scopeless g43 help

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DJ_Durst
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Posts: 1
Joined: Thu Aug 07, 2003 8:43 am
Location: Australia
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scopeless g43 help

Post by DJ_Durst »

hey people.. im in the process of making a scopeless g43 and replacing the nade launcher with it so the axis have something to match the m1 garand.. im havin some trouble.. it wont bash and the graphics wont work unless the client has the .pk3 file aswell, wich causes problems on other servers.. so i was wondering if anyone knew how to make it bash for one, and a workaround for just a server sided mod instead of client & server..?

heres what i have..

Code: Select all

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/g43 
   skelmodel g43.skd 
   surface g43cull    shader g43cull 
   surface g43       shader g43 
   surface g43_clip    shader g43 
} 
$define sounddir sound/weapons 

init 
{ 
   server 
   { 
   //========================================// 
   //      WEAPON NAME        // 
   //========================================// 
      classname      Weapon 
      weapontype      rifle 
      name         "G 43" 
      rank         210 210 

   //========================================// 
   //      WEAPON ACCURACY      // 
   //========================================// 
//      M1 Garand: Max Eff. Range is 300 yds with a muzzle velocity of 2800 ft/s. (30-06 Springfield) 

      sp bulletrange      4000       //the range at which bulletspread is applied 
      sp bulletspread      10 10 60 60 //minpitch minyaw maxpitch maxyaw 
      sp firespreadmult   0.7 0.685 200 0.8 

      dm bulletrange      4000 
      dm bulletspread      10 10 80 80 
//      dm firespreadmult    0.7 0.685 200 0.8 
      dm firespreadmult    0.75 0.6 200 0.8 

      realism bulletrange      4000 
      realism bulletspread   4 4 60 60 
      realism firespreadmult    0.75 0.6 200 0.8 

   //========================================// 
   //      DAMAGE / RATE OF FIRE     // 
   //========================================// 
      sp bulletdamage         100 
      dm bulletdamage         100    
      sprealism bulletdamage      100    
      dmrealism bulletdamage      100    

      sp firedelay      0.15 
      dm firedelay      0.15 
      realism firedelay      0.15 

      realism throughwood      24 
      realism throughmetal      8 

   //========================================// 
   //      PLAYER MOVEMENT        // 
   //========================================// 
      sp movementspeed   1.0 
      dm movementspeed   0.94 
      realism movementspeed   0.94 

   //========================================// 
   //   RIFLE BUTT / SECONDARY FIRE     // 
   //========================================// 
      secondary firetype         melee 
      secondary ammotype         none 
      secondary ammorequired      0 
      secondary meansofdeath      bash 
      secondary bulletknockback   50 
      secondary quiet 

      sp secondary bulletrange   64 
      sp secondary bulletdamage   60 

      dm secondary bulletrange   96 
      dm secondary bulletdamage   60 

      realism secondary bulletrange   96 
      realism secondary bulletdamage   60 
   //========================================// 
   //      AMMO           // 
   //========================================// 
      firetype         bullet 
      ammotype         "rifle" 
      meansofdeath      bullet 
      semiauto 
      cantpartialreload 
      bulletcount         1 
      clipsize         8 
      ammorequired      1 
      bulletlarge         1 

      sp startammo      8 
      dm startammo      64 
      sprealism startammo   8 
      dmrealism startammo   48 

      // Additional DM Loadout 
      dm additionalstartammo "grenade" 4 
      dm additionalstartammo "smokegrenade" 2 
      dm startitem "items/binoculars.tik" 

      // Additional DM Realism Loadout 
      dmrealism additionalstartammo "grenade" 4 
      dmrealism additionalstartammo "smokegrenade" 2 
      dmrealism startitem "items/binoculars.tik" 

