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				07-26-2004, 02:32 AM
			
			
			
		  
		
	
                
            	
		
		
		I think i did it right for the shotgun. Can anyone tell me if it is right. 
 
 
 
 
 
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/shotgun 
	skelmodel shotgun.skd 
	surface shotgun shader shotgun 
} 
 
init 
{ 
	server 
	{ 
		classname		Weapon 
		weapontype		heavy 
		name			"Shotgun" 
		rank			620 620 
 
		pickupsound		shotgun_snd_pickup 
		ammopickupsound	shotgun_snd_pickup_ammo 
		noammosound		shotgun_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 (fast, arcing throw) 
		firetype		projectile 
		ammotype		"heavy" 
		projectile		models/projectiles/panzerschreckshell.tik 
		semiauto 
		clipsize		25 
		startammo		5 
		ammorequired	1 
		firedelay		0.75 
		maxchargetime	4.0 
		minchargetime	0.6 
		crosshair		0 
		quiet // don't notify AI of it being fired 
		autoputaway 	1 // automatically put the weapon away when out of ammo 
		usenoammo		0 // don't allow it to be used when it has no ammo 
		movementspeed	1.0 
 
		//========================================// 
		//		WEAPON ACCURACY MODELLING	// 
		//========================================// 
 
//		Winchester Shotgun: Max Eff. Range is 25 yds with a muzzle velocity of X ft/s. (Double Ought Buckshot) 
 
		bulletrange		1000	 		//the range at which bulletspread is applied 
		bulletspread	80 80 95 95 	//minpitch minyaw maxpitch maxyaw 
		movementspeed	0.99 
 
		// currently does a total 300 potential damage, but uses more pellets in SP 
		bulletcount		30 
		bulletdamage	10 
		tracerfrequency 0 
		crosshair		1 
//		viewkick		-3 -5   -3 3 
 
		// AI animation group info 
		weapongroup		rifle	//TODO: If AI use this weapon, we need a shotgun group. 
 
		// DM Attributes 
		dmprojectile		models/projectiles/M2FGrenade_primary.tik 
		dmstartammo			20 
		dmammorequired		1 
		dmfiredelay			0.75 
		dmcrosshair			0 
		dmmovementspeed 	1.0 
		secondary dmprojectile	models/projectiles/M2FGrenade.tik 
		secondary dmammorequired	1 
		secondary dmfiredelay		0.75 
 
		cache models/projectiles/M2FGrenade_primary.tik 
		cache models/projectiles/M2FGrenade.tik 
	} 
	client 
	{ 
		cache tracer.spr 
		cache muzsprite.spr 
		cache models/ammo/shotgunshell.tik 
		cache model models/fx/bh_metal_fastpiece.tik 
	} 
} 
 
animations 
{ 
	idle	shotgun.skc 
	reload 	shotgun.skc // this is the start of the reloading sequence 
	{ 
		client 
		{ 
			entry sound shotgun_snd_reload_start 
		} 
 
	} 
	reload_single shotgun.skc // this is the reload loop that loads in a single shell 
	{ 
		client 
		{ 
			entry stopaliaschannel shotgun_snd_reload_single 
			entry sound shotgun_snd_reload_single 
		} 
	} 
	reload_end shotgun_fire.skc 
	{ 
		server 
		{ 
			last idle 
		} 
		client 
		{ 
			entry sound shotgun_snd_reload_end 
		} 
	} 
 
	fire	shotgun_fire.skc 
	{ 
		server 
		{ 
			entry shoot 
		} 
		client 
		{ 
			entry stopaliaschannel shotgun_snd_fire 
			entry sound shotgun_snd_fire 
 
			// this is the sound for the rechambering pump 
			entry stopaliaschannel shotgun_snd_rechamber 
			entry sound shotgun_snd_rechamber 
 
			// 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 	    -20.0 -20.0    0.05 0.05 15.2  "T"   12.0 5.0 10.0 
 
//			entry viewkick 	    -1.2 -1.2    -0.2  0.2   1   "V"   3.0 1.0 1.6 (Colt .45 Pistol) 
 
 
//			entry viewkick -3 -3.5   -0.75 -1.0 (old) 
 
			// muzzle flash 
			entry tagdlight tag_barrel 0.25 0.2 0.15 140 0.11 
			entry tagspawn tag_barrel 
			( 
				scale 0.4 
				offsetalongaxis 1.5 0 0 
				count 1 
				model muzsprite.spr 
				angles 0 0 crandom 25 
				life 0.06 
			) 
 
			entry tagspawn tag_barrel 
			( 
				spawnrate 1.00 
				model models/fx/bh_metal_fastpiece.tik 
				count 2 
				color 1.00 1.00 1.00 
				scale 0.20 
				life 0.30 
				radius 3.00 
				velocity 100.00 
				randvel 100 0 0 
				accel 0.00 0.00 -120.00 
				offsetalongaxis 4 0 0 
				fade 
				align 
			) 
 
			entry tagspawn tag_barrel 
			( 
				spawnrate 1.00 
				model muzsprite.spr 
				color 1.00 1.00 1.00 
				scale 0.60 
				life 0.09 
				scalerate 12.00 
				velocity 33.00 
				offsetalongaxis 4 0 0 
				fade 
				randomroll 
			) 
 
			entry tagspawn tag_barrel 
			( 
				spawnrate 1.00 
				model muzsprite.spr 
				color 1.00 1.00 1.00 
				scale 0.60 
				life 0.10 
				scalerate 3.00 
				velocity 40.00 
				offsetalongaxis 5 0 0 
				randomroll 
			) 
 
			entry commanddelay 0.010 originspawn 
			( 
				model vsssource.spr 
				count 5 
				alpha 0.30 
				color 1.00 1.00 1.00 
				spritegridlighting 
				scale 0.70 
				life 0.50 
				scalerate 6.00 
				cone 6.00 2.00 
				velocity 320.00 
				radialvelocity 11.00 60.00 120.00 
				accel 0.00 0.00 -30.00 
				friction 5.00 
				offset crandom -5 crandom -5 crandom -5 
				offsetalongaxis 30 0 0 
				fade 
				randomroll 
			) 
 
			// shell eject 
			entry commanddelay 0.2 tagspawn tag_eject 
			( 
				count 1 
				model models/ammo/shotgunshell.tik 
				spawnrange 1024 
				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_shotgun_shell 
			) 
		} 
	} 
} 
 
/*QUAKED playerweapon_allied_shotgun (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) 
Weapon - Winchester Model 12 Shotgun 
*/ 
		
	
		
		
		
		
		
	
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