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Thread: Breakthrough Weapons help

  1. #31
    Developer RyBack's Avatar
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    Tools you need:
    Time
    Patience
    pakscape
    notepad
    Most important tool: mind

  2. #32

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    Kind of like Bandizip instead of pakscape no need to move files out of pk3 to edit them plus it works on linux files iso and junk , I'm lazy that way

  3. #33
    Administrator James's Avatar
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    Yeah you can use 7-zip as well, the point is we're here to help, not hold your hand and do everything for you. Life is about learning. Some things in life are more challenging, but no offense, you're picky as hell with your mods so you're your own best motivator to learn something and then you can make all the mods you want. I mean, we're not asking you to reverse engineer the game. You're basically putting 2 puzzles together. You have everything you can possibly need right in front of you and these forums along with modtheater and mohcentral. And honestly even if there is a slight chance that you still can't figure something out, you have the most valuable tool of all!!! GOOGLE... I'm sure you're not the only one on this planet that wants or has a sniper/rifle only spearhead mod.

  4. #34

    Default

    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

    Click image for larger version. 

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    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
    Last edited by Getrs; April 21st, 2016 at 11:13 PM.

  5. #35
    Administrator James's Avatar
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    Stupid question, but are you in single player game or you started your own server?

    Code:
    clipsize        10 <---
    ammorequired        1
    bulletlarge        1
    
    
    sp startammo        10 <---
    dm startammo        200
    sprealism startammo    10 <----
    dmrealism startammo    200
    Play with one of those values

  6. #36

    Default

    Also sometimes weapons drop in my foot
    http://www.x-null.net/forums/showthr...h-Weapons-help

    SH & BT gives weapons by the skin the players are using AA skins use AA weapons, Sh skins use Sh Weapons BT skins use BT weapons So if player has manon skin they can only pick AA weapons, that's why the weapons.scr is set up by player models.
    and you can not take the grenades or pistols in give take script in SH or BT.
    Last edited by easymeat; April 22nd, 2016 at 01:00 PM.

  7. #37
    Senior Member verruguitens's Avatar
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    Default

    Need help EASYMEAT with this, can help me?, thanks.

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