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railguns anyone...
yeah, so... i can't get this fucking thing to work.
i've been trying to stick railgun-wise trails to the sniper rifles, but it's just not working. i've got the trails and other effects blah blah to spawn and bounce around, only problem is they don't want to go where you point them; they seem to gravitate to specific points on the map. now i might be doing something superbly wrong or it's just impossible, wondered if anyone could show me the way on this... if you want to see what i've done i'll email you the .pk3 or just post the code up here. help would be very much appreciated. |
post a pic
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[img]http://img.photobucket.com/albums/v471/jeahkeh/1.jpg[/img]
see how the actual projectile is miles away from where i aimed it; this deviation is random and unpredictable. [img]http://img.photobucket.com/albums/v471/jeahkeh/2.jpg[/img] now, i've not known the AI snipers to miss, but here you can see how the trail is way off of my target. i managed to get through this whole level without being shot once by a sniper... this is the tiki of the springfield (it's shrunk to mini-font so it doesn't spam the thread up :P ): 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/springfield skelmodel springfield.skd surface springfield1 shader springfield surface springfield2 shader springfield surface lens shader lens } $define sounddir sound/weapons init { server { classname Weapon weapontype rifle name "Springfield '03 Sniper" rank 230 230 pickupsound springfield_snd_pickup ammopickupsound springfield_snd_pickup_ammo noammosound springfield_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 projectile projectile models/weapons/alliedbullettrail.tik ammotype "rifle" meansofdeath bullet semiauto clipsize 5 startammo 50 ammorequired 1 firedelay 0.5 bulletspread 0 0 0 0 //minpitch minyaw maxpitch maxyaw crosshair 1 zoom 20 movementspeed 0.88 // viewkick -2 -3 -1 1 cache models/weapons/alliedbullettrail.tik // AI animation group info weapongroup rifle // DM Attributes dmprojectile models/weapons/alliedbullettrail.tik dmbulletspread 0 0 0 0 dmstartammo 50 dmammorequired 1 dmfiredelay 0.5 dmcrosshair 1 dmmovementspeed 0.75 // dmmovementspeed 0.77 dmmovementspeed 0.8 dmcrosshair 1 // this is attached to the player during reload cache models/ammo/springfield_clip_reload.tik } client { cache tracer.spr cache muzsprite.spr cache models/ammo/rifleshell.tik cache models/fx/muzflash.tik cache model models/fx/snipesmoke.tik } } animations { idle springfield.skc // reload spring_reload.skc reload spring_reload_start.skc // this is the start of the reloading sequence { client { entry sound springfield_snd_reload_start } } reload_single spring_reload_fill.skc // this is the reload loop that loads in a single shell { client { entry sound springfield_snd_reload_single } } reload_end spring_reload_end.skc { server { last idle } client { entry sound springfield_snd_reload_end } } rechamber spring_recham.skc { client { entry sound springfield_snd_bolt item 20 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 ) } } fire springfield.skc { server { entry shoot } client { entry stopaliaschannel springfield_snd_fire entry sound springfield_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 -4.5 -5.0 -1.0 1.0 6 "T" 8 8 8 // entry viewkick -4.5 -5.0 -1.0 1.0 //original // muzzle flash // entry tagdlight tag_barrel 0.25 0.2 0.05 180 0.11 entry tagdlight tag_barrel 0.3 0.25 0.175 175 0.2 -1.0 -0.75 -0.2 entry tagspawn 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 tagspawn 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 ) // smoke puff // entry commanddelay 0.05 tagspawn tag_barrel // ( // volumetric // model gun // sets the type of smoke // life 10 // amount of smoke // scale 1.5 // radius // alpha 0.4 // density // color 0.7 0.7 0.7 // RBG color of the smoke // velocity 2 // base velocity away from the surface // randvelaxis random 6 0 0 // velocity offset // offsetalongaxis random 4 0 0 // positional offset // ) } } } /*QUAKED playerweapon_allied_springfield (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) Allied rifle - Springfield 03 sniper */ this is the tiki of the projectile: TIKI setup { scale 0.1 path models/fx/splinter skelmodel splinter.skd surface material1 shader bh_metal_fastpiece } init { server { classname Projectile anim idle setsize "-2 -2 -2" "2 2 2" speed 100000 addownervelocity 0 hitdamage 100 life 10.0 health 50 takedamage meansofdeath bullet smashthroughglass 64 knockback 50 dlight 0.5 0.5 0.5 256 // red green blue radius cache blastmark.spr commanddelay 500 drunk 0.12 0.12 } client { originemitter bazookatrail ( model water_trail_bubble.spr velocity 150 friction 0.85 randvel crandom 10 crandom 10 crandom 10 spritegridlighting color 00 20 50 alpha 1.0 angles 0 0 random 360 sphere 2 count 5 accel 0 0 72 life 2 2 scalemin 0.2 scalemax 0.5 scalerate 0.5 swarm 10 8 4 ( } } animations { idle splinter.skc } |
the tik is unreadable, make it bigger.
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ok... i didn't want to make it too big because tik's in forum threads are a bit of a headache
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lolol!!! the bullet trails seem like UFOs or something..... lolol just joking man..... make like matrix
[quote:87e57] MY MOM ALWAYS SAID, THAT LIFE IS LIKE A PIECE OF SHIT, YOU WILL NEVER KNOW WHAT YOU CAN GET[/quote:87e57] |
they look like a bullet flying through water... but with colours :D... it'd be more blatant if i could get a good picture :/
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its in the projectile txt file not the weapon tik.
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you mean in the second set of tiki i posted? i'm not going to ask you to tell me the problem, seeing as that's pretty lame on my part... but do you know of any libraries for tiki code? then at least i'll know exactly what i'm doing and looking for...
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well it looks like in your case is an alignment problem or a bulletspread. test different things and youll get it eventually.
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hmm, ok... cheers for all your help, i'll see if i can make it work
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pull my nipples eek:
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It looks like it is going where the gun is pointing. as in the actual barrel. d/l a mod that is similar to what you are doing and see how it was made.
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Quote:
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[quote="Apocalypse | NoW":d16c2]
Quote:
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