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Reload this Page railguns anyone...
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Redeye is Offline
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Posts: 157
Join Date: Apr 2002
Location: England
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Default 09-13-2004, 11:32 AM

[img]http://img.photobucket.com/albums/v471/jeahkeh/1.jpg[/img]

see how the actual projectile is miles away from where i aimed it; this deviation is random and unpredictable.

[img]http://img.photobucket.com/albums/v471/jeahkeh/2.jpg[/img]

now, i've not known the AI snipers to miss, but here you can see how the trail is way off of my target. i managed to get through this whole level without being shot once by a sniper...

this is the tiki of the springfield (it's shrunk to mini-font so it doesn't spam the thread up :P ):

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/springfield
skelmodel springfield.skd
surface springfield1 shader springfield
surface springfield2 shader springfield
surface lens shader lens
}

$define sounddir sound/weapons

init
{
server
{
classname Weapon
weapontype rifle
name "Springfield '03 Sniper"
rank 230 230

pickupsound springfield_snd_pickup
ammopickupsound springfield_snd_pickup_ammo
noammosound springfield_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 projectile
projectile models/weapons/alliedbullettrail.tik
ammotype "rifle"
meansofdeath bullet
semiauto
clipsize 5
startammo 50
ammorequired 1
firedelay 0.5



bulletspread 0 0 0 0 //minpitch minyaw maxpitch maxyaw


crosshair 1
zoom 20

movementspeed 0.88

// viewkick -2 -3 -1 1

cache models/weapons/alliedbullettrail.tik

// AI animation group info
weapongroup rifle

// DM Attributes
dmprojectile models/weapons/alliedbullettrail.tik
dmbulletspread 0 0 0 0
dmstartammo 50
dmammorequired 1
dmfiredelay 0.5
dmcrosshair 1
dmmovementspeed 0.75


// dmmovementspeed 0.77
dmmovementspeed 0.8

dmcrosshair 1

// this is attached to the player during reload
cache models/ammo/springfield_clip_reload.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/ammo/rifleshell.tik
cache models/fx/muzflash.tik
cache model models/fx/snipesmoke.tik
}
}

animations
{

idle springfield.skc
// reload spring_reload.skc
reload spring_reload_start.skc // this is the start of the reloading sequence
{
client
{
entry sound springfield_snd_reload_start
}
}
reload_single spring_reload_fill.skc // this is the reload loop that loads in a single shell
{
client
{
entry sound springfield_snd_reload_single
}
}
reload_end spring_reload_end.skc
{
server
{
last idle
}
client
{
entry sound springfield_snd_reload_end
}
}
rechamber spring_recham.skc
{
client
{
entry sound springfield_snd_bolt item
20 tagspawn tag_eject 1024
(
spawnrange 2048
count 1
model models/ammo/rifleshell.tik
scale 1.0
velocity 70
randvel crandom 10 crandom 10 random 20
emitterangles 0 0 0
avelocity crandom 90 crandom 90 0
accel 0 0 -800
physicsrate 20
life 2.0
fadedelay 1.7
collision
bouncefactor 0.2
bouncesoundonce snd_rifle_shell
)
}
}
fire springfield.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel springfield_snd_fire
entry sound springfield_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 degrees 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 -4.5 -5.0 -1.0 1.0 6 "T" 8 8 8


// entry viewkick -4.5 -5.0 -1.0 1.0 //original

// muzzle flash
// entry tagdlight tag_barrel 0.25 0.2 0.05 180 0.11
entry tagdlight tag_barrel 0.3 0.25 0.175 175 0.2 -1.0 -0.75 -0.2
entry tagspawn tag_barrel
(
count 1
model models/fx/muzflash.tik
color 0.00 0.00 1.00
scale 0.07
life 0.01
velocity 300.00
offsetalongaxis 3 0 0
alignstretch 0.08
randomroll
)

entry tagspawn tag_barrel
(
count 1
model muzsprite.spr
color 1.00 1.00 1.00
scale 0.09
life 0.04
offsetalongaxis 4 0 0
)

entry commanddelay 0.020 tagspawn tag_barrel
(
spawnrate 1.00
model vsssource.spr
count 1
alpha 0.10
color 1.00 1.00 1.00
spritegridlighting
scale 0.09
life .9
scalerate 23.00
velocity 429.00
accel 0.00 20.00 30.00
friction 2.00
fade
offsetalongaxis random 4 0 0
)

entry tagspawn tag_barrel
(
count 1
scale .7
model models/fx/snipesmoke.tik
)

// smoke puff
// entry commanddelay 0.05 tagspawn tag_barrel
// (
// volumetric
// model gun // sets the type of smoke
// life 10 // amount of smoke
// scale 1.5 // radius
// alpha 0.4 // 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
// )
}
}
}

/*QUAKED playerweapon_allied_springfield (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Allied rifle - Springfield 03 sniper
*/


this is the tiki of the projectile:

TIKI
setup
{
scale 0.1
path models/fx/splinter
skelmodel splinter.skd
surface material1 shader bh_metal_fastpiece
}

init
{
server
{
classname Projectile
anim idle
setsize "-2 -2 -2" "2 2 2"
speed 100000
addownervelocity 0
hitdamage 100
life 10.0
health 50
takedamage
meansofdeath bullet
smashthroughglass 64
knockback 50
dlight 0.5 0.5 0.5 256 // red green blue radius
cache blastmark.spr

commanddelay 500 drunk 0.12 0.12
}
client
{
originemitter bazookatrail
(
model water_trail_bubble.spr
velocity 150
friction 0.85
randvel crandom 10 crandom 10 crandom 10
spritegridlighting
color 00 20 50
alpha 1.0
angles 0 0 random 360
sphere 2
count 5
accel 0 0 72
life 2 2
scalemin 0.2
scalemax 0.5
scalerate 0.5
swarm 10 8 4
(
}
}
animations
{
idle splinter.skc
}
  
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