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how to change tik file?
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<<MODS>>|EA|J is Offline
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Default how to change tik file? - 05-02-2005, 06:11 PM

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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Default 05-03-2005, 07:49 AM

Ill show you when I get home...its really easy
  
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Default 05-03-2005, 03:29 PM

thanks man rock: rock:
  
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tik from aa to sp or bt or the other way around
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Default tik from aa to sp or bt or the other way around - 05-04-2005, 07:14 PM

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
  
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Default 05-04-2005, 08:44 PM

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......
  
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Default 05-05-2005, 07:57 AM

[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
  
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&lt;&lt;MODS&gt;&gt;|EA|J is Offline
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Default 05-05-2005, 04:36 PM

thanks....
  
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&lt;&lt;MODS&gt;&gt;|EA|J is Offline
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Default 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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yes but mosin nagant
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death1128 is Offline
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Default yes but mosin nagant - 10-14-2005, 09:00 PM

i need help with the mosin nagant rifle to go into aa how do you do that?
  
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Default 10-15-2005, 06:27 PM

You cant do that ... you cant put SH models in AA
  
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Johnj is Offline
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Default 10-15-2005, 08:35 PM

I told death to go buy Spearhead. It's only like $9.95 at Best Buy. You get smoke gernades too. Gotta go bye.


**Practicing the dark art of turn signal usage since 1976.**
  
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