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<<MODS>>|EA|J is Offline
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Posts: 31
Join Date: May 2005
Location: new york
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Default 05-07-2005, 10:22 AM

ok so what would this be?


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/ThompsonSMG
skelmodel ThompsonSMG.skd
surface m161 shader m161
surface m1612 shader m161
surface m162 shader m162
surface m163 shader m163
surface strap shader m163
surface Clip shader m16clip
}

$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 20
startammo 30
ammorequired 1
firedelay 0.086 //(700 rpm)


//========================================//
// WEAPON ACCURACY MODELLING //
//========================================//

// Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 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 35 //damage per round original 25
firespreadmult 0.08 0.35 200 0.25 //add falloff cap maxtime
movementspeed 1.0

tracerfrequency 3

crosshair 1

// airange short

// AI animation group info
weapongroup thompson

// DM Attributes
dmbulletcount 1
dmstartammo 200
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 28 //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
*/



P.S. this is my lst tik that i want to change... thanks
  
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