
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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