Hi,
In some servers, like V2 ONLY SNIPER and OMAHA ONLY SNIPER, of course, is possible play only a weapon (SNIPER).
My question, is this possible by script/map maker or only for server start parameters ????
My idea is limit to sniper, remove pistols and decrease number of grenades (sample 2).
Another question, if is possible, have way to give a specific weapon to two sides (sample, Axis and Allies using only KAR98) ???
Remember: i'm say of maps to multiplayer !!!
Again the question: limit weapons by script ?
Moderator: Moderators
No there's no example maps for study really, the easiest method is to copy all of your .TIK of your weapons (in Pak0>models>weapons) and change the dmstartammo value to 0. leave the snipers as usual of course. then just have the server put in that pk3 you've made and there will only be snipers, with ammo that is.
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
Well,
We are try ?
First, based on Kar98.tik file i have some questions...
1) I need copy all .tik files to my folder, and change settings for your weapons, or only weapons i copy to my pk3 is "enabled" in DM ?
2) If for example, i direct my game to DM using only KAR98, a ALLIED soldier use this weapon automatic ?
3) The dmstartammo parameter its a number of bullets is this ? If is this, i change only to 0 (zero) all rest of weapons and ready !?!
We are try ?
First, based on Kar98.tik file i have some questions...
1) I need copy all .tik files to my folder, and change settings for your weapons, or only weapons i copy to my pk3 is "enabled" in DM ?
2) If for example, i direct my game to DM using only KAR98, a ALLIED soldier use this weapon automatic ?
3) The dmstartammo parameter its a number of bullets is this ? If is this, i change only to 0 (zero) all rest of weapons and ready !?!
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/KAR98
skelmodel KAR98.skd
surface KAR981 shader KAR98
surface KAR982 shader KAR98
surface material7 shader m1clip
surface material8 shader m1clip
}
init
{
server
{
classname Weapon
weapontype rifle
name "Mauser KAR 98K"
rank 220 220
pickupsound kar98_snd_pickup
ammopickupsound kar98_snd_pickup_ammo
noammosound kar98_snd_noammo
// Primary fire type info
firetype bullet
ammotype "rifle"
meansofdeath bullet
semiauto
bulletcount 1
clipsize 5
startammo 5
ammorequired 1
firedelay 1.2
//========================================//
// WEAPON ACCURACY MODELLING //
//========================================//
// Kar98K: Max Eff. Range is 400 yds with a muzzle velocity of 2650 ft/s. (7.92 x 57mm Mauser)
bulletrange 4000 //the range at which bulletspread is applied
bulletspread 8 8 65 65 //minpitch minyaw maxpitch maxyaw
bulletdamage 75
tracerfrequency 2 //original 0
crosshair 1
airange long
// viewkick -2 -3 -1 1
// AI animation group info
weapongroup rifle
// DM Attributes
dmbulletcount 1
dmstartammo 200
dmammorequired 1
// dmfiredelay 1.45
dmfiredelay 1.1
dmbulletrange 4000
dmbulletspread 2 2 65 65
// dmbulletdamage 110 //original 75
// dmbulletdamage 115 //original 75
// dmbulletdamage 106 // this makes it the same as a sniper rifle
dmbulletdamage 90 // had to reduce the damage since it fires about twice as fast as the sniper rifles
dmmovementspeed 0.94
dmcrosshair 1
surface material7 +nodraw
surface material8 +nodraw
// this is attached to the player during reload
cache models/ammo/kar98_clip_reload.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/fx/snipesmoke.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle KAR98.skc
{
server
{
entry surface material7 +nodraw
entry surface material8 +nodraw
}
}
// reload reload_KAR98.skc
reload reload_KAR98.skc // this is the start of the reloading sequence
{
client
{
entry sound kar98_snd_reload item
}
server
{
entry surface material7 +nodraw
entry surface material8 +nodraw
43 surface material7 -nodraw
43 surface material8 -nodraw
53 surface material7 +nodraw
62 surface material8 +nodraw
last surface material7 +nodraw
last surface material8 +nodraw
last idle
}
}
reload_single KAR98.skc // this is the reload loop that loads in a single shell
{
client
{
entry sound kar98_snd_reload_single item
}
}
reload_end KAR98.skc
{
server
{
last idle
}
client
{
entry sound kar98_snd_reload_end item
}
}
rechamber rechamber_kar98.skc
{
client
{
entry sound kar98_snd_bolt item
18 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
)
}
}
fire KAR98.skc
{
server
{
entry shoot
entry surface material7 +nodraw
entry surface material8 +nodraw
}
client
{
entry stopaliaschannel kar98_snd_fire
entry sound kar98_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 -3.5 -4.0 -1.0 -1.05 2.5 "T" 5.0 2.0 5
// entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol)
// entry viewkick -3.5 -4.0 -1.0 1.0 (old)
// muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
entry tagspawn tag_barrel
(
model muzsprite.spr
count 1
alpha .5
color 1.00 1.00 1.00
varycolor
scale 0.70
life 0.05
scalerate 1.00
velocity 4.00
friction 3.00
fade
alignstretch 1.00
randomroll
)
entry tagspawn tag_barrel
(
model muzsprite.spr
count 1
alpha .5
color 1.00 1.00 1.00
scale 0.60
life 0.05
scalerate 0.70
velocity 17.00
offsetalongaxis 5 0 0
fade
alignstretch 0.40
randomroll
)
entry tagspawn tag_barrel
(
model muzsprite.spr
count 1
alpha .5
color 1.00 1.00 1.00
scale 0.60
life 0.05
velocity 18.00
offsetalongaxis 9 0 0
fade
)
// smoke puff used on sniper version of kar98
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
)
}
}
}
/*QUAKED playerweapon_german_kar98 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
German rifle - Mauser KAR98.
*/
i'll run through it a little clearer, my last post was a bit unclear.
1. Take all your weapon's .tik files and place them somewhere else, when i mod my weapons i place them in My Documents
2. individually open each one and find this line
afterwards there will be a number. on all the weapons but the sniper rifles, change that number to 0.
3. place all the modified weapon .tik files into a new folder named weapons. place that one into another folder called models. then put the models folder into a pk3, call it whatever you want, jsut make sure it's a pk3.
4. put the finished pk3 into your main folder of MOHAA.
now whenever a server has this pk3 in it, all players will start with a normal sniper, else they will have no ammo.
1. Take all your weapon's .tik files and place them somewhere else, when i mod my weapons i place them in My Documents
2. individually open each one and find this line
Code: Select all
dmstartammo3. place all the modified weapon .tik files into a new folder named weapons. place that one into another folder called models. then put the models folder into a pk3, call it whatever you want, jsut make sure it's a pk3.
4. put the finished pk3 into your main folder of MOHAA.
now whenever a server has this pk3 in it, all players will start with a normal sniper, else they will have no ammo.
Moderator
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006
۞
Abyssus pro sapientia
Olympus pro Ignarus
۞
AND STUFF™ © 2006