/muzflash.tik color 0.00 0.00 1.00 scale 0.07 life 0.01 velocity 300.00 offsetalongaxis 3 0 0 alignstretch 0.08 randomroll ) entry tagspawnlinked tag_barrel ( count 1 model muzsprite.spr color 1.00 1.00 1.00 scale 0.09 life 0.04 offsetalongaxis 4 0 0 ) entry commanddelay 0.020 tagspawn tag_barrel ( spawnrate 1.00 model vsssource.spr count 1 alpha 0.10 color 1.00 1.00 1.00 spritegridlighting scale 0.09 life .9 scalerate 23.00 velocity 429.00 accel 0.00 20.00 30.00 friction 2.00 fade offsetalongaxis random 4 0 0 ) entry tagspawn tag_barrel ( count 1 scale .7 model models/fx/snipesmoke.tik ) entry tagspawn tag_eject 1024 ( spawnrange 2048 count 1 model models/ammo/rifleshell.tik scale 1.0 velocity 70 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 addon_playerweapon_german_g43 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) German sniper rifle - G43. */[/code:bf16b] i was wondering if i need to edit more files or whatever? and taking the scope off the g43 is no problem.. i just need help with the scripting.. thanx ppl |
u might wanna goto TMT cuz u aint ganna get any help here
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