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Thread: bratwurst for all.

  1. #1

    Default bratwurst for all.

    So i've done this before and i've been trying for almost 2 hours to get it. I can get the bratwurst to replace the grenade but i can't get it to "act" as a projectile.
    shot0002.jpg


    I've changed the tik files in projectiles, weapons and items. I've replaced almost all the coding that calls for the stielhand to the bratwurst.skc Where i run into an issue is if i change the weapons/stielhandgranate_base in the server animations if i change it to bratwurst.skc it will spawn in hand, charge but then it crashes at reload. This is the part i can't change at all or else server goes Boom.
    Code:
    animations
    {
    	raise steilhandgranate.skc
    	{
    		// if we're pulling out grenades, we've definatly got 'em
    		server
    		{
    			enter surface all -nodraw
    		}
    	}
    	idle   steilhandgranate.skc
    	{
    		server
    		{
    			enter surface all -nodraw
    		}
    	}
    
    	// this should make sure that it doesn't look like there's a grenade in hand when you don't have one
    	idle_empty steilhandgranate.skc
    	{
    		server
    		{
    			enter surface all +nodraw
    		}
    	}
    
    	charge steilhandgranate.skc
    	{
    		client
    		{
    			enter sound steilhandgranate_snd_grenade_pull weapon
    		}
    	}
    	secondarycharge steilhandgranate.skc
    	{
    		client
    		{
    			enter sound steilhandgranate_snd_grenade_pull weapon
    		}
    	}
    
    	fire   steilhandgranate.skc
    	{
    		server
    		{
    			first shoot
    			first surface all +nodraw
    //			15 surface all -nodraw
    		}
    		client
    		{
    			first sound steilhandgranate_snd_grenade_throw weapon
    		}
    	}
    	secondaryfire   steilhandgranate.skc
    	{
    		server
    		{
    			first shoot secondary
    			first surface all +nodraw
    //			15 surface all -nodraw
    		}
    		client
    		{
    			first sound steilhandgranate_snd_grenade_throw weapon
    		}
    	}
    
    	reload  steilhandgranate.skc
    	{
    		server
    		{
    			2 surface all -nodraw
    		}
    	}
    }
    I've done this before but i feel like i'm doing something wrong. This is the code i have for the model/item/bratwurst tik file
    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/items/bratwurst
    	skelmodel bratwurst.skb
    	surface bratwurst shader bratwurst
    }
    
    init
    {
    	server
    	{
    		classname Projectile
    		anim idle
    		setsize       "-2 -2 -2" "2 2 2"
    		speed         700
    		minspeed      300
    		life			4.0
    		dmlife			3.0
    		hitdamage     10
    		health        50
    		takedamage
    		meansofdeath		grenade
    //		impactmarkshader      blastmark
    //		impactmarkradius      50
    //		impactmarkorientation random
    		explosionmodel models/fx/M2FGrenadeExplosion.tik
    		bouncetouch
    		bouncesound			grenade_bounce_soft
    		bouncesound_metal	grenade_bounce_metal
    		bouncesound_hard	grenade_bounce_hard
    		bouncesound_water	grenade_bounce_water
    //		notouchdamage
    		smashthroughglass 64
    		gravity 0.8
    		avelocity random 90 random 90 60
    
    		cache blastmark.spr
    		cache models/fx/M2FGrenadeExplosion.tik
    	}
    }
    animations
    {
    	idle     bratwurst.skc
    }
    
    /*QUAKED static_item_bratwurst (0.5 0.5 1.0) (-8 -8 0) (8 8 8)
    */
    if i change the weapons/steilhandgranate_base tik file to this
    Code:
    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
    //	scale 0.55			// Seems to work better than 0.52
    	path models/items/bratwurst
    	skelmodel bratwurst.skb
    	surface all shader bratwurst
    
    
    }
    
    init
    {
    	server
    	{
    		classname		Weapon
    		weapontype		grenade
    		name			"Stielhandgranate"
    		rank			520 520
    
    		pickupsound		steilhandgranate_snd_pickup
    		ammopickupsound	steilhandgranate_snd_pickup_ammo
    		noammosound		steilhandgranate_snd_noammo
    
    		// Holstering info
    //		holstertag		"Bip01 Spine1"
    //		holsteroffset	"3.12 10.5 3.64"
    //		holsterangles	"20 -40 0"
    //		holsterScale	1.0
    
    		// Primary fire type info (fast, arcing throw)
    		firetype		projectile
    		ammotype		"grenade"
    		projectile		models/projectiles/steilhandgranate_primary.tik
    		semiauto
    		clipsize		1
    		startammo		1
    		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
    
    		// Secondary fire type info (more controllable, straight throw)
    		shareclip
    		secondary firetype		projectile
    		secondary ammotype		"grenade"
    		secondary projectile	models/projectiles/steilhandgranate.tik
    		secondary clipsize		1
    		secondary ammorequired	1
    		secondary firedelay		0.75
    		secondary maxchargetime	1.5
    		secondary minchargetime	0.5
    
    		// AI animation group info
    		weapongroup		grenade
    
    		// DM Attributes
    		dmprojectile		models/projectiles/steilhandgranate_primary.tik
    		dmstartammo			6
    		dmammorequired		1
    		dmfiredelay			0.75
    		dmcrosshair			0
    		dmmovementspeed		1.0
    		secondary dmprojectile	models/projectiles/steilhandgranate.tik
    		secondary dmammorequired	1
    		secondary dmfiredelay		0.75
    
    		cache models/projectiles/steilhandgranate_primary.tik
    		cache models/projectiles/steilhandgranate.tik
    	}
    	client
    	{
    	}
    }
    
    animations
    {
    	raise steilhandgranate.skc
    	{
    		// if we're pulling out grenades, we've definatly got 'em
    		server
    		{
    			enter surface all -nodraw
    		}
    	}
    	idle   bratwurst.skc
    	{
    		server
    		{
    			enter surface all -nodraw
    		}
    	}
    
    	// this should make sure that it doesn't look like there's a grenade in hand when you don't have one
    	idle_empty steilhandgranate.skc
    	{
    		server
    		{
    			enter surface all +nodraw
    		}
    	}
    
    	charge steilhandgranate.skc
    	{
    		client
    		{
    			enter sound steilhandgranate_snd_grenade_pull weapon
    		}
    	}
    	secondarycharge steilhandgranate.skc
    	{
    		client
    		{
    			enter sound steilhandgranate_snd_grenade_pull weapon
    		}
    	}
    
    	fire   steilhandgranate.skc
    	{
    		server
    		{
    			first shoot
    			first surface all +nodraw
    //			15 surface all -nodraw
    		}
    		client
    		{
    			first sound steilhandgranate_snd_grenade_throw weapon
    		}
    	}
    	secondaryfire   steilhandgranate.skc
    	{
    		server
    		{
    			first shoot secondary
    			first surface all +nodraw
    //			15 surface all -nodraw
    		}
    		client
    		{
    			first sound steilhandgranate_snd_grenade_throw weapon
    		}
    	}
    
    	reload  steilhandgranate.skc
    	{
    		server
    		{
    			2 surface all -nodraw
    		}
    	}
    }
    it works i can throw it but then it disappears or will explode right on me. If anyone knows please give me a hint! I'm going to play with this for awhile lol I've had it before to where you would throw a bratwurst and the sound was the girl moan when she gets shot lol

  2. #2

    Default

    wouldn't be easier to scale the default grenade model to make it tiny and then attach the bratwurst model to it? as the molotovs mod does

  3. #3

    Default

    Didn't think of it that way.. You're a genius. lol thanks

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