Hello all.
What I am currently trying to do is make a different weapon take place of the kar98.
So far I have made the silenced pistol skd take place of the kar98. I made the silenced pistol larger so it looks more like a rifle.
I have also messed with the sounds and gotten the desired fire sound.
The thing I am stuck on is making the gun so that it does not do the reload actions of the kar98.
I have looked over the serverside weapons .tik that is in affect in the server I play in. It has all the regular info in the original kar98.tik including the actions (.skc files).
So, what I tried to do is make a new .pk3 for PAK0. I took the reload .skc from a different weapons (rocket launcher for a test) and I named it reload_kar98.skc and replaced it with the original reload_kar98.skc in the new PAK0 file. I did this in models/weapons/kar98 AND in newamin/weapons/kar98.
When I play the game, in the server, or in campaign, the reload actions are still there!
Is there a different location where the reload .skc's are located at?
Also, I am wondering why I can get the image of the silenced pistol in the server I play in because the serverside weapons .tik has the kar98.skd in it of course... but I still see my pistol....
If anyone can help me with this that would be great !!
This is really confusing to me, being a fairly new modder..
If anyone can produce a tut or find one or just help me that'd be awesome.
Thanks a bunch,
MOHAATiger
Help with my mod
Moderator: Moderators
animations are handled server\clientside.
Gun animations are in a few different places.
1. in the weapon tiki at the bottom
animation
{
}
2. pak0.pk3 models\human\animations
3. to find the direct info look into pak0.pk3 models\player\base\
That should be everything you are looking for. Hope that helps you out some.
This is a bad example, but this is basically how wallhacks work. a client has a modified player skin in the game data. Since textures are rendered clientside, noone can see it aside from the client themselves YOU.
If you want your weapon mod to be serverside, and for everyone else to see it, you would need to do 1 of 2 things.
1. Make sure anyone that joins your server has the same pk3 as you.
2. Make sure you use stock game textures (assuming you're using stock game models as well. If not you will need to refer to point 1 above).
Gun animations are in a few different places.
1. in the weapon tiki at the bottom
animation
{
}
2. pak0.pk3 models\human\animations
3. to find the direct info look into pak0.pk3 models\player\base\
That should be everything you are looking for. Hope that helps you out some.
Textures are rendered clientside, so you will see whatever YOU have in your game data.Also, I am wondering why I can get the image of the silenced pistol in the server I play in because the serverside weapons .tik has the kar98.skd in it of course... but I still see my pistol....
This is a bad example, but this is basically how wallhacks work. a client has a modified player skin in the game data. Since textures are rendered clientside, noone can see it aside from the client themselves YOU.
If you want your weapon mod to be serverside, and for everyone else to see it, you would need to do 1 of 2 things.
1. Make sure anyone that joins your server has the same pk3 as you.
2. Make sure you use stock game textures (assuming you're using stock game models as well. If not you will need to refer to point 1 above).


-
MOHAATiger
- Lance Corporal
- Posts: 24
- Joined: Sat May 24, 2008 4:32 pm
THANKS!
Thank you so much !!
That was exactly what I needed to know...
Once I finish the mod, I might post it on the site... put it on filefront... see what people think.
Its mainly a thing for me, since I play in all rifle servers... =|[AvA]|= ...
but Thanks again! I'll see if I can get this working.
Very satisfied,
MOHAATiger
That was exactly what I needed to know...
Once I finish the mod, I might post it on the site... put it on filefront... see what people think.
Its mainly a thing for me, since I play in all rifle servers... =|[AvA]|= ...
but Thanks again! I'll see if I can get this working.
Very satisfied,
MOHAATiger
-
MOHAATiger
- Lance Corporal
- Posts: 24
- Joined: Sat May 24, 2008 4:32 pm
question
m0d hippy, thank you so much for getting me started.
I modded it successfully, so that it works as I desire in my own lan server.
Now, the problem is, making it work the way I want in an actual server with a sersverside weapons mod.
The only thing I changed was the rechamber_kar98.skc.
I didnt like the reload after each bullet. So in my tiki files, I just switched all the rechamber lines to the high standard pistol reload lines... which took away the rechamber.
When I go in a server with a serverside weapons mod, it still has the rechamber because it is in the serverside weapons tiki file. I got the file.. and its nothing special... just standard kar98.tik file with bullet limitations and fire delays...