   //========================================// 
   //      TRACERS, CROSSHAIR, ZOOM  // 
   //========================================// 
      sp tracerfrequency    2 
      dm tracerfrequency    0 
      sprealism tracerfrequency    2 
      dmrealism tracerfrequency    0 

      crosshair         1 

   //========================================// 
   //      SOUND, AI, OTHER     // 
   //========================================// 
      // AI animation group info 
      weapongroup         rifle 
      airange            long 

      pickupsound         springfield_snd_pickup 
      ammopickupsound         springfield_snd_pickup_ammo 
      noammosound         springfield_snd_noammo 
   } 
   client 
   { 
      // this is attached to the player during reload 
      cache models/ammo/springfield_clip_reload.tik 

      cache muzsprite.spr 
      cache vsssource.spr    
      cache models/fx/muzflash.tik 
      cache model models/fx/snipesmoke.tik 
      cache vsssource.spr 
   } 
} 

animations 
{ 

   idle   g43.skc 
   idle_empty   garand_empty.skc 
   reload   g43_reload.skc 
   { 
      server 
      { 
         16 surface g43_Clip +nodraw 
         50 surface g43_Clip -nodraw 
         last idle 
      } 
      client 
      { 
         entry sound gewehr43_snd_reload 
      } 
   } 
   secondaryfire     garand.skc 
   { 
      server 
      { 
         entry shoot secondary 
      } 
   } 
   fire   g43.skc 
   { 
      server 
      { 
         entry shoot 
      } 
      client 
      { 
         entry stopaliaschannel gewehr43_snd_fire 
         entry sound gewehr43_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 degrees 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         -24.0 -18.0   -16.0 16.0 3.0 "T"    8 8 8 

         // muzzle flash 
         entry tagdlight tag_barrel 0.3 0.20 0.175 300 0.25 -1.0 -0.75 -0.2 

         entry tagspawnlinked tag_barrel 
         ( 
            count 1 
            model models/fx/muzflash.tik 
            color 0.00 0.00 1.00 
            scale 0.07 
            life 0.01 
            velocity 300.00 
            offsetalongaxis 3 0 0 
            alignstretch 0.08 
            randomroll 
         ) 

         entry tagspawnlinked tag_barrel 
         ( 
            count 1 
            model muzsprite.spr 
            color 1.00 1.00 1.00 
            scale 0.09 
            life 0.04 
            offsetalongaxis 4 0 0 
         ) 

         entry commanddelay 0.020 tagspawn tag_barrel 
         ( 
            spawnrate 1.00 
            model vsssource.spr 
            count 1 
            alpha 0.10 
            color 1.00 1.00 1.00 
            spritegridlighting 
            scale 0.09 
            life .9 
            scalerate 23.00 
            velocity 429.00 
            accel 0.00 20.00 30.00 
            friction 2.00 
            fade 
            offsetalongaxis random 4 0 0 
         ) 

         entry tagspawn tag_barrel 
         ( 
            count 1 
            scale .7 
            model models/fx/snipesmoke.tik 
         ) 

         entry tagspawn tag_eject 1024 
         ( 
            spawnrange 2048 
            count 1 
            model models/ammo/rifleshell.tik 
            scale 1.0 
            velocity 70 
            randvel crandom 10 crandom 10 random 20 
            emitterangles 0 0 0 
            avelocity crandom 90 crandom 90 0 
            accel 0 0 -800 
            physicsrate 20 
            life 2.0 
            fadedelay 1.7 
            collision 
            bouncefactor 0.2 
            bouncesoundonce snd_rifle_shell 
         ) 
      } 
   } 
} 

/*QUAKED addon_playerweapon_german_g43 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) 
German sniper rifle - G43. 
*/ 
i was wondering if i need to edit more files or whatever? and taking the scope off the g43 is no problem.. i just need help with the scripting..

thanx ppl
User avatar
Alcoholic
General
Posts: 1470
Joined: Sat May 17, 2003 5:57 am
Location: California
Contact:

Post by Alcoholic »

if you got new textures, i think the clients have to download them.
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