OK i found sniper only mod :
weapons trade :
Code:
main:
if(self.dmteam == "allies")
{
waitframe
self take models/weapons/bar.tik
self take models/weapons/bazooka.tik
self take models/weapons/kar98.tik
self take models/weapons/shotgun.tik
self take models/weapons/thompsonsmg.tik
self take models/weapons/kar98sniper.tik
self take models/weapons/kar98.tik
self take models/weapons/mp44.tik
self take models/weapons/panzerschreck.tik
self take models/weapons/steilhandgranate.tik
self take models/weapons/p38.tik
self take models/weapons/mp40.tik
self take models/weapons/kar98_mortar.tik
self take models/weapons/G43.tik
self take models/weapons/m1_garand.tik
self take models/weapons/ppsh_smg.tik
self take models/weapons/sten.tik
self take models/weapons/enfield.tik
self take models/weapons/Mosin_Nagant_Rifle.tik
self take models/weapons/kar98_mortar.tik
waitframe
self give "models/weapons/springfield.tik"
waitframe
self use "models/weapons/springfield.tik"
}
end
and for axis weapons.scr :
Code:
main:
if(self.dmteam == "axis")
{
waitframe
self take models/weapons/kar98_mortar.tik
self take models/weapons/springfield.tik
self take models/weapons/bar.tik
self take models/weapons/bazooka.tik
self take models/weapons/m1_garand.tik
self take models/weapons/shotgun.tik
self take models/weapons/thompsonsmg.tik
self take models/weapons/mp44.tik
self take models/weapons/kar98.tik
self take models/weapons/panzerschreck.tik
self take models/weapons/steilhandgranate.tik
self take models/weapons/p38.tik
self take models/weapons/mp40.tik
self take "models/weapons/G43.tik"
waitframe
self give "models/weapons/KAR98sniper.tik"
waitframe
self use "models/weapons/KAR98sniper.tik"
}
end
So i puted at before self take for k98 and m1 granad // like this :
Code:
//self take models/weapons/kar98.tik
//self take models/weapons/m1_garand.tik
so they working now become server sniper and rifle , problem that rifles got only 10 bullets only but i puted there .tik to be 200 startammo
this kar98 .tik for example :
Code:
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/KAR98
skelmodel KAR98.skd
surface KAR981 shader KAR98
surface KAR982 shader KAR98
surface material7 shader m1clip
surface material8 shader m1clip
}
init
{
server
{
//========================================//
// WEAPON NAME //
//========================================//
classname Weapon
weapontype rifle
name "Mauser KAR 98K"
rank 220 220
//========================================//
// WEAPON ACCURACY //
//========================================//
// Kar98K: Max Eff. Range is 400 yds with a muzzle velocity of 2650 ft/s. (7.92 x 57mm Mauser)
sp bulletrange 4000 //the range at which bulletspread is applied
sp bulletspread 5 5 20 20 //minpitch minyaw maxpitch maxyaw
dm bulletrange 4000
dm bulletspread 5 5 20 20
realism bulletrange 4000
realism bulletspread 5 5 20 20
//========================================//
// DAMAGE / RATE OF FIRE //
//========================================//
sp bulletdamage 300
dm bulletdamage 300 //had to reduce the damage since it fires about twice as fast as the sniper rifles - was 75 then 110 then 115 then 106
sprealism bulletdamage 300
dmrealism bulletdamage 300
sp firedelay 1.15 //was 1.45
dm firedelay 1.15 //was 1.45
realism firedelay 1.15
realism throughwood 24
realism throughmetal 8
//========================================//
// PLAYER MOVEMENT //
//========================================//
sp movementspeed 1.0
dm movementspeed 1.0
realism movementspeed 1.0
//========================================//
// RIFLE BUTT / SECONDARY FIRE //
//========================================//
secondary firetype melee
secondary ammotype none
secondary ammorequired 0
secondary meansofdeath bullet
secondary bulletknockback 50
secondary quiet
sp secondary bulletrange 250
sp secondary bulletdamage 250
dm secondary bulletrange 250
dm secondary bulletdamage 250
realism secondary bulletrange 300
realism secondary bulletdamage 300
//========================================//
// AMMO //
