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adding hammer as secondary weapon to weapon inventory
i'm looking to add the model sledgehammer (but changing files to read 'hammer') to the weapon list as a secondary weapon for both sides much like the CN team did with the 'knife' in City Nights by using most of the scripting* from the knife weapon from City Nights_Final and changing 'knife' to 'hammer'.
folders i've added/created in pk3: models/weapons/hammer *inside the weapons folder is the hammer.tik *inside the hammer folder are the hammer.skd, hammer.lod, hammer.skc scripts/hammer.shader textures/hammer.tga hammer.tik [code:6d75e] 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/hammer skelmodel hammer.skd surface all shader hammer } init { server { classname Weapon weapontype pistol name "Walther P38" rank 120 120 pickupsound p38_snd_pickup ammopickupsound p38_snd_pickup_ammo noammosound // Holstering info // holstertag "Bip01 Pelvis" // holsteroffset "1.5 -4 -10.0" // holsterangles "5 190 195" // holsterScale 1.0 // Primary fire type info // firetype bullet // ammotype "Pistol" // meansofdeath bullet semiauto bulletcount 0 clipsize 0 startammo 0 ammorequired 1 //==============================================// // WEAPON BEHAVIOR MODELLING // //==============================================// // Walther P-38 Pistol: Max Eff. Range is 75 yds with a muzzle velocity of 1150 ft/s. (9mm Parabellum round) bulletrange 3120 //the range at which bulletspread is applied fully bulletspread 40 40 56 56 // minpitch minyaw maxpitch maxyaw(offsets in world units) firespreadmult 0.38 0.7 200 0.6 //add falloff cap maxtime firedelay 0.15 bulletdamage 33 //original 25 movementspeed 1.0 tracerfrequency 1 crosshair 1 // usenoammo 1 // allow the pistol to be used when it has no ammo secondary firetype melee secondary ammotype none secondary ammorequired 0 secondary meansofdeath bash secondary bulletrange 64 secondary bulletdamage 40 secondary bulletknockback 50 secondary quiet airange short // AI animation group info weapongroup pistol // DM Attributes dmbulletcount 1 dmstartammo 0 dmammorequired 1 // dmfiredelay 0.15 dmfiredelay 0.15 // dmbulletdamage 33 //original 25 dmbulletdamage 40 //original 25 dmmovementspeed 1.0 dmbulletrange 3120 //the range at which bulletspread is applied fully (65 yards) // dmbulletspread 40 40 56 56 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed dmbulletspread 70 70 130 130 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed // dmfirespreadmult 0.38 0.7 200 0.6 //add falloff cap maxtime dmfirespreadmult 0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original) dmcrosshair 1 // Secondary fire DM Attributes secondary dmammorequired 0 secondary dmbulletrange 96 secondary dmbulletdamage 60 // this is attached to the player during reload cache models/ammo/p38_clip.tik } client { cache tracer.spr cache muzsprite.spr cache models/fx/muzflash.tik cache models/ammo/pistolshell.tik } } $path models/weapons/p38 animations { idle P38.skc reload P38_reload.skc { server { 18 surface clip +nodraw 39 surface clip -nodraw last idle } client { entry sound P38_snd_reload item } } secondaryfire P38.skc { server { entry shoot secondary } } fire P38.skc { server { // entry shoot primary } client { entry stopaliaschannel P38_snd_fire entry sound P38_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 Kick Controls // // 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. //not used much...too artificial looking // // // +-------------------------------------------- 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 -1.0 -1.0 -0.16 0.16 1.2 "V" 2.8 0.8 1.2 //entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 stats) // muzzle flash entry tagdlight tag_barrel 0.25 0.2 0.15 120 0.11 entry tagspawn tag_barrel ( scale 0.2 offsetalongaxis 2 0 0 count 1 scale 0.30 model muzsprite.spr life 0.06 ) entry tagspawn tag_barrel ( count 1 scalemin 0.15 scalemax 0.25 model models/fx/muzflash.tik randomroll life 0.04 ) // smoke puff // entry commanddelay 0.05 tagspawn tag_barrel // ( // volumetric // model gun // sets the type of smoke // life 10 // amount of smoke // scale 1.0 // radius // alpha 0.3 // 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 // ) // shell eject entry commanddelay 0.1 tagspawn tag_eject ( count 1 model models/ammo/pistolshell.tik spawnrange 1024 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 ) } } } /*QUAKED playerweapon_german_p38 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) German pistol - Walther P38 */[/code:6d75e] hammer.shader [code:6d75e]hammer { qer_editorimage textures/hammer.tga { map textures/hammer.tga rgbGen lightingSpherical } }[/code:6d75e] hammer does not show up when i tested . is there coding/scripting somewhere telling to add this weapon to the player's list ? *credit to CN team for scripting. |
if u have the actual new model for the hammer and did the coding right it should work. if u need more scripting help though u should post this at TMT. they have tons of scripters that post there.
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posted it over there and i'm just using the sledgehammer model (used in norway/uboat map; guy on otherside of sub swinging sledgehammer up and down) but changing all the sledgehammer files to read hammer instead.
should work or at least model should show up. |
its cause of the bones, you might need to re-export it with the pistol bones...
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okaaaaaaay, scrap that idea
thanks m and grim |
you mean chandge the name from colt 45 to sledgehammer?
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no, you would have the pistol as a secondary but like in City Nights, you would also have another secondary weapon (they used a knife, i'm looking to use the model slegehammer from mohaa)
i looked through all of City Nights_Final files and didn't find anything concerning the knife other than the files i listed above (there was a knife.skd, knife.tik , knife.shader, knife.tga ) i only changed the word sledgehammer to hammer to give it a new name. would it take someone long to build a model w/animations for this (a seondary bash only weapon) since the animations and model is allready in the game ? or can the hammer model just be added like they seemed to have done in City Nights_Final (knife/secret weapon) ? |
I know this is in the tiks for SH maybe these will help
// Additional DM loadout dm additionalstartammo "grenade" 2 dm additionalstartammo "smokegrenade" 1 dm startitem "items/binoculars.tik" not sure but........ |
would that work for AA ? and would i had a line like that to a precache, scr ?
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If you go to tmt and get lamrons throwin knives mod he uses the same thing to add the knives to the grenade slot take a look : )
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you know i saw that thread but didn't look at the code too much. you really think i can then ad the sledgehammer model from AA ?
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The way i see it is if he can use it to add his own knives model i dont see why u cant use the hammer.
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i got word in TMT that whole new animations and bones and modeling would have to be done since the sledgehammer doesn't allready have it, so scrap that idea.
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