moh8888 Posted 2004年10月9日 02:23 Posted 2004年10月9日 02:23 将STOTGUN.TIK用记事本打开后用以下的内容全部替代就可以了 //--------------------------------------------------------------------------- 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/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 (fast, arcing throw) firetype projectile ammotype "heavy" projectile models/projectiles/panzerschreckshell.tik semiauto clipsize 25 startammo 5 ammorequired 1 firedelay 0.75 maxchargetime 4.0 minchargetime 0.6 crosshair 0 quiet // don't notify AI of it being fired autoputaway 1 // automatically put the weapon away when out of ammo usenoammo 0 // don't allow it to be used when it has no ammo movementspeed 1.0 //========================================// // 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 dmprojectile models/projectiles/M2FGrenade_primary.tik dmstartammo 20 dmammorequired 1 dmfiredelay 0.75 dmcrosshair 0 dmmovementspeed 1.0 secondary dmprojectile models/projectiles/M2FGrenade.tik secondary dmammorequired 1 secondary dmfiredelay 0.75 cache models/projectiles/M2FGrenade_primary.tik cache models/projectiles/M2FGrenade.tik } 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 // 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 tagspawn 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 tagspawn 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 tagspawn 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 ) } } } //WWW.MOHCHINA.COM /*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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