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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/mp44
- skelmodel mp44.skd
- surface mp441 shader mp44
- surface mp442 shader mp44
- surface mp44clip shader mp44clip
- surface cock shader mp44
- }
- $define sounddir sound/weapons
-
- init
- {
- server
- {
-
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype mg
- // name "MP44"
- name "StG 44"
- rank 420 420
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
-
- // StG 44 Sturmgewehr: Max Eff. Range is 300 yds with a muzzle velocity of 2125 ft/s. (7.92x33mm Kurz)
-
- sp bulletrange 4000 //the range at which bulletspread is applied
- // sp bulletspread 14 14 100 100 //minpitch minyaw maxpitch maxyaw
- sp bulletspread 16 16 100 100 //minpitch minyaw maxpitch maxyaw
- // sp firespreadmult 0.40 0.61 200 0.6 //add falloff cap maxtime
- sp firespreadmult 0.45 0.61 200 0.6 //add falloff cap maxtime
-
- dm bulletrange 4000
- dm bulletspread 10 10 80 80 //11 11 54 54 //5th run 10 10 80 80 //4th run 10 10 100 100 //3rd run 10 10 95 95 //2nd run 10 10 100 100 //original 14 14 100 100
- dm firespreadmult 0.475 0.5 200 0.8 //0.6 0.45 200 0.9 //0.55 0.45 200 0.9 //original 0.55 0.50 200 0.8 //add falloff cap maxtime
-
- realism bulletrange 4000
- realism bulletspread 8 8 50 50 //11 11 54 54 //5th run 10 10 80 80 //4th run 10 10 100 100 //3rd run 10 10 95 95 //2nd run 10 10 100 100 //original 14 14 100 100
- realism firespreadmult 0.475 0.5 200 0.8 //0.6 0.45 200 0.9 //0.55 0.45 200 0.9 //original 0.55 0.50 200 0.8 //add falloff cap maxtime
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 40
- dm bulletdamage 30 //30
- realism bulletdamage 35 //30
-
- sp firedelay 0.086
- dm firedelay 0.086
- realism firedelay 0.086
-
-
- realism throughwood 24
- realism throughmetal 8
-
- //========================================//
- // PLAYER MOVEMENT //
- //========================================//
-
- sp movementspeed 0.9
- dm movementspeed 0.85 //orig 0.76
- realism movementspeed 0.85 //orig 0.76
-
- //========================================//
- // 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 "mg"
- meansofdeath bullet
- bulletcount 1
- clipsize 30
- ammorequired 1
- bulletlarge 1
-
- sp startammo 30
- dm startammo 150
- sprealism startammo 30
- dmrealism startammo 100
-
- // Additional DM Loadout
- dm additionalstartammo "grenade" 2
- dm additionalstartammo "smokegrenade" 1
- dm startitem "items/binoculars.tik"
-
- // Additional DM Realism Loadout
- dmrealism additionalstartammo "grenade" 2
- dmrealism additionalstartammo "smokegrenade" 1
- dmrealism startitem "items/binoculars.tik"
-
- //========================================//
- // CROSSHAIR, ZOOM, TRACERS //
- //========================================//
-
- sp tracerfrequency 2 //original 0
- dm tracerfrequency 0
- sprealism tracerfrequency 2 //original 0
- dmrealism tracerfrequency 0
-
- crosshair 1
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
- pickupsound mp44_snd_pickup
- ammopickupsound mp44_snd_pickup_ammo
- noammosound mp44_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 mp44
- airange short
-
- // this is attached to the player during reload
- cache models/ammo/mp44_clip.tik
- }
- client
- {
- cache tracer.spr
- cache muzsprite.spr
- cache corona_util.spr
- cache models/fx/muzflash.tik
- cache models/ammo/rifleshell.tik
- }
- }
-
- animations
- {
- idle mp44.skc
- reload mp44_reload.skc
- {
- server
- {
- 13 surface mp44clip +nodraw
- 42 surface mp44clip -nodraw
- last idle
- }
- client
- {
- entry sound mp44_snd_reload item
- }
- }
- secondaryfire mp44.skc
- {
- server
- {
- entry shoot secondary
- }
- }
- fire mp44_fire.skc
- {
- server
- {
- entry shoot
- }
- client
- {
- entry stopaliaschannel mp44_snd_fire
- entry sound mp44_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 -1.8 -1.8 -0.2 0.05 3.2 "T" 12 0.2 2.2
-
- // entry viewkick -2.0 -2.0 -0.2 0.05 2.8 "T" 12 0.2 2.2 (new original setting, use this to revert)
- // entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol)
- // entry viewkick -3.0 -3.5 -0.9 0.9 (original setting)
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
- entry tagspawnlinked tag_barrel
- (
- count 1
- model models/fx/muzflash.tik
- color 1.00 1.00 1.00
- scale 0.60
- life 0.05
- offsetalongaxis -3 0 0 //orig -5 0 0
- fade
- randomroll
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model muzsprite.spr
- alpha 0.70
- color 1.00 1.00 1.00
- scale 0.60
- life 0.05
- offsetalongaxis 1 0 0 //orig 3 0 0
- fade
- randomroll
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model corona_util.spr
- color 1.00 1.00 1.00
- scale 0.10
- life 0.05
- scalerate 11.00
- fade
- randomroll
- )
-
- entry commanddelay 0.01 tagspawn tag_eject
- (
- //count 1 //orig 2
- spawnrate 1
- model vsssource.spr
- alpha 0.30
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.10
- life 0.30 /orig 1.00
- scalerate 10.00
- velocity 60.00
- randvel range 20 -60 crandom -40 range 20 -60
- friction 5.00
- fade
- randomroll
- )
-
- entry tagspawn tag_barrel
- (
- //count 1 //orig 2
- spawnrate 1.00
- model vsssource.spr
- alpha 0.40
- color .70 .70 .70
- spritegridlighting
- scale 0.45
- life 0.20 //orig 2.00
- scalerate 10.00
- velocity 200.00 //orig 60.00
- //randvel range 20 -60 crandom -40 range 20 -60
- offsetalongaxis 10 0 0
- friction 6.00 //orig 5.00
- fade
- randomroll
- )
-
- //excessive gun effects removed due to framerate issues
- // entry tagspawn tag_barrel
- // (
- // model models/fx/bh_metal_fastpiece.tik
- // color 1.00 1.00 1.00
- // life 0.07
- // scalerate 1.00
- // velocity 1000.00
- // friction 3.00
- // offsetalongaxis -20 0 0
- // fade
- // alignstretch 0.03
- // )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- spawnrange 2048
- count 1
- model models/ammo/rifleshell.tik
- 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 0.2
- bouncesoundonce snd_rifle_shell
- )
-
- }
- }
- }
-
- /*QUAKED addon_playerweapon_german_mp44 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- german submachinegun - mp44
- */