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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/sten_smg
- skelmodel sten_smg.skd
- surface sten_smg shader sten_smg
- surface sten_clip shader sten_smg
- }
-
- init
- {
- server
- {
-
- //========================================//
- // WEAPON NAME //
- //========================================//
-
- classname Weapon
- weapontype smg
- name "Sten Mark II"
- rank 320 320
-
- //========================================//
- // WEAPON ACCURACY //
- //========================================//
- // Sten Mark II: Max Eff. Range is 50 yds with a muzzle velocity of 1250 ft/s. (9mm Parabellum round)
-
- sp bulletrange 4000 //the range at which bulletspread is applied
- sp bulletspread 53 53 70 70 //minpitch minyaw maxpitch maxyaw
- sp firespreadmult 0.08 0.35 200 0.25 //add falloff cap maxtime
-
- dm bulletrange 4000
- dm bulletspread 34 34 52 52 //38 38 50 50 //30 30 50 50 //25 25 48 48 //25 25 45 45 //50 50 89 89 //50 50 120 120
- dm firespreadmult 0.3 0.6 150 0.25 //0.3 0.8 150 0.4 //0.08 0.35 200 0.25 //0.3 0.8 200 0.4 original
-
- realism bulletrange 4000
- realism bulletspread 20 20 65 65 //38 38 50 50 //30 30 50 50 //25 25 48 48 //25 25 45 45 //50 50 89 89 //50 50 120 120
- realism firespreadmult 0.3 0.6 150 0.25 //0.3 0.8 150 0.4 //0.08 0.35 200 0.25 //0.3 0.8 200 0.4 original
-
- //========================================//
- // DAMAGE / RATE OF FIRE //
- //========================================//
-
- sp bulletdamage 28 //23.5
- dm bulletdamage 22 //25 //26 //33
-
- sprealism bulletdamage 40
- dmrealism bulletdamage 26 //26 //33
-
- // sp firedelay 0.12 //(550 rpm) In game seems slow for 550 rpm...
- sp firedelay 0.09 //0.095 //Adjusted test value
- dm firedelay 0.075 //0.086
- realism firedelay 0.075 //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 32
- dm startammo 192
- sprealism startammo 32
- dmrealism startammo 128
-
- // 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
- dm tracerfrequency 0
- sprealism tracerfrequency 0 //2
- dmrealism tracerfrequency 0
-
- crosshair 1
-
- //========================================//
- // SOUND, AI, OTHER //
- //========================================//
-
-
- pickupsound mp40_snd_pickup
- ammopickupsound mp40_snd_pickup_ammo
- noammosound mp40_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 mp40
- airange short
-
-
- // this is attached to the player during reload
- cache models/ammo/sten_clip.tik
- }
- client
- {
- cache tracer.spr
- cache muzsprite.spr
- cache corona_util.spr
- cache models/fx/muzflash.tik
- cache models/ammo/pistolshell.tik
- }
- }
-
-
- animations
- {
- idle sten_smg.skc
- reload sten_bolt_reload.skc
- {
- server
- {
- 12 surface sten_Clip +nodraw
- 42 surface sten_Clip -nodraw
- last idle
- }
- client
- {
- entry sound sten_snd_reload item
- }
- }
- secondaryfire sten_smg.skc
- {
- server
- {
- entry shoot secondary
- }
- }
- fire sten_bolt_shoot.skc
- {
- server
- {
- entry shoot
- }
- client
- {
- entry stopaliaschannel sten_snd_fire
- entry sound sten_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 -0.9 -0.9 1.2 1.2 0.9 "V" 8.5 10.6 20.0
- // entry viewkick -1.65 -1.65 -0.04 0.04 1 "V" 8.5 8.6 16.0 (Nov 10 2001)
- // entry viewkick -1.58 -1.58 -0.16 -0.16 0.9 "V" 8.5 8.6 16.0 (Thompson Nov 10 2001)
-
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.15 110 0.11
-
- /////BIG ONE START
- entry tagspawnlinked tag_barrel
- (
- count 1
- model models/fx/muzflash.tik
- color 1.00 1.00 1.00
- alpha 0.30
- scale 0.45
- life 0.05
- offsetalongaxis 5 1 0
- fade
- randomroll
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model muzsprite.spr
- alpha 0.70
- color 1.00 1.00 1.00
- scale 0.50
- life 0.05
- offsetalongaxis 5 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
- // )
- /////BIG ONE END
- entry tagspawn tag_barrel
- (
- model vsssource.spr
- count 3
- alpha 0.40
- color 0.50 0.50 0.50
- spritegridlighting
- scale 0.20
- // life 0.90
- life 0.30 //orig 1.0
- scalerate 3.00
- radius 6.00
- velocity 23.00
- accel 0.00 0.00 20.00
- friction 3.00
- fade
- sphere
- )
-
- // entry tagspawnlinked tag_barrel
- // (
- // count 1
- // model muzsprite.spr
- // color 1.00 1.00 1.00
- // life 0.06
- // scalerate 56.00
- // velocity 2555.00
- // offsetalongaxis 5 0 0
- // angles 0 0 crandom -90
- // avelocity 0 0 crandom -80
- // scalemin 0.04
- // scalemax 0.08
- // fade
- // )
-
- // entry tagspawnlinked tag_barrel
- // (
- // count 1
- // model models/fx/muzflash.tik
- // color 1.00 1.00 1.00
