@E.T@外星人 Posted 2005年4月24日 03:05 Posted 2005年4月24日 03:05 最近下了一款可把散单枪改变为FG42的PK3.可是此FG42开枪时抖动很大(每开一枪.准心抬得很高.)想把它改一下.让它开枪时的抖动不在那么大.不知应该改动如下的那一项. 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/fg42 skelmodel fg42.skd surface fg42base shader fg42 surface fg42barrel shader fg42 surface fg42clip shader fg42 surface fg42lens shader lens } $define sounddir sound/weapons init { server { classname Weapon weapontype heavy name "Shotgun" rank 420 420 pickupsound mp44_snd_pickup ammopickupsound mp44_snd_pickup_ammo noammosound mp44_snd_noammo // Holstering info // holstertag "Bip01 Spine2" // holsteroffset "8.0 -7.75 6.5" // holsterangles "0 185 -25" // holsterScale 1.0 // Primary fire type info firetype bullet ammotype "mg" meansofdeath bullet bulletcount 1 clipsize 20 startammo 20 ammorequired 1 firedelay 0.086 //========================================// // WEAPON BEHAVIOR MODELLING // //========================================// bulletrange 9000 //the range at which bulletspread is applied bulletspread 9 9 20 20 //minpitch minyaw maxpitch maxyaw firespreadmult 0.38 0.68 200 1.5 //add falloff cap maxtime bulletdamage 70 tracerfrequency 2 //original 0 crosshair 1 movementspeed 0.9 // AI animation group info weapongroup rifle zoom 20 airange short // DM Attributes dmbulletcount 1 dmstartammo 200 dmammorequired 1 dmfiredelay 0.086 dmbulletrange 9000 dmbulletspread 9 9 20 20 //11 11 54 54 //5th run 10 10 80 80 //4th run 10 10 100 100 //3rd run 10 10 95 95 //2nd run 10 10 100 100 //original 14 14 100 100 dmfirespreadmult 0.38 0.68 200 1.5 //0.6 0.45 200 0.9 //0.55 0.45 200 0.9 //original 0.55 0.50 200 0.8 //add falloff cap maxtime dmbulletdamage 40 //30 dmcrosshair 1 dmmovementspeed 0.89 //orig 0.76 // this is attached to the player during reload cache models/ammo/mp44_clip.tik } client { cache tracer.spr cache muzsprite.spr cache corona_util.spr cache models/fx/muzflash.tik cache models/ammo/rifleshell.tik } } animations { idle fg42.skc reload fg42.skc { server { 20 surface fg42clip +nodraw 40 surface fg42clip -nodraw last idle } client { entry sound shotgun_snd_reload_start item } } fire fg42.skc { server { entry shoot } client { entry stopaliaschannel shotgun_snd_fire entry sound shotgun_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 -16.0 -12.0 -10.0 10.0 1.5 "T" 14 14 14 // muzzle flash entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11 entry tagspawn tag_barrel ( count 1 model models/fx/muzflash.tik color 1.00 1.00 1.00 scale 0.60 life 0.05 offsetalongaxis -3 0 0 //orig -5 0 0 fade randomroll ) entry tagspawn tag_barrel ( count 1 model muzsprite.spr alpha 0.70 color 1.00 1.00 1.00 scale 0.60 life 0.05 offsetalongaxis 1 0 0 //orig 3 0 0 fade randomroll ) entry tagspawn 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 ) entry commanddelay 0.01 tagspawn tag_eject ( //count 1 //orig 2 spawnrate 1 model vsssource.spr alpha 0.30 color 0.50 0.50 0.50 spritegridlighting scale 0.10 life 0.30 /orig 1.00 scalerate 10.00 velocity 60.00 randvel range 20 -60 crandom -40 range 20 -60 friction 5.00 fade randomroll ) entry tagspawn tag_barrel ( //count 1 //orig 2 spawnrate 1.00 model vsssource.spr alpha 0.40 color .70 .70 .70 spritegridlighting scale 0.45 life 0.20 //orig 2.00 scalerate 10.00 velocity 200.00 //orig 60.00 //randvel range 20 -60 crandom -40 range 20 -60 offsetalongaxis 10 0 0 friction 6.00 //orig 5.00 fade randomroll ) //excessive gun effects removed due to framerate issues // entry tagspawn tag_barrel // ( // model models/fx/bh_metal_fastpiece.tik // color 1.00 1.00 1.00 // life 0.07 // scalerate 1.00 // velocity 1000.00 // friction 3.00 // offsetalongaxis -20 0 0 // fade // alignstretch 0.03 // ) // shell eject entry commanddelay 0.1 tagspawn tag_eject ( spawnrange 2048 count 1 model models/ammo/rifleshell.tik scale 1.0 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 bouncefactor 0.2 bouncesoundonce snd_rifle_shell ) } } } /*QUAKED playerweapon_german_fg42 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8) german submachinegun - fg42 */
S-22 Posted 2005年4月24日 09:42 Posted 2005年4月24日 09:42 改几处含有 spread 字段的地方即可,譬如: bulletspread 9 9 20 20 //minpitch minyaw maxpitch maxyaw firespreadmult 0.38 0.68 200 1.5 //add falloff cap maxtime
@E.T@外星人 Posted 2005年4月24日 10:28 Author Posted 2005年4月24日 10:28 s-22老师 我又试了一下.应该是枪的后坐力才使枪抬的很高.不知要改那里才使枪的后坐力减小.望赐教.谢谢
S-22 Posted 2005年4月24日 10:34 Posted 2005年4月24日 10:34 s-22老师 我又试了一下.应该是枪的后坐力才使枪抬的很高.不知要改那里才使枪的后坐力减小.望赐教.谢谢 entry viewkick -16.0 -12.0 -10.0 10.0 1.5 "T" 14 14 14
@E.T@外星人 Posted 2005年4月25日 05:07 Author Posted 2005年4月25日 05:07 两位老师,又有问题需要帮助。在MOHAA内,进入第三项(战地交替模式),人死后不能复生。能不能在地图中加入什么语句。使它象进入第二项(组队对抗模式)那样运行?
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