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