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