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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/colt45
- skelmodel colt45.skd
- surface colt45 shader colt
- surface clip shader colt
-
- }
- $define sounddir sound/weapons
-
- init
- {
- server
- {
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype pistol
- name "Colt 45"
- rank 110 110
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
- // Colt .45 Pistol: Max Eff. Range is 15-25 yds with a muzzle velocity of 805 ft/s. (.45 ACP round)
-
- sp bulletrange 4000 //the range at which bulletspread is applied
- sp bulletspread 60 60 100 100 // minpitch minyaw maxpitch maxyaw
- sp firespreadmult 0.38 0.7 200 0.6 //add falloff cap maxtime
-
- dm bulletrange 4000 //the range at which bulletspread is applied fully (5 yards)
- // dm bulletspread 60 60 130 130 //minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed
- // dm bulletspread 48 48 70 70 //minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed
- dm bulletspread 45 45 65 65 //minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed
-
- dm firespreadmult 0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original)
-
- realism bulletrange 4000 //the range at which bulletspread is applied fully (5 yards)
- realism bulletspread 40 40 60 60 //minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed
- realism firespreadmult 0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original)
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 35
- dm bulletdamage 40 //originally 35, 30, 35, 40
- sprealism bulletdamage 55 //originally 35, 30, 35, 40
- dmrealism bulletdamage 48
-
- sp firedelay 0.14
- dm firedelay 0.14
- realism firedelay 0.14
-
- //========================================//
- // PLAYER MOVEMENT //
- //========================================//
-
- sp movementspeed 1.0
- dm movementspeed 1.0
- realism movementspeed 1.0
-
- //========================================//
- // RIFLE BUTT / SECONDARY FIRE//
- //========================================//
-
- secondary firetype melee
- secondary ammotype none
- secondary ammorequired 0
- secondary meansofdeath bash
- secondary bulletknockback 50
- secondary quiet
-
- sp secondary bulletrange 64
- sp secondary bulletdamage 25
-
- dm secondary bulletrange 96
- dm secondary bulletdamage 35
-
- realism secondary bulletrange 96
- realism secondary bulletdamage 35
-
- //========================================//
- // AMMO //
- //========================================//
-
- firetype bullet
- ammotype "pistol"
- meansofdeath bullet
- semiauto
- bulletcount 1
- clipsize 7
- ammorequired 1
-
- sp startammo 8
- dm startammo 28
- sprealism startammo 8
- dmrealism startammo 14
-
- //========================================//
- // CROSSHAIR, ZOOM, TRACERS //
- //========================================//
-
- sp tracerfrequency 1
- dm tracerfrequency 0
- sprealism tracerfrequency 1
- dmrealism tracerfrequency 0
-
- crosshair 1
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
- pickupsound colt45_snd_pickup
- ammopickupsound colt45_snd_pickup_ammo
- noammosound colt45_snd_noammo
-
- // Holstering info
- // holstertag "Bip01 Pelvis"
- // holsteroffset "1.5 -4 -10.0"
- // holsterangles "5 190 195"
- // holsterScale 1.0
-
- // AI animation group info
- weapongroup pistol
- airange short
-
- // this is attached to the player during reload
- cache models/ammo/colt_clip.tik
- }
- client
- {
- cache muzsprite.spr
- cache models/ammo/pistolshell.tik
- }
- }
-
- animations
- {
- idle colt45.skc
- idle_empty colt45_empty.skc
- reload reload_colt45.skc
- {
- server
- {
- 19 surface clip +nodraw
- 40 surface clip -nodraw
- last idle
- }
- client
- {
- entry sound colt45_snd_reload item
- }
- }
- secondaryfire colt45.skc
- {
- server
- {
- entry shoot secondary
- }
- }
- fire fire_colt45.skc
- {
- server
- {
- entry shoot primary
- }
- client
- {
- entry stopaliaschannel colt45_snd_fire
- entry sound colt45_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 Kick Controls
- //
- // 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. not used much...too artificial looking
- //
- //
- // +-------------------------------------------- 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 -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.15 120 0.11
- entry tagspawnlinked tag_barrel
- (
- scale 0.2
- alpha 0.5
- offsetalongaxis 2 0 0
- count 1
- model muzsprite.spr
- angles 0 0 crandom 25
- life 0.04
- randomroll
- fade
- )
- entry tagspawnlinked tag_barrel
- (
- count 1
