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		    adding hammer as secondary weapon to weapon inventory |  
 
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				adding hammer as secondary weapon to weapon inventory - 
            
          
		
		
				
		
				02-04-2005, 10:37 AM
			
			
			
		  
		
	
                
            	
		
		
		i'm looking to add the model sledgehammer (but changing files to read 'hammer') to the weapon list as a secondary weapon for both sides much like the CN team did with the 'knife' in City Nights by using most of the scripting* from the knife weapon from City Nights_Final and changing 'knife' to 'hammer'. 
 
folders i've added/created in pk3: 
 
models/weapons/hammer 
*inside the weapons folder is the hammer.tik 
*inside the hammer folder are the hammer.skd, hammer.lod, hammer.skc 
 
scripts/hammer.shader 
 
textures/hammer.tga 
 
 
hammer.tik 
[code:6d75e] 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/hammer 
    skelmodel hammer.skd 
    surface all shader hammer 
     
} 
 
init 
{ 
    server 
    { 
        classname        Weapon 
        weapontype        pistol 
        name            "Walther P38" 
        rank            120 120 
 
 
        pickupsound        p38_snd_pickup 
        ammopickupsound    p38_snd_pickup_ammo 
        noammosound         
 
        // Holstering info 
//        holstertag        "Bip01 Pelvis" 
//        holsteroffset    "1.5 -4 -10.0" 
//        holsterangles    "5 190 195" 
//        holsterScale    1.0 
 
        // Primary fire type info 
//        firetype        bullet 
//        ammotype        "Pistol" 
//        meansofdeath    bullet 
        semiauto 
        bulletcount        0 
        clipsize        0 
        startammo        0 
        ammorequired    1 
 
 
 
        //==============================================// 
        //     WEAPON BEHAVIOR MODELLING     // 
        //==============================================// 
 
//        Walther P-38 Pistol: Max Eff. Range is 75 yds with a muzzle velocity of 1150 ft/s. (9mm Parabellum round) 
 
        bulletrange     3120     //the range at which bulletspread is applied fully 
        bulletspread    40 40 56 56 // minpitch minyaw maxpitch maxyaw(offsets in world units) 
        firespreadmult 0.38 0.7 200 0.6         //add falloff cap maxtime 
        firedelay        0.15 
        bulletdamage    33    //original 25 
        movementspeed     1.0 
 
        tracerfrequency     1 
 
        crosshair        1 
//        usenoammo     1 // allow the pistol to be used when it has no ammo 
 
        secondary firetype            melee 
        secondary ammotype            none 
        secondary ammorequired        0 
        secondary meansofdeath        bash 
        secondary bulletrange        64 
        secondary bulletdamage        40 
        secondary bulletknockback    50 
        secondary quiet 
 
        airange            short 
 
        // AI animation group info 
        weapongroup        pistol 
 
        // DM Attributes 
 
        dmbulletcount    1 
        dmstartammo        0 
        dmammorequired    1 
//        dmfiredelay        0.15 
        dmfiredelay        0.15 
//        dmbulletdamage    33    //original 25 
        dmbulletdamage    40    //original 25 
        dmmovementspeed    1.0 
 
        dmbulletrange 3120     //the range at which bulletspread is applied fully (65 yards) 
//     dmbulletspread    40 40 56 56 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed 
        dmbulletspread 70 70 130 130 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed 
//     dmfirespreadmult    0.38 0.7 200 0.6         //add falloff cap maxtime 
     dmfirespreadmult    0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original) 
 
        dmcrosshair        1 
 
        // Secondary fire DM Attributes 
        secondary dmammorequired    0 
        secondary dmbulletrange        96 
        secondary dmbulletdamage    60 
         
        // this is attached to the player during reload 
        cache models/ammo/p38_clip.tik 
    } 
    client 
    { 
        cache tracer.spr 
        cache muzsprite.spr 
        cache models/fx/muzflash.tik 
        cache models/ammo/pistolshell.tik 
    } 
} 
 
$path models/weapons/p38 
 
animations 
{ 
    idle     P38.skc 
    reload     P38_reload.skc 
    { 
        server 
        { 
            18 surface clip    +nodraw 
            39 surface clip -nodraw 
            last idle 
        } 
        client 
        { 
                entry sound P38_snd_reload item 
        } 
 
    } 
 
    secondaryfire     P38.skc 
    { 
        server 
        { 
            entry shoot secondary 
        } 
    } 
    fire     P38.skc 
    { 
        server 
        { 
//            entry shoot primary 
        } 
        client 
        { 
            entry stopaliaschannel P38_snd_fire 
            entry sound P38_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 Kick Controls 
            // 
            // 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. //not used much...too artificial looking 
            // 
            // 
         //                  +-------------------------------------------- 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         -1.0 -1.0    -0.16 0.16 1.2 "V" 2.8 0.8 1.2 
 
            //entry viewkick         -1.2 -1.2    -0.2 0.2    1 "V" 3.0 1.0 1.6 (Colt .45 stats) 
 
