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				05-07-2005, 11:22 AM
			
			
			
		 
               
 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
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