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 Is there info on the syntax for a .tik file? |
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Senior Member
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Join Date: Jun 2002
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Is there info on the syntax for a .tik file? -
05-20-2003, 11:07 AM
Hey guys, I've been looking around the site for something that helps define the words in a .tik file. For example:
holstertag
holsteroffset
firetype
ammotype
firedelay
dmbulletspread
Some are intuitive, some are not. Is there a thread, or a site, that spells it out for the new modder?
Thanks!
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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05-20-2003, 11:29 AM
holstertag : the bone that the holster is assigned to.
holsteroffset : basically this is the offset of the holster.
firetype : this describes the type of ammunition that is being used for the gun. this can be bullet - grenade - projectile
ammotype : this describes the exact type of ammunition used for the gun. this can be pistol - rifle - smg - mg - grenade - heavy - shotgun
firedelay : this is the delay between the shots for the gun. the higher the number, the higher amount of time there will be between shots. usually you would use a decimal number to display this. (ex : 0.15 - 0.3)
dmbulletspread : this is simply the bulletspread of the gun. the higher the numbers, the higher the bulletspread. there are 4 numbers with this setting.
(ex : dmbulletspread 40 40 56 56 (minpitch minyaw maxpitch maxyaw))
That about sums up what you want to know. Need anything else, don't hesistate to ask.
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Senior Member
Posts: 445
Join Date: Jun 2002
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05-20-2003, 11:32 AM
Hey thanks. I'd really like to have an explanation for all of them. oOo: Do you have it in a file, or is it all in your head.
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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05-20-2003, 11:53 AM
What I am telling you is what I know from my experience with modding. You don't need exact definitions to understand what each syntax means.
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Senior Member
Posts: 445
Join Date: Jun 2002
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05-20-2003, 11:56 AM
Tell you what then...I'll start my mod work, and I'll post back here in this thread when I have questions. Just leave your e-mail notification active for the thread and we'll be set. Sound ok?
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Senior Member
Posts: 2,509
Join Date: Jan 2002
Location: Woodstock, GA
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05-20-2003, 12:57 PM
No problem.
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Senior Member
Posts: 238
Join Date: Sep 2002
Location: Where I wanted to go today
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05-20-2003, 01:10 PM
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Senior Member
Posts: 156
Join Date: Jun 2002
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05-20-2003, 02:19 PM
i think bulletspread works like this.
there are 4 numbers, min pitch and yaw and max pitch and yaw.
the first 2 are when the player is standing still, and the 2nd 2 numbers are when the player is running full speed.
pitch = the up and down offset distance
yaw = the left and right offset distance
ex
bulletspread (1 1 200 200) will be super accurate when standing, and crappy when on the run.
(1 1 1 1) will be perfect all the time
odd one you never see... (300 300 1 1) only accurate when you are running
the offsets are random numbers in the range you specify, and increase with the amount of time you hold down the trigger. short bursts are more accurate than straight machine gunning.
there is a firespreadmult that affects how crazy your bullets start acting after time elapses of continuous fire.
there is a zoomspreadmult (look in a tik of a scope gun) that makes a gun more accurate when firing though a scope.
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Senior Member
Posts: 238
Join Date: Sep 2002
Location: Where I wanted to go today
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05-21-2003, 05:20 AM
You'd better not type it between parens - ( and ) ,since it would be parsed as one argument oOo:
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