o sry open up the BAR.tik that came with the file and change it with this 1
/************************************************** *****************************************
•**•Ï*·MOD [Colt M41A Pulse Rifle]
§ì@ [UBCS] 101 G-8
HP URL
http://ubcs.s3.xrea.com/
http://www.ac.wakwak.com/~ubcs_g-8/
************************************************** *****************************************/
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/ubcs_m41a
skelmodel ubcs_m41a.skd
surface ubcs_m41aa shader ubcs_m41a_ubcs_m41aa
surface ubcs_m41ab shader ubcs_m41a_ubcs_m41ab
surface ubcs_m41ac shader ubcs_m41a_ubcs_m41ac
surface ubcs_m41ad shader ubcs_m41a_ubcs_m41ad
surface cock shader ubcs_m41a_ubcs_m41aa
}
$define sounddir sound/weapons
init
{
server
{
classname Weapon
weapontype mg
// name "MP44"
name "BAR"
rank 410 410
pickupsound mp44_snd_pickup
ammopickupsound mp44_snd_pickup_ammo
noammosound mp44_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 "mg"
meansofdeath bullet
bulletcount 1
clipsize 95
startammo 95
ammorequired 1
firedelay 0.086
//========================================//
// WEAPON BEHAVIOR MODELLING //
//========================================//
// StG 44 Sturmgewehr: Max Eff. Range is 300 yds with a muzzle velocity of 2125 ft/s. (7.92x33mm Kurz)
bulletrange 4000 //the range at which bulletspread is applied
// bulletspread 14 14 100 100 //minpitch minyaw maxpitch maxyaw
bulletspread 16 16 100 100 //minpitch minyaw maxpitch maxyaw
// firespreadmult 0.40 0.61 200 0.6 //add falloff cap maxtime
firespreadmult 0.45 0.61 200 0.6 //add falloff cap maxtime
bulletdamage 40
tracerfrequency 2 //original 0
crosshair 1
movementspeed 0.9
// AI animation group info
weapongroup bar
airange short
// DM Attributes
dmbulletcount 1
dmstartammo 585
dmammorequired 1
dmfiredelay 0.035
dmbulletrange 4000
dmbulletspread 10 10 53 53 //11 11 54 54 //5th run 10 10 80 80 //4th run 10 10 100 100 //3rd run 10 10 95 95 //2nd run 10 10 100 100 //original 14 14 100 100
dmfirespreadmult 0.475 0.5 200 0.8 //0.6 0.45 200 0.9 //0.55 0.45 200 0.9 //original 0.55 0.50 200 0.8 //add falloff cap maxtime
dmbulletdamage 27 //30
dmcrosshair 1
dmmovementspeed 0.89 //orig 0.76
// this is attached to the player during reload
cache models/ammo/mp44_clip.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache corona_util.spr
cache models/fx/muzflash.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle ubcs_m41a.skc
reload ubcs_m41a_reload.skc
{
server
{
//13 surface mp44clip +nodraw
//42 surface mp44clip -nodraw
last idle
}
client
{
entry sound mp44_snd_reload item
}
}
fire ubcs_m41a_fire.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel bar_snd_fire
entry sound bar_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 -1.8 -1.8 -0.2 0.05 3.2 "T" 12 0.2 2.2
// entry viewkick -2.0 -2.0 -0.2 0.05 2.8 "T" 12 0.2 2.2 (new original setting, use this to revert)
// entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol)
// entry viewkick -3.0 -3.5 -0.9 0.9 (original setting)
// muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
entry tagspawn tag_barrel
(
count 1
model models/fx/muzflash.tik
color 1.00 1.00 1.00
scale 0.60
life 0.05
offsetalongaxis -3 0 0 //orig -5 0 0
fade
randomroll
)
entry tagspawn tag_barrel
(
count 1
model muzsprite.spr
alpha 0.70
color 1.00 1.00 1.00
scale 0.60
life 0.05
offsetalongaxis 1 0 0 //orig 3 0 0
fade
randomroll
)
entry tagspawn tag_barrel
(
count 1
model corona_util.spr
color 1.00 1.00 1.00
scale 0.10
life 0.05
scalerate 11.00
fade
randomroll
)
entry commanddelay 0.01 tagspawn tag_eject
(
//count 1 //orig 2
spawnrate 1
model vsssource.spr
alpha 0.30
color 0.50 0.50 0.50
spritegridlighting
scale 0.10
life 0.30 /orig 1.00
scalerate 10.00
velocity 60.00
randvel range 20 -60 crandom -40 range 20 -60
friction 5.00
fade
randomroll
)
entry tagspawn tag_barrel
(
//count 1 //orig 2
spawnrate 1.00
model vsssource.spr
alpha 0.40
color .70 .70 .70
spritegridlighting
scale 0.45
life 0.20 //orig 2.00
scalerate 10.00
velocity 200.00 //orig 60.00
//randvel range 20 -60 crandom -40 range 20 -60
offsetalongaxis 10 0 0
friction 6.00 //orig 5.00
fade
randomroll
)
//excessive gun effects removed due to framerate issues
// entry tagspawn tag_barrel
// (
// model models/fx/bh_metal_fastpiece.tik
// color 1.00 1.00 1.00
// life 0.07
// scalerate 1.00
// velocity 1000.00
// friction 3.00
// offsetalongaxis -20 0 0
// fade
// alignstretch 0.03
// )
// shell eject
entry commanddelay 0.1 tagspawn tag_eject
(
spawnrange 2048
count 1
model models/ammo/rifleshell.tik
scale 1.0
velocity 50
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 playerweapon_allied_bar (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Weapon - Browning Automatic Rifle - US machine gun.
*/