- scalemin 0.25
- scalemax 0.5
- model muzsprite.spr
- randomroll
- life 0.04
- // alpha 0.5
- fade
- )
-
- // smoke puff
- entry tagspawn tag_barrel
- (
- count 2
- model vsssource.spr
- alpha 0.30
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.3
- life 1.00
- scalerate 10.00
- velocity 80.00
- randvel range 20 -60 crandom -40 range 20 -60
- friction 5.00
- fade
- randomroll
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale 1.0
- velocity 50
- 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 0.6
- bouncesoundonce snd_pistol_shell
- )
- }
- }
- fire_empty colt45_empty.skc
- {
- server
- {
- entry shoot primary
- }
- client
- {
- entry stopaliaschannel colt45_snd_fire
- entry sound colt45_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 Kick Controls
- //
- // 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. not used much...too artificial looking
- //
- //
- // +-------------------------------------------- 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 -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.15 120 0.11
- entry tagspawnlinked tag_barrel
- (
- scale 0.2
- alpha 0.5
- offsetalongaxis 2 0 0
- count 1
- model muzsprite.spr
- angles 0 0 crandom 25
- life 0.04
- randomroll
- fade
- )
- entry tagspawnlinked tag_barrel
- (
- count 1
- scalemin 0.25
- scalemax 0.5
- model muzsprite.spr
- randomroll
- life 0.04
- // alpha 0.5
- fade
- )
-
- // smoke puff
- entry tagspawn tag_barrel
- (
- count 2
- model vsssource.spr
- alpha 0.30
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.3
- life 1.00
- scalerate 10.00
- velocity 80.00
- randvel range 20 -60 crandom -40 range 20 -60
- friction 5.00
- fade
- randomroll
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale 1.0
- velocity 50
- 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 0.6
- bouncesoundonce snd_pistol_shell
- )
- }
- }
- guardfire_i fire_colt45.skc
- {
- client
- {
- entry stopaliaschannel colt45_snd_fire
- entry sound colt45_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 Kick Controls
- //
- // 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. not used much...too artificial looking
- //
- //
- // +-------------------------------------------- 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 -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.05 120 0.11
- entry tagspawnlinked tag_barrel
- (
- scale 0.2
- alpha 0.5
- offsetalongaxis 2 0 0
- count 1
- model muzsprite.spr
- angles 0 0 crandom 25
- life 0.04
- randomroll
- fade
- )
- entry tagspawnlinked tag_barrel
- (
- count 1
- scalemin 0.25
- scalemax 0.5
- model muzsprite.spr
- randomroll
- life 0.04
- // alpha 0.5
- fade
- )
-
- // smoke puff
- entry tagspawn tag_barrel
- (
- count 2
- model vsssource.spr
- alpha 0.30
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.3
- life 1.00
- scalerate 10.00
- velocity 80.00
- randvel range 20 -60 crandom -40 range 20 -60
- friction 5.00
- fade
- randomroll
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale 1.0
- velocity 50
- 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 0.6
- bouncesoundonce snd_pistol_shell
- )
- }
- }
-
- guardfire_ii fire_colt45.skc
- {
- client
- {
- entry stopaliaschannel colt45_snd_fire
- entry sound colt45_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 Kick Controls
- //
- // 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. not used much...too artificial looking
- //
- //
- // +-------------------------------------------- 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 -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.05 120 0.11
- entry tagspawnlinked tag_barrel
- (
- scale 0.2
- alpha 0.5
- offsetalongaxis 2 0 0
- count 1
- model muzsprite.spr
- angles 0 0 crandom 25
- life 0.04
- randomroll
- fade
- )
- entry tagspawnlinked tag_barrel
- (
- count 1
- scalemin 0.25
- scalemax 0.5
- model muzsprite.spr
- randomroll
- life 0.04
- // alpha 0.5
- fade
- )
-
- // smoke puff
- entry tagspawn tag_barrel
- (
- count 2
- model vsssource.spr
- alpha 0.30
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.3
- life 1.00
- scalerate 10.00
- velocity 80.00
- randvel range 20 -60 crandom -40 range 20 -60
- friction 5.00
- fade
- randomroll
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale 1.0
- velocity 50
- 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 0.6
- bouncesoundonce snd_pistol_shell
- )
- }
- }
-
- }
-
- /*QUAKED addon_playerweapon_allied_colt45 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- American Colt.45 Pistol
- */