sweet-here's the tiki that allows the gun to really be golden!!!!
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/P38
skelmodel P38.skd
surface P382 shader P38
surface P381 shader P38
surface clip shader P38
}
init
{
server
{
classname Weapon
weapontype pistol
name "Walther P38"
rank 120 120
dmbulletrange 3120 //the range at which bulletspread is applied fully (65 yards)
// dmbulletspread 40 40 56 56 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed
dmbulletspread 0 0 15 15 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed
// dmfirespreadmult 0.38 0.7 200 0.6 //add falloff cap maxtime
dmfirespreadmult 0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original)
// this is attached to the player during reload
cache models/ammo/p38_clip.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/fx/muzflash.tik
cache models/ammo/pistolshell.tik
}
}
secondaryfire P38.skc
{
server
{
entry shoot secondary
}
}
fire P38.skc
{
server
{
entry shoot primary
}
client
{
entry stopaliaschannel P38_snd_fire
entry sound P38_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 Kick Controls
//
// 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. //not used much...too artificial looking
//
//
// +-------------------------------------------- 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 -1.0 -1.0 -0.16 0.16 1.2 "V" 2.8 0.8 1.2
// smoke puff
// entry commanddelay 0.05 tagspawn tag_barrel
// (
// volumetric
// model gun // sets the type of smoke
// life 10 // amount of smoke
// scale 1.0 // radius
// alpha 0.3 // density
// color 0.7 0.7 0.7 // RBG color of the smoke
// velocity 2 // base velocity away from the surface
// randvelaxis random 6 0 0 // velocity offset
// offsetalongaxis random 4 0 0 // positional offset
// )