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buttbash on AA

Posted: Sat Sep 15, 2007 1:10 am
by Tazz
Hey guys im wondering how i can get the buttbash from spearhead to work in allied assault....looking at the code it should only have to be scripted in as secondary fire type but i cant get it working right.....any help would be appreciated =)

Posted: Sat Sep 15, 2007 3:27 pm
by erick
There are things like that in the ironsight mods but they're kinda crappy. To get an idea go to http://medalofhonor.filefront.com/file/Ironsights;29326
I am hoping to see a quality mod!

Posted: Sat Sep 15, 2007 9:46 pm
by Tazz
ok i got this mod from somewhere the ironside was a bayoney push but i got this buttbash but it kicks the people connected to server when i use it.....anyone know y here is the script

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/ThompsonSMG
	skelmodel ThompsonSMG.skd
	surface ThompsonSMG1 shader ThompsonSMG
	surface ThompsonSMG2 shader ThompsonSMG
	surface Clip shader ThompsonSMG
	surface site shader thompsite
}

$define sounddir sound/weapons

//Mod Bash
$include models/weapons/Frappe.Snaky

init
{
	server
		{
		classname		Weapon
		weapontype		smg
		name			"Thompson"
		rank			310 310

		pickupsound		thompson_snd_pickup
		ammopickupsound	thompson_snd_pickup_ammo
		noammosound		thompson_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		bullet
		ammotype		"smg"
		meansofdeath	bullet
		bulletcount		1
		clipsize		30
		startammo		30
		ammorequired	1
		firedelay		0.086 //(700 rpm)


		//========================================//
		//		WEAPON ACCURACY MODELLING	//
		//========================================//

//		Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round)

		bulletrange		4000	 		//the range at which bulletspread is applied
		bulletspread	45 45 72 72 	//minpitch minyaw maxpitch maxyaw original 55 55 72 72
		bulletdamage	35			//damage per round original 25
		firespreadmult	0.08 0.35 200 0.25  //add falloff cap maxtime
		movementspeed 	1.0

		tracerfrequency 	3

		crosshair		1
		
//		airange			short
		
		// AI animation group info
		weapongroup		thompson

		// DM Attributes
		dmbulletcount	1
		dmstartammo		200
		dmammorequired	1
		dmfiredelay		0.086

		dmbulletrange	4000
		dmbulletspread	40 40 50 50			//32 32 50 50 		//26 26 48 48		//50 50 120 120		//53 53 70 70	//45 45 72 72
		dmfirespreadmult	0.3 0.6 150 0.25		//0.08 0.35 200 0.25	//0.3 0.8 200 0.4 original
		dmbulletdamage	25				//26			
		dmmovementspeed	0.96

		dmcrosshair		1


		// Secondary fire DM Attributes
		secondary dmammorequired	0
		secondary dmbulletrange		96
		secondary dmbulletdamage	200
		
		
		// this is attached to the player during reload
		cache models/ammo/thompson_clip.tik

	}
	client
	{
		cache tracer.spr
		
		cache muzsprite.spr
		cache models/ammo/pistolshell.tik
	}
}

animations
{
	secondaryfire     ThompsonSMG.skc
	{
		server
		{
			entry shoot secondary
			entry sound pistol_whip

			0 angles "9 -6 0"
			1 angles "18 -12 0"
			2 angles "27 -18 0"
			3 angles "36 -24 0"
			4 angles "45 -30 0"
			5 angles "30 -20 0"
			6 angles "25 -10 0"
			7 angles "0 0 0"
			8 angles "-15 10 0"
			9 angles "-30 20 0"
			10 angles "-45 30 0"
			11 angles "-60 40 0"
			12 angles "-75 50 0"
			13 angles "-60 40 0"
			14 angles "-45 30 0"
			15 angles "-30 20 0"
			16 angles "-15 10 0"
			17 angles "0 0 0"
			18 angles "15 0 0"
			19 angles "25 0 0"
			20 angles "15 0 0"
			21 angles "0 0 0"
		}
	}

	idle	ThompsonSMG.skc
	reload	ThompsonSMG.skc		crossblend 0.1
	{
		server
		{
			0 angles "0 0 0"
			9 surface Clip +nodraw
			47 surface Clip -nodraw
			last idle
		}
		client
		{
			entry sound thompson_snd_reload
		}
	}

	fire	ThompsonSMG.skc
	{
		server
		{
			0 angles "0 0 0"
			entry shoot
		}
		client
		{
			entry stopaliaschannel thompson_snd_fire
			entry sound thompson_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 	    -1.58 -1.58  -0.16 -0.16 0.9   "V"   8.5 8.6 16.0

//			entry viewkick 	    -2.25 -2.25  -0.16 -0.16 1   "V"   8.5 8.6 16.0 (original)


			// muzzle flash
			entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
// Commented out to prevent hitting the max anim command error
			entry tagspawn tag_barrel
			(
				model muzsprite.spr
				color 1.00 1.00 1.00
				scale 0.30
				life 0.05
				scalerate 10.00
				velocity 4.00
				offsetalongaxis 7 0 0
				angles 0 0 crandom -30
				avelocity 0 0 crandom -30
			)

			entry tagspawn tag_barrel
			(
				model muzsprite.spr
				color 1.00 1.00 1.00
				life 0.06
				scale 0.30
				velocity 3.00
				scalerate 10.00
				offsetalongaxis 3 0 0
				angles 0 0 crandom 400
				avelocity 0 0 crandom 300
				fade
			)

			entry tagspawn tag_barrel
			(
				model muzsprite.spr
				color 1.00 1.00 1.00
				scale 0.30
				life 0.07
				scalerate 10.00
				offsetalongaxis 10 0 0
				fade
			)

			entry tagspawn tag_barrel
			(
				model vsssource2.spr
				alpha 0.13
				color 1.00 1.00 1.00
				spritegridlighting
				scale 0.10
//				life 1.00
				life 0.30 //orig 1.0
				scalerate 7.00
				velocity 100.00
				accel 0.00 0.00 100.00
				friction 4.00
				offsetalongaxis range 23 -25 0 0
				scalemin 0.10
				scalemax 0.50
				fade
				randomroll
			)

			// shell eject
			entry commanddelay 0.1 tagspawn tag_eject
			(
				spawnrange 2048
				count 1
				model models/ammo/pistolshell.tik
				velocity 50
				randvel crandom 10 crandom 10 random 20
				avelocity crandom 90 crandom 90 0
				accel 0 0 -800
				physicsrate 20
				life 2.0
				fadedelay 1.7
				collision
				bouncefactor 0.2
				bouncesoundonce snd_pistol_shell
			)

			// smoke puff
			entry tagspawn tag_eject
			(
				model vsssource2.spr
				alpha 0.10
				color 1.00 1.00 1.00
				spritegridlighting
				scale 0.10
//				life 1.00
				life 0.30 //orig 1.0
				scalerate 7.00
				velocity 100.00
				accel 0.00 0.00 100.00
				friction 4.00
				offsetalongaxis range 13 -15 0 0
				scalemin 0.10
				scalemax 0.50
				fade
				randomroll
			)
		}
	}
}

/*QUAKED playerweapon_allied_thompson (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Allied submachinegun - Thompson
*/