Hello people, how is everyone? all the soldiers for the HI Standard Silenced Pistol, check the mod and it is perfect in all the weapons of all the soldiers but, in the British soldiers with the DeLisle gun I find that the HI Standard Silenced Pistol has 5/63 bullets, while the mod is so that it only has 5 bullets, how can this be ?, what is happening ?, I tried adding the path of the DeLisle.tik weapon to the Dmprecache but it did not work either, someone could help me please if it is not much inconvenience?, is for use in MOHBT
Soldiers UK
shot0050.jpg
DeLisle Weapon
shot0049.jpg
A thousand apologies, I tried everything, but I can't get the "Sublime Text" to work.
mod_silenciadora.scr
HTML Code:
main:
if (level.spawnChecked){ end }
level.spawnChecked = 1;
while (1){
level waittill playerspawn
local.player = parm.other
if (local.player.dmteam != "spectator"){
local.player take "models/weapons/colt45.tik"
local.player take "models/weapons/p38.tik"
local.player take "models/weapons/Webley_Revolver.tik"
local.player take "models/weapons/It_W_Beretta.tik"
local.player take "models/weapons/Nagant_revolver.tik"
local.player give "models/weapons/silencedpistol.tik"
}
}
end
silencedpistol.tik
HTML 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/highstandard
skelmodel hs_pistol.skd
surface pistol1 shader hi_standard
surface pistol2 shader hi_standard
surface clip shader hi_standard
}
$define sounddir sound/weapons
init
{
server
{
//========================================//
// WEAPON NAME //
//========================================//
classname Weapon
weapontype pistol
name "Hi-Standard Silenced"
rank 160 160
//========================================//
// WEAPON ACCURACY //
//========================================//
sp bulletrange 4000
sp bulletspread 35 35 150 150 //original 5 5 150 150, was 25 25 150 150 before getting beef up by z
dm bulletrange 4000
dm bulletspread 25 25 150 150 //original 5 5 150 150
realism bulletrange 4000
realism bulletspread 25 25 150 150 //original 5 5 150 150
//========================================//
// DAMAGE / RATE OF FIRE //
//========================================//
sp bulletdamage 100 // was 55 before getting beefed up by z
dm bulletdamage 50
realism bulletdamage 60
sp firedelay 1.0
dm firedelay 1.0
realism firedelay 1.0
//========================================//
// 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 meansofdeath bash
secondary ammorequired 0
secondary bulletknockback 50
secondary quiet
sp secondary bulletrange 64
sp secondary bulletdamage 35
dm secondary bulletrange 96
dm secondary bulletdamage 35
realism secondary bulletrange 96
realism secondary bulletdamage 35
//========================================//
// AMMO //
//========================================//
firetype bullet
ammotype "pistol"
meansofdeath bullet
semiauto
bulletcount 1
clipsize 5
ammorequired 1
sp startammo 5
dm startammo 5
sprealism startammo 5
dmrealism startammo 5
//========================================//
// CROSSHAIR, ZOOM, TRACERS //
//========================================//
sp tracerfrequency 1
dm tracerfrequency 0
sprealism tracerfrequency 1
dmrealism tracerfrequency 0
crosshair 1
//========================================//
// SOUND, AI, OTHER //
//========================================//
pickupsound silencer_snd_pickup
ammopickupsound silencer_snd_pickup_ammo
noammosound silencer_snd_noammo
// Holstering info
// holstertag "Bip01 Pelvis"
// holsteroffset "1.5 -4 -10.0"
// holsterangles "5 190 195"
// holsterScale 1.0
// AI animation group info
weapongroup pistol
airange short
quiet // don't notify AI of it being fired
// this is attached to the player during reload
cache models/ammo/silencedpistol_clip.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/ammo/pistolshell.tik
}
}
animations
{
idle hs_pistol.skc
reload hs_pistol_reload.skc
{
server
{
18 surface clip +nodraw
39 surface clip -nodraw
last idle
}
client
{
entry sound silencer_snd_reload item
}
}
secondaryfire hs_pistol.skc
{
server
{
entry shoot secondary
}
}
fire hs_pistol_fire.skc
{
server
{
entry shoot primary
}
client
{
entry stopaliaschannel silencer_snd_fire
entry sound silencer_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 Kick Controls
//
// 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. not used much...too artificial looking
//
//
// +-------------------------------------------- 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 -0.2 -0.2 0.0 0.0 1 "V" 3.0 1.0 1.6
// muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 120 0.11
