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Text File  |  2002-10-21  |  6.8 KB  |  273 lines

  1. TIKI
  2. setup
  3. {
  4.     scale 0.52            // Set default scale to 16/30.5 since world is in 16 units per foot and model is in cm's
  5.     path models/weapons/panzerschreck
  6.     skelmodel panzerschreck.skd
  7.     surface panzerschreck shader panzerschreck
  8.     surface shell shader bazookashell
  9. }
  10.  
  11. init
  12. {
  13.     server
  14.     {
  15.         classname        Weapon
  16.         weapontype        heavy
  17.         name            "Panzerschreck"
  18.         rank            620 620
  19.  
  20.         pickupsound            panzerschreck_snd_pickup
  21.         ammopickupsound        panzerschreck_snd_pickup_ammo
  22.         noammosound            panzerschreck_snd_noammo
  23.         maxmovementsound    panzerschreck_snd_noammo
  24.  
  25.         // Holstering info
  26. //        holstertag        "Bip01 Spine2"
  27. //        holsteroffset    "8.0 -7.75 6.5"
  28. //        holsterangles    "0 185 -25"
  29. //        holsterScale    1.0
  30.  
  31.         // Primary fire type info
  32.         firetype        projectile
  33.         ammotype        "heavy"
  34.         semiauto
  35.         clipsize        1
  36.         ammorequired    1
  37.         firedelay        1.0
  38.         crosshair        1
  39.  
  40.         sp projectile    models/projectiles/panzerschreckshell.tik
  41.         sp startammo    1
  42.  
  43.         sp movementspeed        0.8
  44.         sp maxfiremovement        0.2
  45.  
  46.         // AI animation group info
  47.         weapongroup        bazooka
  48.         airange            medium
  49.  
  50.         // DM Attributes
  51.         dm projectile        models/projectiles/bazookashell_dm.tik
  52.         dm bulletspread        5 5 500 500
  53.         dm startammo        8
  54.  
  55.         dm movementspeed    0.75
  56.         dm maxfiremovement    0.2
  57.  
  58.         // Additional DM Loadout
  59.         dm additionalstartammo "grenade" 1
  60.         dm additionalstartammo "smokegrenade" 3
  61.         dm startitem "items/binoculars.tik"
  62.  
  63.         // Realism Attributes
  64.         realism projectile        models/projectiles/bazookashell_dm.tik
  65.         realism bulletspread    5 5 550 550
  66.         sprealism startammo        1
  67.         dmrealism startammo        6
  68.  
  69.         realism movementspeed    0.75
  70.         realism maxfiremovement    0.2
  71.  
  72.         // Additional DM Realism Loadout
  73.         dmrealism additionalstartammo "grenade" 1
  74. //        dmrealism additionalstartammo "smokegrenade" 3
  75.         dmrealism startitem "items/binoculars.tik"
  76.  
  77.  
  78.         cache            models/projectiles/panzerschreckshell.tik
  79.         cache            models/projectiles/bazookashell_dm.tik
  80.         
  81.         // this is attached to the player during reload
  82.         cache models/ammo/panzer_shell.tik
  83.  
  84.         surface shell +nodraw
  85.     }
  86.     client
  87.     {
  88.         cache muzsprite.spr
  89.         cache vsssource.spr
  90. //        cache models/fx/muzflash.tik
  91.     }
  92. }
  93.  
  94. animations
  95. {
  96.     raise    panzerschreck.skc
  97.     {
  98.         // make sure the shell in the end is not there
  99.         server
  100.         {
  101.             entry surface shell +nodraw
  102.             last idle
  103.         }
  104.     }
  105.     idle    panzerschreck.skc
  106.     {
  107.         server
  108.         {
  109.             first surface shell +nodraw
  110.         }
  111.     }
  112.     reload     panzer_reload.skc
  113.     {
  114.         server
  115.         {
  116.             0 surface shell +nodraw
  117.             69 surface shell -nodraw
  118.             last surface shell +nodraw
  119.             last idle
  120.         }
  121.         client
  122.         {
  123.             entry sound panzerschreck_snd_reload item
  124.         }
  125.     }
  126.     fire    panzerschreck.skc
  127.     {
  128.         server
  129.         {
  130.             entry shoot
  131.             enter surface shell +nodraw
  132.         }
  133.         client
  134.         {
  135.             entry stopaliaschannel panzerschreck_snd_fire
  136.             entry sound panzerschreck_snd_fire
  137.  
  138.             // By now, the server has already fired the weapon, so it's
  139.             // ok to apply the view kick apon entry to avoid problems
  140.             // with multiple application on single frame animations.
  141.             ////////////////////////////////////////////////////////////////////////////////////////
  142.             // View Kicking
  143.             //
  144.             // View Kicking works based on the assumptions that every weapon has its own tendencies to kick in
  145.             // a paticular fashion. In MOH we call then scatter patterns. Currently we have 2 scatter patterns which
  146.             // will be explained.
