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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 bazooka.skd
- surface bazooka shader bazooka
- surface bazookarim shader bazookarim
- surface bazookashell shader bazookashell
- }
-
- init
- {
- server
- {
- classname Weapon
- weapontype heavy
- name "Bazooka"
- rank 610 610
-
- pickupsound bazooka_snd_pickup
- ammopickupsound bazooka_snd_pickup_ammo
- noammosound bazooka_snd_noammo
- maxmovementsound 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"
- semiauto
- clipsize 1
- ammorequired 1
- firedelay 1.0
- crosshair 1
-
- sp startammo 3
- sp projectile models/projectiles/bazookashell.tik
- sp bulletspread 5 5 500 500
-
- sp movementspeed 0.8
- sp maxfiremovement 0.2
-
-
- cache models/projectiles/bazookashell.tik
- cache models/projectiles/bazookashell_dm.tik
-
- // AI animation group info
- weapongroup bazooka
- airange medium
-
- //=================================
- // DM Attributes
- dm startammo 8
- dm projectile models/projectiles/bazookashell_dm.tik
- dm bulletspread 5 5 500 500
-
- dm movementspeed 0.75
- dm maxfiremovement 0.2
-
- // Additional DM Loadout
- dm additionalstartammo "grenade" 1
- dm additionalstartammo "smokegrenade" 3
- dm startitem "items/binoculars.tik"
-
- // Additional DM Realism Loadout
- dmrealism additionalstartammo "grenade" 1
- // dmrealism additionalstartammo "smokegrenade" 3
- dmrealism startitem "items/binoculars.tik"
-
- //=================================
- // Realism Attributes
- sprealism startammo 3
- dmrealism startammo 6
- realism projectile models/projectiles/bazookashell_dm.tik
- realism bulletspread 5 5 545 545
-
- realism movementspeed 0.75
- realism maxfiremovement 0.2
-
- // this is attached to the player during reload
- cache models/ammo/bazooka_shell.tik
-
- surface bazookashell +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 bazookashell +nodraw
- last idle
- }
- }
- idle bazooka.skc
- {
- // make sure the shell in the end is not there
- server
- {
- first surface bazookashell +nodraw
- }
- }
- reload bazooka_reload.skc
- {
- server
- {
- 0 surface bazookashell +nodraw
- 75 surface bazookashell -nodraw
- last surface bazookashell +nodraw
- last idle
- }
- client
- {
- entry sound bazooka_snd_reload
- }
-
- }
- fire bazooka.skc
- {
- server
- {
- entry shoot
- entry surface bazookashell +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 tagspawnlinked 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 tagspawnlinked 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 addon_playerweapon_allied_bazooka (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- Weapon - bazooka - US bazooka.
- */
-