            // muzzle flash 
            entry tagdlight tag_barrel 0.25 0.2 0.15 120 0.11 
            entry tagspawn tag_barrel 
            ( 
                scale 0.2 
                offsetalongaxis 2 0 0 
                count 1 
                scale 0.30 
                model muzsprite.spr 
                life 0.06 
            ) 
            entry tagspawn tag_barrel 
            ( 
                count 1 
                scalemin 0.15 
                scalemax 0.25 
                model models/fx/muzflash.tik 
                randomroll 
                life 0.04 
            ) 
 
            // smoke puff 
//            entry commanddelay 0.05 tagspawn tag_barrel 
//            ( 
//                volumetric 
//             model gun    // sets the type of smoke 
//             life 10        // amount of smoke 
//                scale 1.0    // radius 
//                alpha 0.3    // density 
//             color 0.7 0.7 0.7    // RBG color of the smoke 
//             velocity 2    // base velocity away from the surface 
//             randvelaxis random 6 0 0    // velocity offset 
//             offsetalongaxis random 4 0 0    // positional offset 
//            ) 
 
            // shell eject 
            entry commanddelay 0.1 tagspawn tag_eject 
            ( 
                count 1 
                model models/ammo/pistolshell.tik 
                spawnrange 1024 
                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 
            ) 
        } 
    } 
} 
 
/*QUAKED playerweapon_german_p38 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) 
German pistol - Walther P38 
*/[/code:6d75e] 
 
hammer.shader 
[code:6d75e]hammer 
{ 
    qer_editorimage textures/hammer.tga 
    { 
        map textures/hammer.tga 
        rgbGen lightingSpherical 
    } 
}[/code:6d75e] 
 
hammer does not show up when i tested . is there coding/scripting somewhere telling to add this weapon to the player's list ? 
 
 
 
*credit to CN team for scripting. 
		
	
		
		
		
		
		
	
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				02-04-2005, 10:46 AM
			
			
			
		  
		
	
                
            	
		
		
		if u have the actual new model for the hammer and did the coding right it should work. if u need more scripting help though u should post this at TMT. they have tons of scripters that post there. 
		
	
		
		
		
		
			
		
		
		
		
	
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				02-04-2005, 10:53 AM
			
			
			
		  
		
	
                
            	
		
		
		posted it over there and i'm just using the sledgehammer model (used in norway/uboat map; guy on otherside of sub swinging sledgehammer up and down) but changing all the sledgehammer files to read hammer instead. 
 
should work or at least model should show up. 
		
	
		
		
		
		
		
	
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				02-04-2005, 01:14 PM
			
			
			
		  
		
	
                
            	
		
		
		its cause of the bones, you might need to re-export it with the pistol bones... 
		
	
		
		
		
		
		
	
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				02-04-2005, 04:04 PM
			
			
			
		  
		
	
                
            	
		
		
		okaaaaaaay, scrap that idea 
thanks m and grim 
		
	
		
		
		
		
		
	
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				02-04-2005, 04:40 PM
			
			
			
		  
		
	
                
            	
		
		
		you mean chandge the name from colt 45 to sledgehammer? 
		
	
		
		
		
		
		
	
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				02-04-2005, 04:52 PM
			
			
			
		  
		
	
                
            	
		
		
		no, you would have the pistol as a secondary but like in City Nights, you would also have another secondary weapon (they used a knife, i'm looking to use the model slegehammer from mohaa) 
 
i looked through all of City Nights_Final files and didn't find anything concerning the knife other than the files i listed above (there was a knife.skd, knife.tik , knife.shader, knife.tga ) 
 
i only changed the word sledgehammer to hammer to give it a new name. 
 
would it take someone long to build a model w/animations for this (a seondary bash only weapon) since the animations and model is allready in the game ?  
 
or can the hammer model just be added like they seemed to have done in City Nights_Final (knife/secret weapon) ? 
		
	
		
		
		
		
		
	
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				02-06-2005, 07:31 PM
			
			
			
		  
		
	
                
            	
		
		
		I know this is in the tiks for SH maybe these will help 
 
		// Additional DM loadout 
		dm additionalstartammo "grenade" 2 
		dm additionalstartammo "smokegrenade" 1 
		dm startitem "items/binoculars.tik" 
 
not sure but........ 
		
	
		
		
		
		
		
	
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				02-07-2005, 09:07 AM
			
			
			
		  
		
	
                
            	
		
		
		would that work for AA ? and would i had a line like that to a precache, scr ? 
		
	
		
		
		
		
		
	
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				02-07-2005, 06:19 PM
			
			
			
		  
		
	
                
            	
		
		
		If you go to tmt and get lamrons throwin knives mod he uses the same thing to add the knives to the grenade slot take a look : ) 
		
	
		
		
		
		
		
	
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				02-07-2005, 06:27 PM
			
			
			
		  
		
	
                
            	
		
		
		you know i saw that thread but didn't look at the code too much. you really think i can then ad the sledgehammer model from AA ? 
		
	
		
		
		
		
		
	
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				02-07-2005, 11:11 PM
			
			
			
		  
		
	
                
            	
		
		
		The way i see it is if he can use it to add his own knives model i dont see why u cant use the hammer. 
		
	
		
		
		
		
		
	
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				02-07-2005, 11:26 PM
			
			
			
		  
		
	
                
            	
		
		
		i got word in TMT that whole new animations and bones and modeling would have to be done since the sledgehammer doesn't allready have it, so scrap that idea. 
		
	
		
		
		
		
		
	
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