  147.             // Scatter Patterns:
  148.             // "V" - the cone. The longer you shoot the more random your shots will be in the horizontal axis.
  149.             // "T" - the T shape. The gun has a tendancy to push in a paticular direction.
  150.             //
  151.             //
  152.             //                     +-------------------------------------------- Scatter Pitch Min
  153.             //                      |    +--------------------------------------- Scatter Pitch Max
  154.             //                      |    |       +------------------------------- Scatter Yaw Min
  155.             //                     |    |       |   +--------------------------- Scatter Yaw Max
  156.             //                     |    |       |   |     +--------------------- The Recentering speed in degrees per second
  157.             //                      |    |       |   |     |    +---------------- The Scatter Pattern
  158.             //                      |    |       |   |     |    |     +---------- The absolute pitch min/max
  159.             //                      |    |       |   |     |    |     |  +------- The absolute yaw min/max
  160.             //                      |    |       |   |     |    |     |  | +----- This is the pitch at which you loose all
  161.             //                      |    |       |   |     |    |     |  | |      control of the weapon and its behavior is
  162.             //                      |    |       |   |     |    |     |  | |      purely random.
  163.             //                V    V       V   V     V    V     V  V V
  164. //            entry viewkick         -28.5 -28.5   -0.05 0.05 56  "T"   15 15 15
  165.             entry viewkick           0    0   -0.05 0.05 56  "T"   15 15 15
  166.  
  167. //            entry viewkick -15 -16   -10 -11
  168.  
  169.             // muzzle flash
  170.             entry tagdlight tag_barrel 0.25 0.2 0.15 140 0.11
  171. //            entry tagspawnlinked tag_barrel
  172. //            (
  173. //                model models/fx/muzflash.tik
  174. //                color 1.00 1.00 1.00
  175. //                scale 0.20
  176. //                life 0.10
  177. //                scalerate 2.00
  178. //                velocity 1000.00
  179. //                offsetalongaxis 20 0 0
  180. //                angles 0 0 220
  181. //                avelocity 0 0 crandom -7000
  182. //                fade
  183. //                alignstretch 0.15
  184. //                randomroll
  185. //            )
  186.  
  187.             entry tagspawn tag_barrel
  188.             (
  189.                 model vsssource.spr
  190.                 count 1
  191.                 alpha 0.70
  192.                 color 0.30 0.30 0.30
  193.                 spritegridlighting
  194.                 life 1.00
  195.                 scalerate 8.00
  196.                 cone 10.00 10.00
  197.                 velocity -1000.00
  198.                 randvel 0 40 0
  199.                 friction 5.00
  200.                 fade
  201.                 fadein 0.1
  202.                 fadedelay 0.3
  203.             )
  204.  
  205.             entry tagspawn tag_barrel
  206.             (
  207.                 model vsssource.spr
  208.                 count 1
  209.                 alpha 0.70
  210.                 color 0.30 0.30 0.30
  211.                 spritegridlighting
  212.                 life 1.00
  213.                 scale 0.8
  214.                 scalerate 7.00
  215.                 cone 10.00 10.00
  216.                 velocity -800.00
  217.                 randvel 0 40 0
  218.                 friction 5.00
  219.                 fade
  220.                 fadein 0.1
  221.                 fadedelay 0.3
  222.             )
  223.  
  224.             entry tagspawn tag_eject
  225.             (
  226.                 model vsssource.spr
  227. //                count 3
  228.                 count 1
  229. //                alpha 0.70
  230.                 alpha 0.80
  231.                 color 0.30 0.30 0.30
  232.                 spritegridlighting
  233.                 life 1.00
  234.                 scalerate 9.00
  235.                 cone 10.00 10.00
  236.                 velocity -1000.00
  237.                 randvel 0 40 0
  238.                 friction 5.00
  239.                 fade
  240.                 fadein 0.1
  241.                 fadedelay 0.4
  242.             )
  243.  
  244. //            entry tagspawnlinked tag_eject
  245. //            (
  246. //                model muzsprite.spr
  247. //                count 1
  248. //                alpha 0.90
  249. //                color 1.00 1.00 1.00
  250. //                spritegridlighting
  251. //                life 0.20
  252. //                scalerate 7.00
  253. //                cone 8.00 2.00
  254. //                velocity 700.00
  255. //                radialvelocity -10.00 1.00 30.00
  256. //                randvelaxis range 30 -708 range -70 60 crandom -40
  257. //                friction 2.00
  258. //                offsetalongaxis 133 0 0
  259. //                angles 80 80 8
  260. //                avelocity 60 60 random 6
  261. //                scalemin 1.00
  262. //                scalemax 1.40
  263. //                fade
  264. //                randomroll
  265. //            )
  266.         }
  267.     }
  268. }
  269.  
  270. /*QUAKED addon_playerweapon_german_panzerschreck (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
  271. Weapon - bazooka - german panzerschreck.
  272. */
  273.