- // scale 0.20
- // life 0.05
- // velocity 213.00
- // offset random 2 0 0
- // angles -180 0 0
- // alignstretch 0.10
- // )
-
- // smoke puff
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model vsssource.spr
- alpha 0.20
- color 1.00 1.00 1.00
- spritegridlighting
- scale 0.10
- // life 0.90
- life 0.30 //orig 1.0
- scalerate 14.00
- velocity 79.00
- offsetalongaxis 0 0 -12
- angles 0 0 range 180 360
- fade
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale .75
- 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
- offsetalongaxis 0 0 -12
- bouncefactor 0.2
- bouncesoundonce snd_pistol_shell
- )
- }
- }
-
-
-
- guardfire_a sten_smg.skc
- {
-
- client
- {
- entry stopaliaschannel sten_snd_fire
- entry sound sten_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 -1.75 -1.75 -0.04 0.04 1 "V" 8.5 8.6 16.0
-
- // entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol
- // entry viewkick -2.5 -3.0 -0.8 0.8 (original setting)
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.05 110 0.11
-
- /////BIG ONE START
- 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 -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 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
- )
- /////BIG ONE END
- entry tagspawn tag_barrel
- (
- model vsssource.spr
- count 3
- alpha 0.40
- color 0.50 0.50 0.50
- scale 0.20
- life 0.90
- scalerate 3.00
- radius 6.00
- velocity 23.00
- accel 0.00 0.00 20.00
- friction 3.00
- fade
- sphere
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model muzsprite.spr
- color 1.00 1.00 1.00
- life 0.06
- scalerate 56.00
- velocity 2555.00
- offsetalongaxis 5 0 0
- angles 0 0 crandom -90
- avelocity 0 0 crandom -80
- scalemin 0.04
- scalemax 0.08
- fade
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model models/fx/muzflash.tik
- color 1.00 1.00 1.00
- scale 0.20
- life 0.05
- velocity 213.00
- offset random 2 0 0
- angles -180 0 0
- alignstretch 0.10
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale .75
- 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
- offsetalongaxis 0 0 -12
- bouncefactor 0.2
- bouncesoundonce snd_pistol_shell
- )
-
- // smoke puff
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model vsssource.spr
- alpha 0.20
- color 1.00 1.00 1.00
- scale 0.10
- life 0.90
- scalerate 14.00
- velocity 79.00
- offsetalongaxis 0 0 -12
- angles 0 0 range 180 360
- fade
- )
- }
- }
-
- guardfire_b sten_smg.skc
- {
-
- client
- {
- entry stopaliaschannel sten_snd_fire
- entry sound sten_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 -1.75 -1.75 -0.04 0.04 1 "V" 8.5 8.6 16.0
-
- // entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol
- // entry viewkick -2.5 -3.0 -0.8 0.8 (original setting)
-
- // muzzle flash
- entry tagdlight tag_barrel 0.25 0.2 0.05 110 0.11
-
- /////BIG ONE START
- 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 -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 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
- )
- /////BIG ONE END
- entry tagspawn tag_barrel
- (
- model vsssource.spr
- count 3
- alpha 0.40
- color 0.50 0.50 0.50
- scale 0.20
- life 0.90
- scalerate 3.00
- radius 6.00
- velocity 23.00
- accel 0.00 0.00 20.00
- friction 3.00
- fade
- sphere
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model muzsprite.spr
- color 1.00 1.00 1.00
- life 0.06
- scalerate 56.00
- velocity 2555.00
- offsetalongaxis 5 0 0
- angles 0 0 crandom -90
- avelocity 0 0 crandom -80
- scalemin 0.04
- scalemax 0.08
- fade
- )
-
- entry tagspawnlinked tag_barrel
- (
- count 1
- model models/fx/muzflash.tik
- color 1.00 1.00 1.00
- scale 0.20
- life 0.05
- velocity 213.00
- offset random 2 0 0
- angles -180 0 0
- alignstretch 0.10
- )
-
- // shell eject
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model models/ammo/pistolshell.tik
- spawnrange 1024
- scale .75
- velocity 50
- randvel crandom 10 crandom 10 random 20
- emitterangles 0 0 -60
- avelocity crandom 90 crandom 90 0
- accel 0 0 -800
- physicsrate 20
- life 2.0
- fadedelay 1.7
- collision
- offsetalongaxis 0 0 -12
- bouncefactor 0.2
- bouncesoundonce snd_pistol_shell
- )
-
- // smoke puff
- entry commanddelay 0.1 tagspawn tag_eject
- (
- count 1
- model vsssource.spr
- alpha 0.20
- color 1.00 1.00 1.00
- scale 0.10
- life 0.90
- scalerate 14.00
- velocity 79.00
- offsetalongaxis 0 0 -12
- angles 0 0 range 180 360
- fade
- )
- }
- }
-
- }
-
- /*QUAKED addon_playerweapon_british_sten-mk2 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
- British submachine gun - Sten Mark 2.
- */