i tried setting the firetype to projectile, and a few things similar to that.. but nothingworked...
Auto Rocket Launcher
Moderator: Moderators
Auto Rocket Launcher
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...
i tried setting the firetype to projectile, and a few things similar to that.. but nothingworked...
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.
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.
Heald
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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
i'm not f****** angry, i'm from philadelphia .


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Rookie One.pl
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Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:
-
Rookie One.pl
- Site Admin
- Posts: 2752
- Joined: Fri Jan 31, 2003 7:49 pm
- Location: Nowa Wies Tworoska, Poland
- Contact:

