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how to change tik file?
how do you change weapons for AA to make it work for spear head? How i change the tik for it to work in SH???????
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Ill show you when I get home...its really easy
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thanks man rock: rock:
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tik from aa to sp or bt or the other way around
open the new weapon mod in pakscape from either aa or sp/bt
but i start from aa tiks here the models/weapons folder holds the tiks open them in notepad short n sweet in the allied assault tik a few lines will read like this surface NAME shader NAME surface NAME shader NAME surface NAME shader NAME it could be any number of lines with the surface shader line take those lines n copy n paste them over the surface NAME shader NAME surface NAME shader NAME surface NAME shader NAME in spearhead or bt but the one for sp n bt are same and it has to be the tik of the same model thats being replaced in allied assault |
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 Skin1 shader delm4a21 surface Skin2 shader delm4a22 surface Skin3 shader delm4a23 surface Skin4 shader delm4a24 surface Skin5 shader delm4a25 surface Skin6 shader delm4a26 surface Skin7 shader delm4a27 surface Clip shader delm4a26 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 35 startammo 280 ammorequired 1 firedelay 0.086 //(700 rpm) //========================================// // WEAPON ACCURACY MODELLING // //========================================// // Thompson SMG: Max Eff. Range is 100 yds with a muzzle velocity of 2000 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 45 //damage per round original 25 firespreadmult 0.08 0.35 200 0.25 //add falloff cap maxtime movementspeed 1.0 zoomspreadmult 0.105 //bulletspread accuracy boost multiplier when zoomed tracerfrequency 3 crosshair 1 // airange short // AI animation group info weapongroup thompson // DM Attributes dmbulletcount 1 dmstartammo 230 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 24 //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 */ thats what it says now what do i do...... |
[quote="<<MODS>>|EA|J":dbd75] 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 Skin1 shader delm4a21 surface Skin2 shader delm4a22 surface Skin3 shader delm4a23 surface Skin4 shader delm4a24 surface Skin5 shader delm4a25 surface Skin6 shader delm4a26 surface Skin7 shader delm4a27 surface Clip shader delm4a26 surface site shader thompsite } [/quote:dbd75] copy that part to the SH tik |
thanks....
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ok so what would this be?
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 m161 shader m161 surface m1612 shader m161 surface m162 shader m162 surface m163 shader m163 surface strap shader m163 surface Clip shader m16clip } $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 20 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 28 //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 */ P.S. this is my lst tik that i want to change... thanks |
yes but mosin nagant
i need help with the mosin nagant rifle to go into aa how do you do that?
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You cant do that ... you cant put SH models in AA
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I told death to go buy Spearhead. It's only like $9.95 at Best Buy. You get smoke gernades too. Gotta go bye.
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