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枪的大小改动


moh8888

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枪的大小改动:

打开SHOTGUN.TIK

会有如下程序:

TIKI

setup

{

scale 0.52

path models/weapons/shotgun

skelmodel shotgun.skd

surface shotgun shader shotgun

}

init

{

server

{

classname Weapon

weapontype heavy

name "Shotgun"

rank 620 620

pickupsound shotgun_snd_pickup

ammopickupsound shotgun_snd_pickup_ammo

noammosound shotgun_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 "shotgun"

meansofdeath shotgun

semiauto

clipsize 0

startammo 0

ammorequired 1

firedelay 0.75

//========================================//

// WEAPON ACCURACY MODELLING //

//========================================//

// Winchester Shotgun: Max Eff. Range is 25 yds with a muzzle velocity of X ft/s. (Double Ought Buckshot)

bulletrange 1000 //the range at which bulletspread is applied

bulletspread 80 80 95 95 //minpitch minyaw maxpitch maxyaw

movementspeed 0.99

// currently does a total 300 potential damage, but uses more pellets in SP

bulletcount 30

bulletdamage 10

tracerfrequency 0

crosshair 1

// viewkick -3 -5 -3 3

// AI animation group info

weapongroup rifle //TODO: If AI use this weapon, we need a shotgun group.

// DM Attributes

dmstartammo 0

dmammorequired 1

dmbulletcount 20

// dmbulletdamage 15

dmbulletdamage 17

dmfiredelay 0.75

dmbulletrange 1000

dmbulletspread 80 80 95 95

dmcrosshair 1

dmmovementspeed 0.99

}

client

{

cache tracer.spr

cache muzsprite.spr

cache models/ammo/shotgunshell.tik

cache model models/fx/bh_metal_fastpiece.tik

}

}

animations

{

idle shotgun.skc

reload shotgun.skc // this is the start of the reloading sequence

{

client

{

entry sound shotgun_snd_reload_start

}

}

reload_single shotgun.skc // this is the reload loop that loads in a single shell

{

client

{

entry stopaliaschannel shotgun_snd_reload_single

entry sound shotgun_snd_reload_single

}

}

reload_end shotgun_fire.skc

{

server

{

last idle

}

client

{

entry sound shotgun_snd_reload_end

}

}

fire shotgun_fire.skc

{

server

{

entry shoot

}

client

{

entry stopaliaschannel shotgun_snd_fire

entry sound shotgun_snd_fire

// this is the sound for the rechambering pump

entry stopaliaschannel shotgun_snd_rechamber

entry sound shotgun_snd_rechamber

// By now, the server has already fired the weapon, so it's

//www.mohchina.com

// 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 -20.0 -20.0 0.05 0.05 15.2 "T" 12.0 5.0 10.0

// entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol)

// entry viewkick -3 -3.5 -0.75 -1.0 (old)

// muzzle flash

entry tagdlight tag_barrel 0.25 0.2 0.15 140 0.11

entry tagspawnlinked tag_barrel

(

scale 0.4

offsetalongaxis 1.5 0 0

count 1

model muzsprite.spr

angles 0 0 crandom 25

life 0.06

)

entry tagspawn tag_barrel

(

spawnrate 1.00

model models/fx/bh_metal_fastpiece.tik

count 2

color 1.00 1.00 1.00

scale 0.20

life 0.30

radius 3.00

velocity 100.00

randvel 100 0 0

accel 0.00 0.00 -120.00

offsetalongaxis 4 0 0

fade

align

)

entry tagspawnlinked tag_barrel

(

spawnrate 1.00

model muzsprite.spr

color 1.00 1.00 1.00

scale 0.60

life 0.09

scalerate 12.00

velocity 33.00

offsetalongaxis 4 0 0

fade

randomroll

)

entry tagspawnlinked tag_barrel

(

spawnrate 1.00

model muzsprite.spr

color 1.00 1.00 1.00

scale 0.60

life 0.10

scalerate 3.00

velocity 40.00

offsetalongaxis 5 0 0

randomroll

)

entry commanddelay 0.010 originspawn

(

model vsssource.spr

count 5

alpha 0.30

color 1.00 1.00 1.00

spritegridlighting

scale 0.70

life 0.50

scalerate 6.00

cone 6.00 2.00

velocity 320.00

radialvelocity 11.00 60.00 120.00

accel 0.00 0.00 -30.00

friction 5.00

offset crandom -5 crandom -5 crandom -5

offsetalongaxis 30 0 0

fade

randomroll

)

// shell eject

entry commanddelay 0.2 tagspawn tag_eject

(

count 1

model models/ammo/shotgunshell.tik

spawnrange 1024

scale 1.0

velocity 70

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_shotgun_shell

)

}

}

}

/*QUAKED playerweapon_allied_shotgun (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)

Weapon - Winchester Model 12 Shotgun

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假如在注1*的位置改了后用MOHAA.EXE(安装版)启动后,会看到尺寸变了,

但是用V0.9却不行的为什么?

而在注3*的位置改了可以看到大或小的子弹壳,这里是因为

要改的是服务器的设置尺寸这样才行,

也就是那注2*的位置:

为什么还要有这个?

init

{

server

{

classname Weapon

weapontype heavy

name "Shotgun"

rank 620 620

pickupsound shotgun_snd_pickup

ammopickupsound shotgun_snd_pickup_ammo

noammosound shotgun_snd_noammo

......

明白了吗?

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  • 3 weeks later...

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