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MOHAA weapons mod help Please Help. I got 3 questions. 1. I want to know if it is possible to make the KAR98 rifle with 2 different reloads. When its empty ''Stardard reload" when its not "kar98 sniper reload" . 2. I got the Call of Duty Mp40 in mohaa. Can I make it so the bolt moves properly when fired? 3. I made it so the bullet shells never dissapear. Is it possible to do the same with dead bodys ,Helmets ,blood, debris , and bullet holes? Please if it can be done tell me how. Any help will be greatly appreciated.:nodding: |
Re: MOHAA weapons mod help 1. I want to know if it is possible to make the KAR98 rifle with 2 different reloads. When its empty ''Stardard reload" when its not "kar98 sniper reload" . 2. I got the Call of Duty Mp40 in mohaa. Can I make it so the bolt moves properly when fired? 3. I made it so the bullet shells never dissapear. Is it possible to do the same with dead bodys ,Helmets ,blood, debris , and bullet holes? 1. No 2. Yes, By animating it. 3. If you can do it with shell casings, then I think you can do it with dead bodies as well. (How did you do the shell casings?) |
Re: MOHAA weapons mod help 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/P38 skelmodel P38.skd surface all shader codluger //***************COD M1 Garand***************** // //Hello , this is ''just'' a rip of the COD Luger Handgun // // //File name: COD Luger //Author : Angel : [NER-FR]Avidius[Pvt] //Date: 02/05/05 //Made on : Apple eMac g4 1ghz http:www.apple.com/emac/ + pc 'Angel' //With : Photoshop CS , BBedit , photoshop CS , Lightray 3d (thank you m8 ;) ) , apple zip for compiling the pk3 , //and Amadeus II for sound editing //Comments: I just made this mod for fun so dont flame me if you dont like it :D //************************************************ //Comments/feedback/help at death.angel @ spymac .com //aim : thereadeathangel //msn: death.angel @ spymac .com. //website : http:afd-clan.tk //************************************************ // //cya , thank fo downloading ;) // // // ************************************************ // //INSTALLATION NOTE // //put ZzZzZCOD-Luger-SH-BT.pk3 in maintt or mainta for breakghtrought ans spearhead players //and //put ZzZzZCOD-Luger-AA-only.pk3 in main for allied asault players } init { server { //========================================// // WEAPON NAME // //========================================// classname Weapon weapontype pistol name "Walther P38" rank 120 120 //========================================// // WEAPON ACCURACY // //========================================// // Walther P-38 Pistol: Max Eff. Range is 75 yds with a muzzle velocity of 1150 ft/s. (9mm Parabellum round) sp bulletrange 3120 //the range at which bulletspread is applied fully sp bulletspread 40 40 56 56 // minpitch minyaw maxpitch maxyaw(offsets in world units) sp firespreadmult 0.38 0.7 200 0.6 //add falloff cap maxtime // dm bulletrange 3120 //the range at which bulletspread is applied fully (65 yards) dm bulletrange 4000 //the range at which bulletspread is applied fully (65 yards) dm bulletspread 35 35 55 55 // minpitch minyaw maxpitch maxyaw(offsets in world units) spread is maximum at top movement speed // dm firespreadmult 0.38 0.7 200 0.6 //add falloff cap maxtime dm firespreadmult 0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original) realism bulletrange 4000 //the range at which bulletspread is applied fully (65 yards) realism bulletspread 35 35 55 55 realism firespreadmult 0.58 0.5 200 0.6 //add falloff cap maxtime 0.38 0.7 200 0.6 (original) //========================================// // DAMAGE / RATE OF FIRE // //========================================// sp bulletdamage 26 //original 25 dm bulletdamage 37 //original 25 // 2nd pass 33 sprealism bulletdamage 40 //original 25 // 2nd pass 33 dmrealism bulletdamage 55 sp firedelay 0.15 dm firedelay 0.15 realism firedelay 0.15 //========================================// // 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 ammorequired 0 secondary meansofdeath bash secondary bulletknockback 50 secondary quiet sp secondary bulletrange 64 sp secondary bulletdamage 20 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 // usenoammo 1 // allow the pistol to be used when it has no ammo 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 p38_snd_pickup ammopickupsound p38_snd_pickup_ammo noammosound p38_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 // this is attached to the player during reload cache models/ammo/p38_clip.tik } client { cache tracer.spr cache muzsprite.spr cache models/fx/muzflash.tik cache models/ammo/pistolshell.tik } } animations { idle P38.skc reload P38_reload.skc { server { 18 surface clip +nodraw 39 surface clip -nodraw last idle } client { entry sound P38_snd_reload item } } secondaryfire P38.skc { server { entry shoot secondary } } fire P38.skc { server { entry shoot primary } client { entry stopaliaschannel P38_snd_fire entry sound P38_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 -1.0 -1.0 -0.16 0.16 1.2 "V" 2.8 0.8 1.2 //entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 stats) // 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 scale 0.30 model muzsprite.spr life 0.06 ) entry tagspawnlinked tag_barrel ( count 1 scalemin 0.15 scalemax 0.25 model models/fx/muzflash.tik randomroll life 0.04 ) // smoke puff // entry commanddelay 0.05 tagspawn tag_barrel // ( // volumetric // model gun // sets the type of smoke // life 12 // 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 velocity 50 randvel crandom 10 crandom 10 random 20 avelocity crandom 90 crandom 90 0 accel 0 0 -800 physicsrate 20 life 999.0 I changed the life to 999.0 I think it was like 1.0 or something. fadedelay 1.7 collision bouncefactor 0.2 bouncesoundonce snd_pistol_shell ) } } } /*QUAKED addon_playerweapon_german_p38 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) German pistol - Walther P38 */ |
Re: MOHAA weapons mod help I don't know what file to use for the bodies. I don't see it in tik... How do I animate the MP40? |
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