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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/springfield
- skelmodel springfield.skd
- surface springfield1 shader springfield
- surface springfield2 shader springfield
- surface lens shader lens
- }
- $define sounddir sound/weapons
-
- init
- {
- server
- {
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype rifle
- name "Springfield '03 Sniper"
- rank 230 230
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
-
- // Springfield 1903A4 Sniper's: Max Eff. Range is 650 yds with a muzzle velocity of 2800 ft/s. (30-06 Springfield)
-
- sp bulletrange 4000 //the range at which bulletspread is applied
- sp bulletspread 59 59 140 140 //minpitch minyaw maxpitch maxyaw
- sp zoomspreadmult 0.055 //bulletspread accuracy boost multiplier when zoomed
-
- dm bulletrange 4000
- // dm bulletspread 59 59 150 150
- dm bulletspread 59 59 300 300 // further increased to encourage standing still while firing
- // and to counteract the fact that you move slower with the weapon
- dm zoomspreadmult 0.055
-
- realism bulletrange 4000
- realism bulletspread 35 35 80 80
- realism zoomspreadmult 0.055
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 100
- dm bulletdamage 100
- sprealism bulletdamage 100
- dmrealism bulletdamage 100
-
- sp firedelay 1.74
- dm firedelay 1.74
- realism firedelay 1.74
-
- realism throughwood 24
- realism throughmetal 8
-
- //========================================//
- // PLAYER MOVEMENT //
- //========================================//
-
- sp movementspeed 0.9
- sp zoommovement 0.5
-
- dm movementspeed 0.9 //originally 0.77
- dm zoommovement 0.5
-
- realism movementspeed 0.80 //originally 0.77
- realism zoommovement 0.5
-
- //========================================//
- // RIFLE BUTT / SECONDARY FIRE//
- //========================================//
-
- //========================================//
- // AMMO //
- //========================================//
-
- firetype bullet
- ammotype "rifle"
- meansofdeath bullet
- semiauto
- clipsize 5
- ammorequired 1
- bulletlarge 1
-
- sp startammo 5
- dm startammo 50
- sprealism startammo 5
- dmrealism startammo 50
-
- // Additional DM Loadout
- dm additionalstartammo "grenade" 1
- // dm additionalstartammo "smokegrenade" 1
-
- // Additional DM Realism Loadout
- dmrealism additionalstartammo "grenade" 1
- // dmrealism additionalstartammo "smokegrenade" 1
-
- //========================================//
- // CROSSHAIR, ZOOM //
- //========================================//
-
- crosshair 1
- zoom 20
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
- // this is attached to the player during reload
- cache models/ammo/springfield_clip_reload.tik
-
- // AI animation group info
- weapongroup rifle
- airange long
-
- pickupsound springfield_snd_pickup
- ammopickupsound springfield_snd_pickup_ammo
- noammosound springfield_snd_noammo
-
- // Holstering info
- // holstertag "Bip01 Spine2"
- // holsteroffset "8.0 -7.75 6.5"
- // holsterangles "0 185 -25"
- // holsterScale 1.0
-
- // tracerfrequency 2
- // viewkick -2 -3 -1 1
-
- }
- client
- {
- cache tracer.spr
- cache muzsprite.spr
- cache models/ammo/rifleshell.tik
- cache models/fx/muzflash.tik
- cache model models/fx/snipesmoke.tik
- }
- }
-
- animations
- {
-
- idle springfield.skc
- // reload spring_reload.skc
- reload spring_reload_start.skc // this is the start of the reloading sequence
- {
- client
- {
- entry sound springfield_snd_reload_start
- }
- }
- reload_single spring_reload_fill.skc // this is the reload loop that loads in a single shell
- {
- client
- {
- entry sound springfield_snd_reload_single
- }
- }
- reload_end spring_reload_end.skc
- {
- server
- {
- last idle
- }
- client
- {
- entry sound springfield_snd_reload_end
- }
- }
- rechamber spring_recham.skc
- {
- client
- {
- entry sound springfield_snd_bolt item
- 20 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
- )
- }
- }
- fire springfield.skc
- {
- server
- {
- entry shoot
- }
- client
- {
- entry stopaliaschannel springfield_snd_fire
- entry sound springfield_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 degrees 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 -4.5 -5.0 -1.0 1.0 6 "T" 8 8 8
-
- // muzzle flash
- entry tagdlight tag_barrel 0.3 0.20 0.175 300 0.25 -1.0 -0.75 -0.2
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model models/fx/muzflash.tik
- color 0.00 0.00 1.00
- scale 0.07
- life 0.01
- velocity 300.00
- offsetalongaxis 3 0 0
- alignstretch 0.08
- randomroll
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model muzsprite.spr
- color 1.00 1.00 1.00
- scale 0.09
- life 0.04
- offsetalongaxis 4 0 0
- )
-
- entry commanddelay 0.020 tagspawn tag_barrel
- (
- spawnrate 1.00
- 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
- )
-
- // smoke puff
- // entry commanddelay 0.05 tagspawn tag_barrel
- // (
- // volumetric
- // model gun // sets the type of smoke
- // life 10 // amount of smoke
- // scale 1.5 // radius
- // alpha 0.4 // 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
- // )
- }
- }
- }
-
- /*QUAKED addon_playerweapon_allied_springfield (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- Allied rifle - Springfield 03 sniper
- */