S-22 Posted 2005年3月11日 08:34 Posted 2005年3月11日 08:34 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]
S-22 Posted 2005年3月11日 08:35 Author Posted 2005年3月11日 08:35 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
S-22 Posted 2005年3月11日 08:35 Author Posted 2005年3月11日 08:35 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?
S-22 Posted 2005年3月11日 08:35 Author Posted 2005年3月11日 08:35 Got it working and i got my jeep view fixed, going to do opel truck and bmw bikes
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