Alliedassault           
FAQ Calendar Search Today's Posts Mark Forums Read
Go Back   Alliedassault > FPS Gaming General Discussion > MoH Maps, Mods & Skins
Reload this Page moding .tik files
MoH Maps, Mods & Skins Discuss custom maps, skins and mods here.

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old
  (#13)
(DRUNKnCDN) Fat Bastard is Offline
Junior Member
 
Posts: 5
Join Date: Jun 2003
   
Default 07-01-2003, 06:48 PM

Well for the most part, while Newt has been shooting his mouth off and waiting for his brain to catch up, I have been toying with the .tik files. I have made some progress and am able to make the smg hard to control, but deadly at close range (while ineffective at the length across most full maps). AND YES 1 > 2 can happen depends on the model and what you are trying to replicate from the real world and how it was programmed. I have also been able to up the kick on the MG's so that it is more like the real thing. I am now trying to mod a german rifle to remove the bolt action, I have tried to copy the style of the garand----?----as well as to completely cut and paste the script below the ballistic data and some of the init files above. I have a rifle that fires, albiet looks like the garand, but even though the rifle looks like the garand ---? the model hand still makes the motion to clear the action....???? is there another point in the MOHAA files that control this.... that I need to mod as well?
  
Reply With Quote
 


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump



Powered by vBulletin® Version 3.8.12 by ScriptzBin
Copyright ©2000 - 2025, vBulletin Solutions Inc.
vBulletin Skin developed by: vBStyles.com
© 1998 - 2007 by Rudedog Productions | All trademarks used are properties of their respective owners. All rights reserved.