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				05-04-2005, 08:44 PM
			
			
			
		 
               
 TIKIsetup
 {
 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 Skin1 shader delm4a21
 surface Skin2 shader delm4a22
 surface Skin3 shader delm4a23
 surface Skin4 shader delm4a24
 surface Skin5 shader delm4a25
 surface Skin6 shader delm4a26
 surface Skin7 shader delm4a27
 surface Clip shader delm4a26
 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		35
 startammo		280
 ammorequired	1
 firedelay		0.086 //(700 rpm)
 
 
 //========================================//
 //		WEAPON ACCURACY MODELLING	//
 //========================================//
 
 //		Thompson SMG: Max Eff. Range is 100 yds with a muzzle velocity of 2000 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	45			//damage per round original 25
 firespreadmult	0.08 0.35 200 0.25  //add falloff cap maxtime
 movementspeed 	1.0
 zoomspreadmult	0.105			//bulletspread accuracy boost multiplier when zoomed
 
 tracerfrequency 	3
 
 
 
 crosshair		1
 
 //		airange			short
 
 // AI animation group info
 weapongroup		thompson
 
 // DM Attributes
 dmbulletcount	1
 dmstartammo		230
 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	24				//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
 */
 
 
 
 
 
 
 
 
 
 thats what it says now what do i do......
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