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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/enfield
- skelmodel enfield.skd
- surface enfield shader enfield
- surface enfieldcull shader enfieldcull
- surface enfieldbolt shader enfield
- }
-
- init
- {
- server
- {
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype rifle
- name "Lee-Enfield"
- rank 220 220
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
- // Lee Enfield Rifle No. 4: Max Eff. Range is 400 yds with a muzzle velocity of 2200 ft/s. (.303 British)
-
- sp bulletrange 4000 //the range at which bulletspread is applied
- sp bulletspread 10 10 65 65 //minpitch minyaw maxpitch maxyaw
-
- dm bulletrange 4000
- dm bulletspread 4 4 65 65
-
- realism bulletrange 4000
- realism bulletspread 6 6 75 75
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 75
- dm bulletdamage 70
-
- sprealism bulletdamage 100
- dmrealism bulletdamage 100
-
- sp firedelay 1.2 //was 1.45
- dm firedelay 1.1 //was 1.45
- realism firedelay 1.1 //was 1.45
-
- realism throughwood 24
- realism throughmetal 8
-
- //========================================//
- // PLAYER MOVEMENT //
- //========================================//
-
- sp movementspeed 0.94
- dm movementspeed 1.05
- realism movementspeed 1.05
-
- //========================================//
- // 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 60
-
- dm secondary bulletrange 96
- dm secondary bulletdamage 60
-
- realism secondary bulletrange 96
- realism secondary bulletdamage 60
-
- //========================================//
- // AMMO //
- //========================================//
-
- firetype bullet
- ammotype "rifle"
- meansofdeath bullet
- semiauto
- bulletcount 1
- clipsize 10
- ammorequired 1
- bulletlarge 1
-
- sp startammo 10
- dm startammo 70
- sprealism startammo 10
- dmrealism startammo 50
-
- // Additional DM Loadout
- dm additionalstartammo "grenade" 4
- dm additionalstartammo "smokegrenade" 2
- dm startitem "items/binoculars.tik"
-
- // Additional DM Realism Loadout
- dmrealism additionalstartammo "grenade" 4
- dmrealism additionalstartammo "smokegrenade" 2
- dmrealism startitem "items/binoculars.tik"
-
- //========================================//
- // CROSSHAIR, ZOOM, TRACERS //
- //========================================//
-
- sp tracerfrequency 2 //original 0
- dm tracerfrequency 0
- sprealism tracerfrequency 0 //original 2
- dmrealism tracerfrequency 0
-
- crosshair 1
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
- pickupsound kar98_snd_pickup
- ammopickupsound kar98_snd_pickup_ammo
- noammosound kar98_snd_noammo
-
- // Holstering info
- // holstertag "Bip01 Spine2"
- // holsteroffset "8.0 -7.75 6.5"
- // holsterangles "0 185 -25"
- // holsterScale 1.0
-
- // AI animation group info
- weapongroup rifle
- airange long
-
- // this is attached to the player during reload
- cache models/ammo/kar98_clip_reload.tik
- }
- client
- {
- cache tracer.spr
- cache muzsprite.spr
- cache models/fx/snipesmoke.tik
- cache models/ammo/rifleshell.tik
- }
- }
-
- animations
- {
- idle enfield.skc
- {
- }
-
- reload enfield_reload.skc // this is the start of the reloading sequence
- {
- client
- {
- entry sound enfield_snd_reload item
- }
- server
- {
-
- last idle
- }
- }
- reload_single enfield_reload.skc // this is the reload loop that loads in a single shell
- {
- client
- {
- entry sound kar98_snd_reload_single item
- }
- }
- reload_end enfield.skc
- {
- server
- {
- last idle
- }
- client
- {
- entry sound kar98_snd_reload_end item
- }
- }
- rechamber enfield_rechamber.skc
- {
- client
- {
- entry sound kar98_snd_bolt item
- 18 tagspawn tag_eject 1024
- (
- spawnrange 2048
- count 1
- model models/ammo/rifleshell.tik
- scale 1.0
- velocity 70
- 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 0.2
- bouncesoundonce snd_rifle_shell
- )
- }
- }
- secondaryfire enfield.skc
- {
- server
- {
- entry shoot secondary
- }
- }
- fire enfield.skc
- {
- server
- {
- entry shoot
- }
- client
- {
- entry stopaliaschannel enfield_snd_fire
- entry sound enfield_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 -1.5 -2.0 -0.5 -0.5 4.5 "T" 5.0 2.0 5
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
- entry tagspawnlinked tag_barrel
- (
- model muzsprite.spr
- count 1
- alpha .5
- color 1.00 1.00 1.00
- varycolor
- scale 0.70
- life 0.05
- scalerate 1.00
- velocity 4.00
- friction 3.00
- fade
- alignstretch 1.00
- randomroll
- )
- entry tagspawnlinked tag_barrel
- (
- model muzsprite.spr
- count 1
- alpha .5
- color 1.00 1.00 1.00
- scale 0.60
- life 0.05
- scalerate 0.70
- velocity 17.00
- offsetalongaxis 5 0 0
- fade
- alignstretch 0.40
- randomroll
- )
-
- entry tagspawnlinked tag_barrel
- (
- model muzsprite.spr
- count 1
- alpha .5
- color 1.00 1.00 1.00
- scale 0.60
- life 0.05
- velocity 18.00
- offsetalongaxis 9 0 0
- fade
- )
-
- // smoke puff used on sniper version of kar98
- entry commanddelay 0.020 tagspawn tag_barrel
- (
- model vsssource.spr
- count 1
- alpha 0.10
- color 1.00 1.00 1.00
- spritegridlighting
- scale 0.09
- life .9
- scalerate 23.00
- velocity 429.00
- accel 0.00 20.00 30.00
- friction 2.00
- fade
- offsetalongaxis random 4 0 0
- )
-
- entry tagspawn tag_barrel
- (
- count 1
- scale .7
- model models/fx/snipesmoke.tik
- )
- }
- }
- }
-
- /*QUAKED addon_playerweapon_british_lee-enfield (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- British rifle - Lee-Enfield.
- */
-
-