Gewehr 43...is it possible?
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- IvanTheTerrible
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- Location: Upland, CA
Gewehr 43...is it possible?
I would like to modify the performance of the Kar 98 to resemble that of the Gewehr 43. The Gewehr 43 is the German counterpart to the M1 Garand. I have tried changing the TIK file with no success...HELP!

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dcoshea
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Re: Gewehr 43...is it possible?
What changes do you need to make? I'm guessing the issue you're seeing is with the delay between shots? I've found that you can't decrease the time between shots below the amount of time it takes the animation to play, and the bolt action animation takes some time. I'd guess that no gun that fires as fast as the M1 Garand has a bolt action anyway (the G 43 sniper in Spearhead doesn't) so perhaps you should try removing that.IvanTheTerrible wrote:I have tried changing the TIK file with no success...HELP!
For starters, perhaps you could change this whole section in the animations section:
Code: Select all
rechamber rechamber_kar98.skc
{
[...]
}
Code: Select all
rechamber KAR98.skc
{
server
{
entry surface material7 +nodraw
entry surface material8 +nodraw
}
}
You'd still need to decrease the "firedelay" in the server init section too.
Regards,
David
Re: Gewehr 43...is it possible?
Performance wise, I would say it's closer to the M1 Carbine.IvanTheTerrible wrote:The Gewehr 43 is the German counterpart to the M1 Garand.
- IvanTheTerrible
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- Posts: 55
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- Location: Upland, CA
I agree
Yes, I agree, but I'm trying to make a balanced weapons realism mod so this would be a nice addition.

- IvanTheTerrible
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- Location: Upland, CA
Works great
Thanks for the reply. I was able to make it work by editing the mike torso file, but I tried your method and it's works great also. I like the idea of just editing the TIK file better though so thanks allot for the help.

- IvanTheTerrible
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- Location: Upland, CA
Ooops!
Oooops! I spoke to soon...I forgot to remove the mike torso file before testing your method. It looks like the only way to get it to work is by editting the mike torso file.

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dcoshea
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Re: Ooops!
Ahh okay, thanks for the infoIvanTheTerrible wrote:Oooops! I spoke to soon...I forgot to remove the mike torso file before testing your method. It looks like the only way to get it to work is by editting the mike torso file.
Regards,
David