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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/ThompsonSMG
- skelmodel ThompsonSMG.skd
- surface ThompsonSMG1 shader ThompsonSMG
- surface ThompsonSMG2 shader ThompsonSMG
- surface Clip shader ThompsonSMG
- surface site shader thompsite
- }
-
- $define sounddir sound/weapons
-
- init
- {
- server
- {
-
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype smg
- name "Thompson"
- rank 310 310
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
-
- // Thompson SMG: Max Eff. Range is 50 yds with a muzzle velocity of 805 ft/s. (.45 ACP round)
-
- sp bulletrange 4000 //the range at which bulletspread is applied
- sp bulletspread 45 45 72 72 //minpitch minyaw maxpitch maxyaw original 55 55 72 72
- sp firespreadmult 0.08 0.35 200 0.25 //add falloff cap maxtime
-
- dm bulletrange 4000
- dm bulletspread 40 40 50 50 //32 32 50 50 //26 26 48 48 //50 50 120 120 //53 53 70 70 //45 45 72 72
- dm firespreadmult 0.3 0.6 150 0.25 //0.08 0.35 200 0.25 //0.3 0.8 200 0.4 original
-
- realism bulletrange 4000
- realism bulletspread 19 19 50 50 //32 32 50 50 //26 26 48 48 //50 50 120 120 //53 53 70 70 //45 45 72 72
- realism firespreadmult 0.3 0.6 150 0.25 //0.08 0.35 200 0.25 //0.3 0.8 200 0.4 original
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 35 //damage per round original 25
- dm bulletdamage 25 //26
- sprealism bulletdamage 55 //26
- dmrealism bulletdamage 30
-
- sp firedelay 0.086 //(700 rpm)
- dm firedelay 0.086
- realism firedelay 0.086
-
- //========================================//
- // PLAYER MOVEMENT //
- //========================================//
-
- sp movementspeed 1.0
- dm movementspeed 0.96
- realism movementspeed 0.96
-
- //========================================//
- // 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 "smg"
- meansofdeath bullet
- bulletcount 1
- clipsize 30
- ammorequired 1
-
- sp startammo 30
- dm startammo 180
- sprealism startammo 30
- dmrealism startammo 120
-
- // 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 3
- dm tracerfrequency 0
- sprealism tracerfrequency 3
- dmrealism tracerfrequency 0
-
- crosshair 1
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
-
- pickupsound thompson_snd_pickup
- ammopickupsound thompson_snd_pickup_ammo
- noammosound thompson_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 thompson
- airange short
-
- // this is attached to the player during reload
- cache models/ammo/thompson_clip.tik
- }
- client
- {
- cache tracer.spr
-
- cache muzsprite.spr
- cache models/ammo/pistolshell.tik
- }
- }
-
- animations
- {
- idle ThompsonSMG.skc
- reload ThompsonSMG.skc crossblend 0.1
- {
- server
- {
- 9 surface Clip +nodraw
- 47 surface Clip -nodraw
- last idle
- }
- client
- {
- entry sound thompson_snd_reload
- }
- }
- secondaryfire ThompsonSMG.skc
- {
- server
- {
- entry shoot secondary
- }
- }
- fire ThompsonSMG.skc
- {
- server
- {
- entry shoot
- }
- client
- {
- entry stopaliaschannel thompson_snd_fire
- entry sound thompson_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 -1.58 -1.58 -0.16 -0.16 0.9 "V" 8.5 8.6 16.0
-
- // entry viewkick -2.25 -2.25 -0.16 -0.16 1 "V" 8.5 8.6 16.0 (original)
-
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
- // Commented out to prevent hitting the max anim command error
- entry tagspawnlinked tag_barrel
- (
- model muzsprite.spr
- color 1.00 1.00 1.00
- scale 0.30
- life 0.05
- scalerate 10.00
- velocity 4.00
- offsetalongaxis 7 0 0
- angles 0 0 crandom -30
- avelocity 0 0 crandom -30
- )
-
- entry tagspawnlinked tag_barrel
- (
- model muzsprite.spr
- color 1.00 1.00 1.00
- life 0.06
- scale 0.30
- velocity 3.00
- scalerate 10.00
- offsetalongaxis 3 0 0
- angles 0 0 crandom 400
- avelocity 0 0 crandom 300
- fade
- )
-
- entry tagspawnlinked tag_barrel
- (
- model muzsprite.spr
- color 1.00 1.00 1.00
- scale 0.30
- life 0.07
- scalerate 10.00
- offsetalongaxis 10 0 0
- fade
- )
-
- entry tagspawn tag_barrel
- (
- model vsssource2.spr
- alpha 0.13
- color 1.00 1.00 1.00
- spritegridlighting
- scale 0.10
- // life 1.00
- life 0.30 //orig 1.0
- scalerate 7.00
- velocity 100.00
- accel 0.00 0.00 100.00
- friction 4.00
- offsetalongaxis range 23 -25 0 0
- scalemin 0.10
- scalemax 0.50
- fade
- randomroll
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- spawnrange 2048
- count 1
- model models/ammo/pistolshell.tik
- velocity 50
- emitterangles 0 0 0
- randvel crandom 10 crandom 10 random 20
- avelocity crandom 90 crandom 90 0
- accel 0 0 -800
- physicsrate 20
- life 2.0
- fadedelay 1.7
- collision
- bouncefactor 0.2
- bouncesoundonce snd_pistol_shell
- )
-
- // smoke puff
- entry tagspawn tag_eject
- (
- model vsssource2.spr
- alpha 0.10
- color 1.00 1.00 1.00
- spritegridlighting
- scale 0.10
- // life 1.00
- life 0.30 //orig 1.0
- scalerate 7.00
- velocity 100.00
- accel 0.00 0.00 100.00
- friction 4.00
- offsetalongaxis range 13 -15 0 0
- scalemin 0.10
- scalemax 0.50
- fade
- randomroll
- )
- }
- }
- }
-
- /*QUAKED addon_playerweapon_allied_thompson (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- Allied submachinegun - Thompson
- */