scopeless g43 help -
08-07-2003, 02:21 AM
hey people.. im in the process of making a scopeless g43 and replacing the nade launcher with it so the axis have something to match the m1 garand.. im havin some trouble.. it wont bash and the graphics wont work unless the client has the .pk3 file aswell, wich causes problems on other servers.. so i was wondering if anyone knew how to make it bash for one, and a workaround for just a server sided mod instead of client & server..?
heres what i have..
[code:bf16b]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/g43
skelmodel g43.skd
surface g43cull shader g43cull
surface g43 shader g43
surface g43_clip shader g43
}
$define sounddir sound/weapons
init
{
server
{
//========================================//
// WEAPON NAME //
//========================================//
classname Weapon
weapontype rifle
name "G 43"
rank 210 210
//========================================//
// WEAPON ACCURACY //
//========================================//
// M1 Garand: Max Eff. Range is 300 yds with a muzzle velocity of 2800 ft/s. (30-06 Springfield)
sp bulletrange 4000 //the range at which bulletspread is applied
sp bulletspread 10 10 60 60 //minpitch minyaw maxpitch maxyaw
sp firespreadmult 0.7 0.685 200 0.8
dm bulletrange 4000
dm bulletspread 10 10 80 80
// dm firespreadmult 0.7 0.685 200 0.8
dm firespreadmult 0.75 0.6 200 0.8
realism bulletrange 4000
realism bulletspread 4 4 60 60
realism firespreadmult 0.75 0.6 200 0.8
//========================================//
// DAMAGE / RATE OF FIRE //
//========================================//
sp bulletdamage 100
dm bulletdamage 100
sprealism bulletdamage 100
dmrealism bulletdamage 100
sp firedelay 0.15
dm firedelay 0.15
realism firedelay 0.15
realism throughwood 24
realism throughmetal 8
//========================================//
// PLAYER MOVEMENT //
//========================================//
sp movementspeed 1.0
dm movementspeed 0.94
realism movementspeed 0.94
//========================================//
// RIFLE BUTT / SECONDARY FIRE //
//========================================//
secondary firetype melee
secondary ammotype none
secondary ammorequired 0
secondary meansofdeath bash
secondary bulletknockback 50
secondary quiet
sp secondary bulletrange 64
sp secondary bulletdamage 60
dm secondary bulletrange 96
dm secondary bulletdamage 60
realism secondary bulletrange 96
realism secondary bulletdamage 60
//========================================//
// AMMO //
//========================================//
firetype bullet
ammotype "rifle"
meansofdeath bullet
semiauto
cantpartialreload
bulletcount 1
clipsize 8
ammorequired 1
bulletlarge 1
sp startammo 8
dm startammo 64
sprealism startammo 8
dmrealism startammo 48
// Additional DM Loadout
dm additionalstartammo "grenade" 4
dm additionalstartammo "smokegrenade" 2
dm startitem "items/binoculars.tik"
// Additional DM Realism Loadout
dmrealism additionalstartammo "grenade" 4
dmrealism additionalstartammo "smokegrenade" 2
dmrealism startitem "items/binoculars.tik"
//========================================//
// TRACERS, CROSSHAIR, ZOOM //
//========================================//
sp tracerfrequency 2
dm tracerfrequency 0
sprealism tracerfrequency 2
dmrealism tracerfrequency 0
crosshair 1
//========================================//
// SOUND, AI, OTHER //
//========================================//
// AI animation group info
weapongroup rifle
airange long
pickupsound springfield_snd_pickup
ammopickupsound springfield_snd_pickup_ammo
noammosound springfield_snd_noammo
}
client
{
// this is attached to the player during reload
cache models/ammo/springfield_clip_reload.tik
cache muzsprite.spr
cache vsssource.spr
cache models/fx/muzflash.tik
cache model models/fx/snipesmoke.tik
cache vsssource.spr
}
}
animations
{
idle g43.skc
idle_empty garand_empty.skc
reload g43_reload.skc
{
server
{
16 surface g43_Clip +nodraw
50 surface g43_Clip -nodraw
last idle
}
client
{
entry sound gewehr43_snd_reload
}
}
secondaryfire garand.skc
{
server
{
entry shoot secondary
}
}
fire g43.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel gewehr43_snd_fire
entry sound gewehr43_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 -24.0 -18.0 -16.0 16.0 3.0 "T" 8 8 8
// muzzle flash
entry tagdlight tag_barrel 0.3 0.20 0.175 300 0.25 -1.0 -0.75 -0.2
entry tagspawnlinked 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 tagspawnlinked 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
)
entry 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
)
}
}
}
/*QUAKED addon_playerweapon_german_g43 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
German sniper rifle - G43.
*/[/code:bf16b]
i was wondering if i need to edit more files or whatever? and taking the scope off the g43 is no problem.. i just need help with the scripting..
thanx ppl
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