Auto Rocket Launcher

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Heald
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Auto Rocket Launcher

Post by Heald »

i've been messing around with some tik files and im trying to make a fully auto rocket launcher, i've seen mods for fully auto silenced pistols... i think this mod is a little out of my league though, anyone else have any thoughts?



i tried setting the firetype to projectile, and a few things similar to that.. but nothingworked... :?
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lizardkid
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Post by lizardkid »

i htink your bestbet is this in console:

rcon dmflags 270811136
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Post by Heald »

what will that do?

i found a mod for it on the mod theater, thanks anyway though...
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Post by PKM »

done this before with city night's rocket launchers. it's in the initial rocket launcher .tik, set the dmfire delay to a low number (.15) under dm/attributes. also set the dm ammoneeded to 0
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lizardkid
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Post by lizardkid »

all that is done without sacrificng prmanent files by setting the dmflags to

rcon dmflags 270811136
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Post by Heald »

would that make them semi auto or full auto?


the mod i found wasnt exactly what i was looking for anyways, it had the rocket launchers shooting out smoke nades, but i edited the tik to shoot out bazooka shells so it works great now.. except that i cant have the auto rockets and auto silenced pistol working at the same time.
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Rookie One.pl
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Post by Rookie One.pl »

You would need to remove the semiauto command from the TIKI and edit the torso state file.

The dmflags lizard is posting about will give everyone infinite ammo for every weapon, which isn't a good idea IMHO.
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Post by PKM »

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/bazooka
skelmodel rpg.skd
surface Skin1 shader rpgallied
surface Skin2 shader rpgallied
surface Skin3 shader rpgallied
surface Skin4 shader rpgallied
surface Skin5 shader rpgallied
surface Skin6 shader rpgallied
surface Skin7 shader rpgallied
surface Skin8 shader rpgallied
surface Skin9 shader rpgallied
surface Skin10 shader rpgallied
surface Skin11 shader rpgallied
surface Skin12 shader rpgallied
}

init
{
server
{
classname Weapon
weapontype heavy
name "Bazooka"
rank 610 610

pickupsound bazooka_snd_pickup
ammopickupsound bazooka_snd_pickup_ammo
noammosound bazooka_snd_noammo

// Holstering info
// holstertag "Bip01 Spine2"
// holsteroffset "8.0 -7.75 6.5"
// holsterangles "0 185 -25"
// holsterScale 1.0

// Primary fire type info
firetype projectile
ammotype "heavy"
projectile models/projectiles/rpgshell.tik
semiauto
clipsize 1
// startammo 1
startammo 3
ammorequired 1
firedelay 1.0
crosshair 1

bulletspread 5 5 500 500

movementspeed 0.7


// viewkick -1 -2 -4 -3

cache models/projectiles/rpgshell.tik
cache models/projectiles/rpgshell_dm.tik

// AI animation group info
weapongroup bazooka

// DM Attributes
dmprojectile models/projectiles/rpgshell_dm.tik
dmbulletspread 5 5 500 500
dmstartammo 6
dmammorequired 0
dmfiredelay .15

dmcrosshair 1
dmmovementspeed 1 (optional)

// this is attached to the player during reload
cache models/ammo/rpg_shell.tik

surface shell +nodraw
}
client
{
// cache muzsprite.spr
cache vsssource.spr
// cache models/fx/muzflash.tik
}
}

animations
{
raise bazooka.skc
{
// make sure the shell in the end is not there
server
{
entry surface shell +nodraw
last idle
}
}
idle bazooka.skc
{
// make sure the shell in the end is not there
server
{
first surface shell +nodraw
}
}
reload bazooka_reload.skc
{
server
{
0 surface shell +nodraw
75 surface Skin4 -nodraw
75 surface Skin5 -nodraw
75 surface Skin6 -nodraw
75 surface Skin8 -nodraw
last surface shell +nodraw
last idle
}
client
{
entry sound bazooka_snd_reload
}