//========================================//
firetype bullet
ammotype "rifle"
meansofdeath bullet
semiauto
bulletcount 1
clipsize 10
ammorequired 1
bulletlarge 1
sp startammo 10
dm startammo 200
sprealism startammo 10
dmrealism startammo 200
// Additional DM Loadout
dm additionalstartammo "grenade" 3
dm additionalstartammo "smokegrenade" 1
dm startitem "items/binoculars.tik"
// Additional DM Realism Loadout
dmrealism additionalstartammo "grenade" 3
dmrealism additionalstartammo "smokegrenade" 1
dmrealism startitem "items/binoculars.tik"
//========================================//
// CROSSHAIR, ZOOM, TRACERS //
//========================================//
sp tracerfrequency 2 //original 0
dm tracerfrequency 0
sprealism tracerfrequency 0 //original 2
dmrealism tracerfrequency 0
crosshair 1
//========================================//
// SOUND, AI, OTHER //
//========================================//
pickupsound kar98_snd_pickup
ammopickupsound kar98_snd_pickup_ammo
noammosound kar98_snd_noammo
// Holstering info
// holstertag "Bip01 Spine2"
// holsteroffset "8.0 -7.75 6.5"
// holsterangles "0 185 -25"
// holsterScale 1.0
// AI animation group info
weapongroup rifle
airange long
surface material7 +nodraw
surface material8 +nodraw
// this is attached to the player during reload
cache models/ammo/kar98_clip_reload.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/fx/snipesmoke.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle KAR98.skc
{
server
{
entry surface material7 +nodraw
entry surface material8 +nodraw
}
}
// reload reload_KAR98.skc
reload reload_KAR98.skc // this is the start of the reloading sequence
{
client
{
entry sound kar98_snd_reload item
}
server
{
entry surface material7 +nodraw
entry surface material8 +nodraw
43 surface material7 -nodraw
43 surface material8 -nodraw
53 surface material7 +nodraw
62 surface material8 +nodraw
last surface material7 +nodraw
last surface material8 +nodraw
last idle
}
}
reload_single KAR98.skc // this is the reload loop that loads in a single shell
{
client
{
entry sound kar98_snd_reload_single item
}
}
reload_end KAR98.skc
{
server
{
last idle
}
client
{
entry sound kar98_snd_reload_end item
}
}
rechamber rechamber_kar98.skc
{
client
{
entry sound kar98_snd_bolt item
18 tagspawn tag_eject 1024
(
spawnrange 2048
count 1
model models/ammo/rifleshell.tik
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_rifle_shell
)
}
}
secondaryfire KAR98.skc
{
server
{
entry shoot secondary
}
}
fire KAR98.skc
{
server
{
entry shoot
entry surface material7 +nodraw
entry surface material8 +nodraw
}
client
{
entry stopaliaschannel kar98_snd_fire
entry sound kar98_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 -3.5 -4.0 -1.0 -1.05 2.5 "T" 5.0 2.0 5
// entry viewkick -1.2 -1.2 -0.2 0.2 1 "V" 3.0 1.0 1.6 (Colt .45 Pistol)
// entry viewkick -3.5 -4.0 -1.0 1.0 (old)
// muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
entry tagspawnlinked tag_barrel
(
model muzsprite.spr
count 1
alpha .5
color 1.00 1.00 1.00
varycolor
scale 0.70
life 0.05
scalerate 1.00
velocity 4.00
friction 3.00
fade
alignstretch 1.00
randomroll
)
entry tagspawnlinked tag_barrel
(
model muzsprite.spr
count 1
alpha .5
color 1.00 1.00 1.00
scale 0.60
life 0.05
scalerate 0.70
velocity 17.00
offsetalongaxis 5 0 0
fade
alignstretch 0.40
randomroll
)
entry tagspawnlinked tag_barrel
(
model muzsprite.spr
count 1
alpha .5
color 1.00 1.00 1.00
scale 0.60
life 0.05
velocity 18.00
offsetalongaxis 9 0 0
fade
)
// smoke puff used on sniper version of kar98
entry commanddelay 0.020 tagspawn tag_barrel
(
spawnrate 1.00
model vsssource.spr
//count 1
alpha 0.10
color 1.00 1.00 1.00
spritegridlighting
scale 0.09
life .9
scalerate 23.00
velocity 429.00
accel 0.00 20.00 30.00
friction 2.00
fade
offsetalongaxis random 4 0 0
)
entry tagspawn tag_barrel
(
count 1
scale .7
model models/fx/snipesmoke.tik
)
}
}
}
/*QUAKED addon_playerweapon_german_kar98 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
German rifle - Mauser KAR98.
*/
Also sometimes weapons drop in my foot
Thanks