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thompson trouble
i D/L a mod for thompson a while ago and it changed the way it reloaded. so instead or reloading normaly it reloads like a pistol and i dont know how to change it back to the normal reload system. any help would be great
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You could remove the mod that is causing the problem.
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i already removed it and all files related to it but it still reloads wrong cry:
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Reinstall mohaa then..
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Reinstall in another folder OR...
Open Pak0.pk1 with pakscape, find Thompson.tik (models/weapons), open it, and paste this... could work, but please make a back-up first, I dont know if this will **** up your game. Good luck 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/ThompsonSMG skelmodel ThompsonSMG.skd surface ThompsonSMG1 shader ThompsonSMG surface ThompsonSMG2 shader ThompsonSMG surface Clip shader ThompsonSMG surface site shader thompsite } $define sounddir sound/weapons init { server { classname Weapon weapontype smg name "Thompson" rank 310 310 pickupsound thompson_snd_pickup ammopickupsound thompson_snd_pickup_ammo noammosound thompson_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 "smg" meansofdeath bullet bulletcount 1 clipsize 30 startammo 30 ammorequired 1 firedelay 0.086 //(700 rpm) //========================================// // WEAPON ACCURACY MODELLING // //========================================// // Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round) bulletrange 4000 //the range at which bulletspread is applied bulletspread 45 45 72 72 //minpitch minyaw maxpitch maxyaw original 55 55 72 72 bulletdamage 35 //damage per round original 25 firespreadmult 0.08 0.35 200 0.25 //add falloff cap maxtime movementspeed 1.0 tracerfrequency 3 crosshair 1 // airange short // AI animation group info weapongroup thompson // DM Attributes dmbulletcount 1 dmstartammo 200 dmammorequired 1 dmfiredelay 0.086 dmbulletrange 4000 dmbulletspread 40 40 50 50 //32 32 50 50 //26 26 48 48 //50 50 120 120 //53 53 70 70 //45 45 72 72 dmfirespreadmult 0.3 0.6 150 0.25 //0.08 0.35 200 0.25 //0.3 0.8 200 0.4 original dmbulletdamage 25 //26 dmmovementspeed 0.96 dmcrosshair 1 // this is attached to the player during reload cache models/ammo/thompson_clip.tik } client { cache tracer.spr cache muzsprite.spr cache models/ammo/pistolshell.tik } } animations { idle ThompsonSMG.skc reload ThompsonSMG.skc crossblend 0.1 { server { 9 surface Clip +nodraw 47 surface Clip -nodraw last idle } client { entry sound thompson_snd_reload } } fire ThompsonSMG.skc { server { entry shoot } client { entry stopaliaschannel thompson_snd_fire entry sound thompson_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 -1.58 -1.58 -0.16 -0.16 0.9 "V" 8.5 8.6 16.0 // entry viewkick -2.25 -2.25 -0.16 -0.16 1 "V" 8.5 8.6 16.0 (original) // muzzle flash entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11 // Commented out to prevent hitting the max anim command error entry tagspawn tag_barrel ( model muzsprite.spr color 1.00 1.00 1.00 scale 0.30 life 0.05 scalerate 10.00 velocity 4.00 offsetalongaxis 7 0 0 angles 0 0 crandom -30 avelocity 0 0 crandom -30 ) entry tagspawn tag_barrel ( model muzsprite.spr color 1.00 1.00 1.00 life 0.06 scale 0.30 velocity 3.00 scalerate 10.00 offsetalongaxis 3 0 0 angles 0 0 crandom 400 avelocity 0 0 crandom 300 fade ) entry tagspawn tag_barrel ( model muzsprite.spr color 1.00 1.00 1.00 scale 0.30 life 0.07 scalerate 10.00 offsetalongaxis 10 0 0 fade ) entry tagspawn tag_barrel ( model vsssource2.spr alpha 0.13 color 1.00 1.00 1.00 spritegridlighting scale 0.10 // life 1.00 life 0.30 //orig 1.0 scalerate 7.00 velocity 100.00 accel 0.00 0.00 100.00 friction 4.00 offsetalongaxis range 23 -25 0 0 scalemin 0.10 scalemax 0.50 fade randomroll ) // shell eject entry commanddelay 0.1 tagspawn tag_eject ( spawnrange 2048 count 1 model models/ammo/pistolshell.tik velocity 50 randvel crandom 10 crandom 10 random 20 avelocity crandom 90 crandom 90 0 accel 0 0 -800 physicsrate 20 life 2.0 fadedelay 1.7 collision bouncefactor 0.2 bouncesoundonce snd_pistol_shell ) // smoke puff entry tagspawn tag_eject ( model vsssource2.spr alpha 0.10 color 1.00 1.00 1.00 spritegridlighting scale 0.10 // life 1.00 life 0.30 //orig 1.0 scalerate 7.00 velocity 100.00 accel 0.00 0.00 100.00 friction 4.00 offsetalongaxis range 13 -15 0 0 scalemin 0.10 scalemax 0.50 fade randomroll ) } } } /*QUAKED playerweapon_allied_thompson (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) Allied submachinegun - Thompson */ |
HOLY SHlT way to much letters for the average person to read!!!! oOo: stupid:
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cool uzi style its not bad after all you just need a uzi skin and there
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[quote="=.GaNgStEr.PeeT.=":5bab2]HOLY SHlT way to much letters for the average person to read!!!! oOo: stupid:[/quote:5bab2]
Youre not supposed to read it either, unless you really want to learn how a .tiki-file is built up.. |
[quote=Tystnad]
Quote:
Lol you got that right. biggrin: Just copy it, and paste it beer: Btw, if you want to send your current Thompson-tik, I want it, Widow gave me an idea rolleyes: |
actually the thing is the mod that messed up my reload was a mac 10 it was cool but the sound and silencer on it were weird so its gone. if anyone cares it was loccs(hope thats how you spell it) mac 10 fire2:
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lol, beats me.. rolleyes: biggrin:
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