So I looked at the area where it codes for the "rechamber" of the kar98. I saw that the .skc file that controled that was the "rechamber_kar98.skc". So What I did was in my .pk3 for my weapone, I have these directories in which I replaced the file "rechamber_kar98.skc" with the "pistol_reload.skc" ... I just renamed the pistol_reload as rechamber_kar98.skc.
I put the pistol reload skc named as the rechamber kar98 skc in these directories (all the places i found the rechamber_kar98.skc.)
models\weapons\kar98
newanim\models\weapons\KAR98
models\human\weapons\kar98
all these are in pak0.
If this is not a quick fix, I can give you my email.. or just tell me how to contact you. I can easily send the whole .pk3 if needed, that is if you wish o help me out.
Thanks so much,
MOHAATiger
I modded it successfully, so that it works as I desire in my own lan server.
Now, the problem is, making it work the way I want in an actual server with a sersverside weapons mod.
The only thing I changed was the rechamber_kar98.skc.
I didnt like the reload after each bullet. So in my tiki files, I just switched all the rechamber lines to the high standard pistol reload lines... which took away the rechamber.
When I go in a server with a serverside weapons mod, it still has the rechamber because it is in the serverside weapons tiki file. I got the file.. and its nothing special... just standard kar98.tik file with bullet limitations and fire delays...
So I looked at the area where it codes for the "rechamber" of the kar98. I saw that the .skc file that controled that was the "rechamber_kar98.skc". So What I did was in my .pk3 for my weapone, I have these directories in which I replaced the file "rechamber_kar98.skc" with the "pistol_reload.skc" ... I just renamed the pistol_reload as rechamber_kar98.skc.
I put the pistol reload skc named as the rechamber kar98 skc in these directories (all the places i found the rechamber_kar98.skc.)
models\weapons\kar98
newanim\models\weapons\KAR98
models\human\weapons\kar98
all these are in pak0.
If this is not a quick fix, I can give you my email.. or just tell me how to contact you. I can easily send the whole .pk3 if needed, that is if you wish o help me out.
Thanks so much,
MOHAATiger
No problem, glad to be of assistance.
You can do one of a few things.
You COULD rename it, however I wouldn't do that because renaming it could also potentially cripple other files that may be tied into with that one skc\skd file.
What I would do if I were you is this.
You have your custom gun. Lets call it cgun
so this is what you need to do.
Create a custom cgun.tiki file.
If it's basically a copy of the kar98, then copy all of the kar98 content and copy it to cgun.tiki
Obviously make the proper changed that you need such as dm_movementspeed, bullet, spread, zoom, weapon category, textures.. the basic stuff.
Now heres the trickier portion (going off the top of my head here)
at the top of the tiki you have something that starts like this
TIKI Setup
{
size .53 // world size
models/weapon/blah.skd
script shader cgun skin
}
weapon parameters here
animation
{
}
//-----------------------------------------------------------------
Whatever the model is declared in the header (tiki setup), that's what has to be in the animation.
So you can't have the header say something like kar98.skd
and in animation expect to have pistol.skc
Hope that makes sense.
You can contact me on msn. I work till 3PM tomorrow.
My msn is jameskulikowski@hotmail.com
You can do one of a few things.
You COULD rename it, however I wouldn't do that because renaming it could also potentially cripple other files that may be tied into with that one skc\skd file.
What I would do if I were you is this.
You have your custom gun. Lets call it cgun
so this is what you need to do.
Create a custom cgun.tiki file.
If it's basically a copy of the kar98, then copy all of the kar98 content and copy it to cgun.tiki
Obviously make the proper changed that you need such as dm_movementspeed, bullet, spread, zoom, weapon category, textures.. the basic stuff.
Now heres the trickier portion (going off the top of my head here)
at the top of the tiki you have something that starts like this
TIKI Setup
{
size .53 // world size
models/weapon/blah.skd
script shader cgun skin
}
weapon parameters here
animation
{
}
//-----------------------------------------------------------------
Whatever the model is declared in the header (tiki setup), that's what has to be in the animation.
So you can't have the header say something like kar98.skd
and in animation expect to have pistol.skc
Hope that makes sense.
You can contact me on msn. I work till 3PM tomorrow.
My msn is jameskulikowski@hotmail.com


-
MOHAATiger
- Lance Corporal
- Posts: 24
- Joined: Sat May 24, 2008 4:32 pm
Okay. Thanks. I sent you an email