}
fire bazooka.skc
{
server
{
entry shoot
entry surface Skin4 +nodraw
entry surface Skin5 +nodraw
entry Surface Skin6 +nodraw
entry Surface Skin7 +nodraw
}
client
{
entry stopaliaschannel bazooka_snd_fire
entry sound bazooka_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 -28.5 -28.5 -0.05 0.05 56 "T" 15 15 15
entry viewkick 0 0 -0.05 0.05 56 "T" 15 15 15

// entry viewkick -15 -16 -10 -11

// muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 140 0.11
// entry tagspawn tag_barrel
// (
// model models/fx/muzflash.tik
// color 1.00 1.00 1.00
// scale 0.30
// life 0.05
// scalerate 2.00
// velocity 1000.00
// offsetalongaxis 0 0 0
// angles 0 0 220
// avelocity 0 0 crandom -7000
// fade
// alignstretch 0.15
// randomroll
// )

// smoke out the front
entry tagspawn tag_eject
(
model vsssource.spr
count 1
alpha 0.70
color 0.30 0.30 0.30
spritegridlighting
life 1.20
scalerate 5.00
cone 10.00 10.00
velocity -800.00
randvel 0 40 0
friction 4.00
fade
fadein 0.2
fadedelay 0.4
)

// more smoke out the front
entry tagspawn tag_eject
(
model vsssource.spr
count 1
alpha 0.70
color 0.30 0.30 0.30
spritegridlighting
life 1.20
scale 0.8
scalerate 4.00
cone 10.00 10.00
velocity -600.00
randvel 0 40 0
friction 4.00
fade
fadein 0.2
fadedelay 0.4
)

// smoke out the back
entry tagspawn tag_barrel
(
model vsssource.spr
count 1
alpha 0.70
color 0.30 0.30 0.30
spritegridlighting
life 1.40
scalerate 8.00
velocity -800.00
randvel 0 40 0
friction 4.00
fadein 0.1
fadedelay 0.3
)

// more smoke out the back
entry tagspawn tag_barrel
(
model vsssource.spr
count 1
alpha 0.70
color 0.30 0.30 0.30
spritegridlighting
life 1.40
scale 0.8
scalerate 7.00
velocity -600.00
friction 4.00
fadein 0.1
fadedelay 0.3
)

// entry tagspawn tag_eject
// (
// model muzsprite.spr
// count 1
// alpha 0.90
// color 1.00 1.00 1.00
// life 0.20
// scalerate 7.00
// cone 8.00 2.00
// velocity 700.00
// radialvelocity -10.00 1.00 30.00
// randvelaxis range 30 -708 range -70 60 crandom -40
// friction 2.00
// offsetalongaxis 133 0 0
// angles 80 80 8
// avelocity 60 60 random 6
// scalemin 1.00
// scalemax 1.40
// fade
// randomroll
// )
}
}
}

/*QUAKED playerweapon_allied_bazooka (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Weapon - bazooka - US bazooka.
*/

do the same values for the panzerschrek
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Rookie One.pl
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Post by Rookie One.pl »

It will just make you fire faster, the weapon will remain semi-auto.
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Post by PKM »

simply change the dmfiredelay line of code to a smaller value.
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Rookie One.pl
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Post by Rookie One.pl »

But the idea is that you can just hold the fire button and it will keep fireing. With your solution you still have to click maniacally.
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Post by PKM »

jeezuz, then set the dmfiredelay to "0"
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neillomax
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Post by neillomax »

Before you put this on your server, join a single player campaign and use the bazooka. Let me know how long it takes before your machine gets too hot and starts to lock up. It's gonna be rough on some peoples' machines who join. I did it once, not full auto, but with unlimited ammo.
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Post by Rookie One.pl »

PKM wrote:jeezuz, then set the dmfiredelay to "0"
You still cannot just hold the fire button! It will not be full auto!
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Post by PKM »

just pulled up the old modification for the zukes and whoops i was wrong about holding the button down for full auto on the zuke, it's close but i flaked on the memory, apology sent.
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