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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/highstandard
- skelmodel hs_pistol.skd
- surface pistol1 shader hi_standard
- surface pistol2 shader hi_standard
- surface clip shader hi_standard
-
- }
- $define sounddir sound/weapons
-
- init
- {
- server
- {
-
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype pistol
- name "Hi-Standard Silenced"
- rank 130 130
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
-
- sp bulletrange 4000
- sp bulletspread 35 35 150 150 //original 5 5 150 150, was 25 25 150 150 before getting beef up by z
-
- dm bulletrange 4000
- dm bulletspread 25 25 150 150 //original 5 5 150 150
-
- realism bulletrange 4000
- realism bulletspread 25 25 150 150 //original 5 5 150 150
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 100 // was 55 before getting beefed up by z
- dm bulletdamage 50
- realism bulletdamage 60
-
- sp firedelay 1.0
- dm firedelay 1.0
- realism firedelay 1.0
-
- //========================================//
- // 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 meansofdeath bash
- secondary ammorequired 0
- secondary bulletknockback 50
- secondary quiet
-
- sp secondary bulletrange 64
- sp secondary bulletdamage 35
-
- 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 8
- ammorequired 1
-
- sp startammo 8
- dm startammo 32
- sprealism startammo 8
- dmrealism startammo 16
-
- //========================================//
- // CROSSHAIR, ZOOM, TRACERS //
- //========================================//
-
- sp tracerfrequency 1
- dm tracerfrequency 0
- sprealism tracerfrequency 1
- dmrealism tracerfrequency 0
-
- crosshair 1
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
- pickupsound silencer_snd_pickup
- ammopickupsound silencer_snd_pickup_ammo
- noammosound silencer_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
-
- quiet // don't notify AI of it being fired
-
- // this is attached to the player during reload
- cache models/ammo/silencedpistol_clip.tik
- }
- client
- {
- cache tracer.spr
- cache muzsprite.spr
- cache models/ammo/pistolshell.tik
- }
- }
-
- animations
- {
- idle hs_pistol.skc
- reload hs_pistol_reload.skc
- {
- server
- {
- 18 surface clip +nodraw
- 39 surface clip -nodraw
- last idle
- }
- client
- {
- entry sound silencer_snd_reload item
- }
-
- }
- secondaryfire hs_pistol.skc
- {
- server
- {
- entry shoot secondary
- }
- }
- fire hs_pistol_fire.skc
- {
- server
- {
- entry shoot primary
- }
- client
- {
- entry stopaliaschannel silencer_snd_fire
- entry sound silencer_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 -0.2 -0.2 0.0 0.0 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
- offsetalongaxis 2 0 0
- count 1
- alpha 0.5
- model muzsprite.spr
- angles 0 0 crandom 25
- life 0.01
- )
-
- // smoke puff
- // entry commanddelay 0.05 tagspawn tag_barrel
- // (
- // volumetric
- // model gun // sets the type of smoke
- // life 10 // amount of smoke
- // scale 1.0 // radius
- // alpha 0.3 // density
- // color 0.7 0.7 0.7 // RBG color of the smoke
- // velocity 2 // base velocity away from the surface
- // randvelaxis random 6 0 0 // velocity offset
- // offsetalongaxis random 4 0 0 // positional offset
- // )
-
- // 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
- )
-
- // shell eject puff
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 2
- model vsssource.spr
- alpha 0.30
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.10
- life 1.00
- scalerate 10.00
- velocity 60.00
- randvel range 20 -60 crandom -40 range 20 -60
- friction 5.00
- fade
- randomroll
- )
- }
- }
- }
-
- /*QUAKED addon_playerweapon_allied_highstandard-pistol (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- American highperformance Pistol
- */
-