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-   -   Mod im making (alliedassault.us/showthread.php?t=38722)

@/\/G3L 07-26-2004 01:17 AM

Mod im making
 
Hey im new to modding. I want to make some mods for my server. If i can get some help with them then I will put them up for public download.

I want to make a mg42 that fores rocket rounds. yes i know thats absurd stupid: and so on but i dont care. It fits my server. I already know how to spawn stuff. I do although need to know where i can find the mg42 tik file. I am on MAC so if anyone out there knows any good tools for MAC that would be greatly apreciated.

imwithstupid:

@/\/G3L 07-26-2004 01:32 AM

I think i did it right for the shotgun. Can anyone tell me if it is right.





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/shotgun
skelmodel shotgun.skd
surface shotgun shader shotgun
}

init
{
server
{
classname Weapon
weapontype heavy
name "Shotgun"
rank 620 620

pickupsound shotgun_snd_pickup
ammopickupsound shotgun_snd_pickup_ammo
noammosound shotgun_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 (fast, arcing throw)
firetype projectile
ammotype "heavy"
projectile models/projectiles/panzerschreckshell.tik
semiauto
clipsize 25
startammo 5
ammorequired 1
firedelay 0.75
maxchargetime 4.0
minchargetime 0.6
crosshair 0
quiet // don't notify AI of it being fired
autoputaway 1 // automatically put the weapon away when out of ammo
usenoammo 0 // don't allow it to be used when it has no ammo
movementspeed 1.0

//========================================//
// WEAPON ACCURACY MODELLING //
//========================================//

// Winchester Shotgun: Max Eff. Range is 25 yds with a muzzle velocity of X ft/s. (Double Ought Buckshot)

bulletrange 1000 //the range at which bulletspread is applied
bulletspread 80 80 95 95 //minpitch minyaw maxpitch maxyaw
movementspeed 0.99

// currently does a total 300 potential damage, but uses more pellets in SP
bulletcount 30
bulletdamage 10
tracerfrequency 0
crosshair 1
// viewkick -3 -5 -3 3

// AI animation group info
weapongroup rifle //TODO: If AI use this weapon, we need a shotgun group.

// DM Attributes
dmprojectile models/projectiles/M2FGrenade_primary.tik
dmstartammo 20
dmammorequired 1
dmfiredelay 0.75
dmcrosshair 0
dmmovementspeed 1.0
secondary dmprojectile models/projectiles/M2FGrenade.tik
secondary dmammorequired 1
secondary dmfiredelay 0.75

cache models/projectiles/M2FGrenade_primary.tik
cache models/projectiles/M2FGrenade.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/ammo/shotgunshell.tik
cache model models/fx/bh_metal_fastpiece.tik
}
}

animations
{
idle shotgun.skc
reload shotgun.skc // this is the start of the reloading sequence
{
client
{
entry sound shotgun_snd_reload_start
}

}
reload_single shotgun.skc // this is the reload loop that loads in a single shell
{
client
{
entry stopaliaschannel shotgun_snd_reload_single
entry sound shotgun_snd_reload_single
}
}
reload_end shotgun_fire.skc
{
server
{
last idle
}
client
{
entry sound shotgun_snd_reload_end
}
}

fire shotgun_fire.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel shotgun_snd_fire
entry sound shotgun_snd_fire

// this is the sound for the rechambering pump
entry stopaliaschannel shotgun_snd_rechamber
entry sound shotgun_snd_rechamber

// 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 -20.0 -20.0 0.05 0.05 15.2 "T" 12.0 5.0 10.0

// entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol)


// entry viewkick -3 -3.5 -0.75 -1.0 (old)

// muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 140 0.11
entry tagspawn tag_barrel
(
scale 0.4
offsetalongaxis 1.5 0 0
count 1
model muzsprite.spr
angles 0 0 crandom 25
life 0.06
)

entry tagspawn tag_barrel
(
spawnrate 1.00
model models/fx/bh_metal_fastpiece.tik
count 2
color 1.00 1.00 1.00
scale 0.20
life 0.30
radius 3.00
velocity 100.00
randvel 100 0 0
accel 0.00 0.00 -120.00
offsetalongaxis 4 0 0
fade
align
)

entry tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
color 1.00 1.00 1.00
scale 0.60
life 0.09
scalerate 12.00
velocity 33.00
offsetalongaxis 4 0 0
fade
randomroll
)

entry tagspawn tag_barrel
(
spawnrate 1.00
model muzsprite.spr
color 1.00 1.00 1.00
scale 0.60
life 0.10
scalerate 3.00
velocity 40.00
offsetalongaxis 5 0 0
randomroll
)

entry commanddelay 0.010 originspawn
(
model vsssource.spr
count 5
alpha 0.30
color 1.00 1.00 1.00
spritegridlighting
scale 0.70
life 0.50
scalerate 6.00
cone 6.00 2.00
velocity 320.00
radialvelocity 11.00 60.00 120.00
accel 0.00 0.00 -30.00
friction 5.00
offset crandom -5 crandom -5 crandom -5
offsetalongaxis 30 0 0
fade
randomroll
)

// shell eject
entry commanddelay 0.2 tagspawn tag_eject
(
count 1
model models/ammo/shotgunshell.tik
spawnrange 1024
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_shotgun_shell
)
}
}
}

/*QUAKED playerweapon_allied_shotgun (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Weapon - Winchester Model 12 Shotgun
*/

Poseidon 07-26-2004 04:29 AM

ever heard of the edit button?

@/\/G3L 08-01-2004 05:15 PM

Quote:

Originally Posted by m1ck97
ever heard of the edit button?

yes i have and i choose not too. rock: Does anyone have anything helpfull to say.

Dragonwraith 08-01-2004 09:24 PM

moved to maps/mods

@/\/G3L 08-02-2004 12:52 AM

gr8 now to only get some friggin help on it.

Dragonwraith 08-02-2004 08:37 AM

calm down and don't act like an ass and I'm sure you'll get the help ya need

imported_Grim_Reaper 08-02-2004 11:12 AM

looks right, on a mac its bak files right?

@/\/G3L 08-02-2004 01:00 PM

I need some help compressing it. Does anyone know how to. It is supposed to be a server side mod if that helps any.


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