Alliedassault           
FAQ Calendar Search Today's Posts Mark Forums Read
Go Back   Alliedassault > FPS Gaming General Discussion > MoH Maps, Mods & Skins
Reload this Page moding .tik files
MoH Maps, Mods & Skins Discuss custom maps, skins and mods here.

Reply
 
Thread Tools Display Modes
moding .tik files
Old
  (#1)
(DRUNKnCDN) Fat Bastard is Offline
Junior Member
 
Posts: 5
Join Date: Jun 2003
   
Default moding .tik files - 06-30-2003, 10:21 AM

I am looking for a line by line explanation of the ballistics included in the .tik weapons files and how this is modelled by the appropriate entries.

Thanks a mil..

cheers,

Fat Bastard

bigzooka: swordfight:
  
Reply With Quote
Old
  (#2)
Guest
 
Posts: n/a
   
Default 06-30-2003, 11:43 AM

gunname".tik

pak0

notepad
  
Reply With Quote
Old
  (#3)
(DRUNKnCDN) Fat Bastard is Offline
Junior Member
 
Posts: 5
Join Date: Jun 2003
   
Default 06-30-2003, 12:10 PM

Ok.....first that doesn't answer anything......I have already user-moded my .tik files for the weapons.....i can read the yaw ....min max etc....but what to the numbers correspond to...what is the the low range effect to the high range effect and what is the correlation to the real world ballistics....

aka (just for example....many other lines are like this)

realism firespreadmult 0.475 0.5 200 0.8

what do the numbers correspond to and how is does it relate to real world modelling?

Cheers,

FB
  
Reply With Quote
Old
  (#4)
Guest
 
Posts: n/a
   
Default 06-30-2003, 12:12 PM

guess.
  
Reply With Quote
Old
  (#5)
(DRUNKnCDN) Fat Bastard is Offline
Junior Member
 
Posts: 5
Join Date: Jun 2003
   
Default 06-30-2003, 02:32 PM

Well damn....aren't u helpful
  
Reply With Quote
Old
  (#6)
Guest
 
Posts: n/a
   
Default 06-30-2003, 02:36 PM

takes more time asking then just trying both ways.
  
Reply With Quote
Old
  (#7)
0GriM ThE ReapeR0 is Offline
Member
 
Posts: 38
Join Date: Jun 2003
   
Default 06-30-2003, 02:36 PM

Quote:
Originally Posted by newt
guess.
  
Reply With Quote
Old
  (#8)
(DRUNKnCDN) Fat Bastard is Offline
Junior Member
 
Posts: 5
Join Date: Jun 2003
   
Default 07-01-2003, 02:37 PM

well...i must say ....you are soooo helpful.....both of you....

there really should be some courtesy to not post an answer to a thread if you don't have a damn clue yourself......

obviously I asked this question because I didn't know and if I had been happy to stick a guess for my numbers.........I WOULDN'T HAVE POSTED...

U SHOULD STICK TO THE RULE >>>> IF YOU DON'T KNOW THE ANSWER >>>THEN SHUT UP>>>>

(AND I MEAN THAT IN THE NICEST WAY)

FB
  
Reply With Quote
Old
  (#9)
Guest
 
Posts: n/a
   
Default 07-01-2003, 02:46 PM

wich is higher/more 1 or 2? u idiot
  
Reply With Quote
Old
  (#10)
KevO is Offline
Senior Member
 
Posts: 316
Join Date: Apr 2003
Location: helping wounded soldiers
  Send a message via AIM to KevO Send a message via MSN to KevO Send a message via Yahoo to KevO  
Default 07-01-2003, 04:05 PM

if im correct 1 is eek:
  
Reply With Quote
Old
  (#11)
Double U is Offline
Sergeant
 
Posts: 1,100
Join Date: Dec 2002
Location: Canada
   
Default 07-01-2003, 04:09 PM

lol
  
Reply With Quote
Old
  (#12)
Dr. Deleto is Offline
Senior Member
 
Posts: 1,469
Join Date: Sep 2002
Location: At the bar
  Send a message via MSN to Dr. Deleto  
Default 07-01-2003, 04:25 PM

some parst of the tik's wil have real world explanations of the values. look for the "//" ie. comment sections. others you have to figure out with trial and error. and your wrong newt. in tik's 2 isnt always higher than 1.
  
Reply With Quote
Old
  (#13)
(DRUNKnCDN) Fat Bastard is Offline
Junior Member
 
Posts: 5
Join Date: Jun 2003
   
Default 07-01-2003, 07:48 PM

Well for the most part, while Newt has been shooting his mouth off and waiting for his brain to catch up, I have been toying with the .tik files. I have made some progress and am able to make the smg hard to control, but deadly at close range (while ineffective at the length across most full maps). AND YES 1 > 2 can happen depends on the model and what you are trying to replicate from the real world and how it was programmed. I have also been able to up the kick on the MG's so that it is more like the real thing. I am now trying to mod a german rifle to remove the bolt action, I have tried to copy the style of the garand----?----as well as to completely cut and paste the script below the ballistic data and some of the init files above. I have a rifle that fires, albiet looks like the garand, but even though the rifle looks like the garand ---? the model hand still makes the motion to clear the action....???? is there another point in the MOHAA files that control this.... that I need to mod as well?
  
Reply With Quote
Old
  (#14)
Uber_Soldat is Offline
Senior Member
 
Posts: 152
Join Date: Mar 2003
Location: England
 Send a message via ICQ to Uber_Soldat Send a message via MSN to Uber_Soldat  
Default 07-01-2003, 08:41 PM

pak0->models/player/base/anims_rifle.txt

edit that so the garand anims replace the kar anims [copy and paste each garand anim to the same anim for the kar, eg the garand firing anim over the kar firing anim]. thats the file for first person anim, but i dont know if editing it works. most stuff to do with weapons cant be changed in moh.
  
Reply With Quote
Reply


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
vBulletin Skin developed by: vBStyles.com
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.