entry tagspawnlinked tag_barrel
(
scale 0.2
offsetalongaxis 2 0 0
count 1
alpha 0.5
model muzsprite.spr
angles 0 0 crandom 25
life 0.01
)
// smoke puff
// entry commanddelay 0.05 tagspawn tag_barrel
// (
// volumetric
// model gun // sets the type of smoke
// life 10 // amount of smoke
// scale 1.0 // radius
// alpha 0.3 // density
// color 0.7 0.7 0.7 // RBG color of the smoke
// velocity 2 // base velocity away from the surface
// randvelaxis random 6 0 0 // velocity offset
// offsetalongaxis random 4 0 0 // positional offset
// )
// shell eject
entry commanddelay 0.1 tagspawn tag_eject
(
count 1
model models/ammo/pistolshell.tik
spawnrange 1024
scale 1.0
velocity 50
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 0.6
bouncesoundonce snd_pistol_shell
)
// shell eject puff
entry commanddelay 0.1 tagspawn tag_eject
(
count 2
model vsssource.spr
alpha 0.30
color 0.50 0.50 0.50
spritegridlighting
scale 0.10
life 1.00
scalerate 10.00
velocity 60.00
randvel range 20 -60 crandom -40 range 20 -60
friction 5.00
fade
randomroll
)
}
}
}
/*QUAKED addon_playerweapon_allied_highstandard-pistol (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
American highperformance Pistol
*/
dmprecache.scr
HTML Code:
cache models/weapons/colt45.tik
cache models/weapons/p38.tik
cache models/weapons/silencedpistol.tik
cache models/weapons/m1_garand.tik
cache models/weapons/kar98.tik
cache models/weapons/kar98sniper.tik
cache models/weapons/springfield.tik
cache models/weapons/thompsonsmg.tik
cache models/weapons/mp40.tik
cache models/weapons/mp44.tik
cache models/weapons/bar.tik
cache models/weapons/bazooka.tik
cache models/weapons/panzerschreck.tik
cache models/weapons/shotgun.tik
cache models/weapons/m2frag_grenade.tik
cache models/weapons/steilhandgranate.tik
cache models/statweapons/flak88turret.tik
cache models/statweapons/mg42_gun.tik
cache models/statweapons/mg42_gun_fake.tik
cache models/player/allied_airborne.tik
cache models/player/allied_airborne_fps.tik
cache models/player/allied_manon.tik
cache models/player/allied_manon_fps.tik
cache models/player/allied_oss.tik
cache models/player/allied_oss_fps.tik
cache models/player/allied_pilot.tik
cache models/player/allied_pilot_fps.tik
cache models/player/american_army.tik
cache models/player/american_army_fps.tik
cache models/player/american_ranger.tik
cache models/player/american_ranger_fps.tik
cache models/player/german_afrika_officer.tik
cache models/player/german_afrika_officer_fps.tik
cache models/player/german_afrika_private.tik
cache models/player/german_afrika_private_fps.tik
cache models/player/german_elite_gestapo.tik
cache models/player/german_elite_gestapo_fps.tik
cache models/player/german_elite_sentry.tik
cache models/player/german_elite_sentry_fps.tik
cache models/player/german_elite_sentry_fps.tik
cache models/player/german_kradshutzen.tik
cache models/player/german_kradshutzen_fps.tik
cache models/player/german_panzer_grenadier.tik
cache models/player/german_panzer_grenadier_fps.tik
cache models/player/german_panzer_obershutze.tik
cache models/player/german_panzer_obershutze_fps.tik
cache models/player/german_panzer_shutze.tik
cache models/player/german_panzer_shutze_fps.tik
cache models/player/german_panzer_tankcommander.tik
cache models/player/german_panzer_tankcommander_fps.tik
cache models/player/german_scientist.tik
cache models/player/german_scientist_fps.tik
cache models/player/german_waffenss_officer.tik
cache models/player/german_waffenss_officer_fps.tik
cache models/player/german_waffenss_shutze.tik
cache models/player/german_waffenss_shutze_fps.tik
cache models/player/german_wehrmacht_officer.tik
cache models/player/german_wehrmacht_officer_fps.tik
cache models/player/german_wehrmacht_soldier.tik
cache models/player/german_wehrmacht_soldier_fps.tik
cache models/player/german_winter1.tik
cache models/player/german_winter1_fps.tik
cache models/player/german_winter2.tik
cache models/player/german_winter2_fps.tik
cache models/player/german_worker.tik
cache models/player/german_worker_fps.tik
cache models/vehicles/kingtank.tik
cache models/vehicles/tigertank.tik
cache models/vehicles/shermantank.tik
cache models/vehicles/sdkfz.tik
cache models/vehicles/vehiclesoundentity.tik
cache models/vehicles/jeep.tik
cache models/vehicles/opeltruck.tik
cache models/vehicles/kingcannon.tik
cache models/vehicles/tigercannon.tik
cache models/vehicles/jeep_30cal_viewmodel.tik
cache models/vehicles/jeep_30cal.tik
level waittill spawn
exec global/mod_silenciadora.scr
z_HI_Standard_Silenced_Pistol_MOD.pk3