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Posted

Ok, im working on drivable vehicles. I can get all my other vehicles to work and fire perfectly, but when it comes to the sdkfz it can drive fine, it can fire on Primary fine, but when i do Secondary fire with the mg42 it crashes the game, does anyone know the problem? Im sure its ethier sdfkz.tik or something in global that controls the way vehicles think.

Heres my sdfkz.tik

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/vehicles/sdkfz
skelmodel sdkfz.skd
surface sdkfz_tredz shader sdkfz_tredz
surface sdkfz_i_cog shader sdkfz_i_cog
surface sdkfz_rims shader sdkfz_rims
surface sdkfz_f_cog shader sdkfz_f_cog
surface sdkfz_o_cog shader sdkfz_o_cog
surface sdkfz_w_tred shader sdkfz_w_tred
surface sdkfz_wheel shader sdkfz_wheel
surface sdkfz shader sdkfz
}
init
{
server
{
classname VehicleTankTandem
setsize "-168 -72 12" "184 72 112"//
vehicleWheelCorners "300 114 114" "0 0 -2"/
vehiclespeed 200
vehiclemass 1500
vehicletread 10
vehicleradius 0.33
vehiclerollingresistance 0.5
vehicledrag 0.00001
mass 1500
turnrate 18
health 500

AnimationSet "sdkfz_"
SoundSet "sdkfz_"
spawnturret 0 "vehicles/sdkfz_mg42.tik"
spawnturret 1 "static/vehicle_sdkfz.tik"
pitchcaps "-27 40 40"
maxyawoffset 55.0
//spawnturret 1 "vehicles/UnknownWeapon.TIK"
//spawnturret 2 "vehicles/UnknownWeapon.Tik"

//////////////////////////////////////////
// Pitch-Mod Sound for vehicles by speed
//
// Linearly Interpolates from the minimum pitch when the vehicle is at the minimum speed to
// the maximum pitch when the vehicle is at the maximum speed.
//
// Speed is in World Units.
//
//
// +--------------- Minimum Speed
// | +------------ Minimum Pitch
// | |
// | | +----- Maximum Speed
// | | | +-- Maximum Pitch
// V V V V
setsoundparameters 0 0.95 200 1
}
}
animations
{
idle sdkfz.skc
// //high sdkfz_high.skc
// lean_back sdkfz_lean_back.skc
// lean_forward sdkfz_lean_forward.skc
// lean_left sdkfz_lean_left.skc
// lean_right sdkfz_lean_right.skc
// level sdkfz_level.skc
// low sdkfz_low.skc
skidding sdkfz.skc
{
client
{
entry stopaliaschannel snd_skid_stone
entry sound snd_skid_stone
first tagspawn "tire_spew_back_left"
(
count 1
scale .7
model models/fx/snipesmoke.tik
)
first tagspawn "tire_spew_back_right"
(
count 1
scale .7
model models/fx/snipesmoke.tik
)
first tagspawn "tire_spew_front_left"
(
count 1
scale .25
model models/fx/snipesmoke.tik
)
first tagspawn "tire_spew_front_right"
(
count 1
scale .25
model models/fx/snipesmoke.tik
)
}
}
}
/*QUAKED vehicle_german_sdkfz (0.0 .0 0.0) (-168 -64 0) (184 72 112)
SDKFZ Halftrack
*/[/code]

Posted

Ok i did a bit more testing with it, its not the sdfkz.tik its the sdkfz_mg42.tik and its the viewoffset and viewjitter, but if i take them off, the mg42 goes crazy, but it i know it works so i now need to fix these two lines

Posted

no i have no idea, but when you get that mod are you going to put it on any site for people to download to put on there servers becuse if you do can you post a link?

  • 4 months later...
Posted

说句中文好吗?

这些都是从国外网站直接复制过来的。在这边留个底儿踏实。

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