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thompson trouble
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CoWGoMoo is Offline
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Default thompson trouble - 12-08-2003, 01:24 AM

i D/L a mod for thompson a while ago and it changed the way it reloaded. so instead or reloading normaly it reloads like a pistol and i dont know how to change it back to the normal reload system. any help would be great
  
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Johnj is Offline
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Default 12-08-2003, 04:14 AM

You could remove the mod that is causing the problem.


**Practicing the dark art of turn signal usage since 1976.**
  
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Default 12-08-2003, 09:35 AM

i already removed it and all files related to it but it still reloads wrong cry:
  
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Default 12-08-2003, 09:36 AM

Reinstall mohaa then..



  
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Default 12-08-2003, 12:56 PM

Reinstall in another folder OR...

Open Pak0.pk1 with pakscape, find Thompson.tik (models/weapons), open it, and paste this...

could work, but please make a back-up first, I dont know if this will **** up your game.

Good luck






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 ThompsonSMG1 shader ThompsonSMG
surface ThompsonSMG2 shader ThompsonSMG
surface Clip shader ThompsonSMG
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 30
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 25 //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
*/
  
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=.GaNgStEr.PeeT.= is Offline
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Default 12-08-2003, 04:52 PM

HOLY SHlT way to much letters for the average person to read!!!! oOo: stupid:
  
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WidowMaker555 is Offline
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Default 12-08-2003, 06:28 PM

cool uzi style its not bad after all you just need a uzi skin and there
  
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Default 12-09-2003, 06:19 AM

[quote="=.GaNgStEr.PeeT.=":5bab2]HOLY SHlT way to much letters for the average person to read!!!! oOo: stupid:[/quote:5bab2]

Youre not supposed to read it either, unless you really want to learn how a .tiki-file is built up..



  
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trahatt is Offline
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Default 12-09-2003, 12:21 PM

[quote=Tystnad]
Quote:
Originally Posted by "=.GaNgStEr.PeeT.=":962ba
HOLY SHlT way to much letters for the average person to read!!!! oOo: stupid:
Youre not supposed to read it either, unless you really want to learn how a .tiki-file is built up..[/quote:962ba]


Lol you got that right. biggrin:

Just copy it, and paste it beer:

Btw, if you want to send your current Thompson-tik, I want it, Widow gave me an idea rolleyes:
  
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Default 12-10-2003, 09:28 AM

actually the thing is the mod that messed up my reload was a mac 10 it was cool but the sound and silencer on it were weird so its gone. if anyone cares it was loccs(hope thats how you spell it) mac 10 fire2:
  
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Tystnad is Offline
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Default 12-10-2003, 09:30 AM

lol, beats me.. rolleyes: biggrin:



  
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