Hi guys,
first of all long time no spoken, how are you guys, all had good holidays?

:p
second: a simple question.
I'm workin on my new webbie and i was making some new mods......the only thing i need to know is this: when changing weapon .tik files,
and changing allot of numbers, like smoke scale, smoke color, ammo, weapon's name, is it COMPLETE Server-side then?
ty for the answer :satisfied
Marlboro
Dont know about weapon name but the rest should be
Weapon name isnt however the rest u listed is as cobra said..
ty, my and a pal tested it, all works fine, even weapon name (Bar = BIG MARLBORO GUN) hehe
i've got a prob, after a lot of fun playing with the mod i thought was server side i noticed that all execpt changing smoke was working server side....
my script for a bar can been seen under this tekst (it has blue smoke) BTW: i used all scopes mod script to change smoke,
so the blue smoke works perfect but not server side, and i want it to make it serverside..
sooo could you guys please help me out a bit? ty!
here is the code located in models/weapons/bar.tik
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/BAR
skelmodel BAR.skd
surface bar1 shader bar
surface bar3 shader bar
surface bar4 shader barclip
}
init
{
server
{
classname Weapon
weapontype mg
name "Bar"
rank 410 410
pickupsound bar_snd_pickup
ammopickupsound bar_snd_pickup_ammo
noammosound bar_snd_noammo
// Holstering info
// holstertag "Bip01 Spine2"
// holsteroffset "8.0 -7.75 6.5"
// holsterangles "0 185 -25"
// holsterScale 1.0
// Primary fire type info
firetype bullet
ammotype "mg"
meansofdeath bullet
bulletcount 1
clipsize 50
startammo 50
ammorequired 1
firedelay 0.15
zoom 70
//========================================//
// WEAPON ACCURACY MODELLING //
//========================================//
// BAR: Max Eff. Range is 500 yds with a muzzle velocity of 2650 ft/s. (30-06 Springfield)
bulletrange 9999 //the range at which bulletspread is applied
bulletspread 11 11 45 45 //minpitch minyaw maxpitch maxyaw original 11 11 60 60
// firespreadmult 0.38 0.68 200 0.8 //add falloff cap maxtime
firespreadmult 0.38 0.61 200 0.6 //add falloff cap maxtime
bulletdamage 10
tracerfrequency 3 //original 0
crosshair 1
movementspeed 2
// AI animation group info
weapongroup bar
// airange short
// DM Attributes
dmbulletcount 1
dmstartammo 800
dmammorequired 1
dmfiredelay 0.15
dmbulletrange 9999
dmbulletspread 12 12 52 52 //10 10 54 54 //10 10 62 62 //fourth run 10 10 99 99 //third run 8 8 90 90 //second run 12 12 60 60 //original 14 14 75 75
// dmfirespreadmult 0.38 0.68 200 1.5 //add(%) falloff(%/sec) cap maxtime //1st run (too accurate, whoa, probably no spread)
// dmfirespreadmult 0.4 0.4 200 0.8 //add(%) falloff(%/sec) cap maxtime //2nd run Carl (a bit too accurate, but usable)
// dmfirespreadmult 0.55 0.45 200 0.9 //add(%) falloff(%/sec) cap maxtime //3rd run Steve (too inaccurate, back to 2nd) Oct. 25
// dmfirespreadmult 0.475 0.425 200 0.8 //add(%) falloff(%/sec) cap maxtime //4th run Steve (adjusted to between 2nd and 3rd runs, slightly too inaccurate)
// dmfirespreadmult 0.4 0.6 175 0.7 //add(%) falloff(%/sec) cap maxtime //5th run Steve (need to compensate for the slow rate of fire more)
dmfirespreadmult 0.35 0.65 160 0.7 //add(%) falloff(%/sec) cap maxtime //6th run Steve
dmbulletdamage 10 //28 //third run 32 //second run 40 //original 35
dmcrosshair 1
dmmovementspeed 2 //orig 0.76
// this is attached to the player during reload
cache models/ammo/bazooka_shell.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache models/ammo/rifleshell.tik
cache models/fx/muzflash.tik
cache corona_util.spr
cache vsssource.spr
}
}
animations
{
idle bar.skc
reload reload_bar.skc
{
server
{
18 surface bar4 +nodraw
46 surface bar4 -nodraw
last idle
}
client
{
entry sound bar_snd_reload
}
}
fire fire_bar.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel bar_snd_fire
entry sound bar_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 tendency to push in a paticular direction.
//
//
// +-------------------------------------------- Scatter Pitch Min
// | +--------------------------------------- Scatter Pitch Max
// | | +------------------------------- Scatter Yaw Min
// | | | +--------------------------- Scatter Yaw Max
// | | | | +--------------------- The Recentering speed in degrees 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 0 0 0 0 "T" 0 0 0
// entry viewkick -2.0 -2.0 -1.32 1.35 3.2 "T" 10 0.60 12.0 (latest)
// entry viewkick -2.0 -2.0 -0.2 0.05 2.5 "T" 12 0.2 2.2 //(StG/MP-44)
// entry viewkick -3.5 -4.0 -1.0 1.0
//muzzle flash
entry tagdlight tag_barrel 0.25 0.2 0.15 150 0.11
entry tagspawn tag_barrel
(
count 1
model models/fx/muzflash.tik
color 1.00 1.00 1.00
scale 0.60
life 0.05
offsetalongaxis -3 0 0 //orig -5 0 0
fade
randomroll
)
entry tagspawn tag_barrel
(
count 1
model muzsprite.spr
alpha 0.70
color 1.00 1.00 1.00
scale 0.60
life 0.05
offsetalongaxis 1 0 0 //orig 3 0 0
fade
randomroll
)
entry tagspawn tag_barrel
(
count 1
model corona_util.spr
color 1.00 1.00 1.00
scale 0.10
life 0.05
scalerate 11.00
fade
randomroll
)
entry tagspawn tag_barrel
(
spawnrate 1.00
model vsssource.spr
alpha 0.40
color .70 .70 .70
spritegridlighting
scale 0.45
life 0.30 //orig 1.0
scalerate 10.00
velocity 200.00 //orig 60.00
//randvel range 20 -60 crandom -40 range 20 -60
offsetalongaxis 10 0 0
friction 6.00 //orig 7.00
fade
randomroll
)
// shell eject
entry commanddelay 0.1 tagspawn tag_eject
(
count 1
model models/ammo/panzer_shell.tik
spawnrange 1024
scale 1 //orig 1.0
velocity 5
randvel crandom 10 crandom 10 random 20
emitterangles 0 0 0
avelocity crandom 90 crandom 90 0
accel 0 0 -800
physicsrate 20
life 1
fadedelay 1.7
collision
bouncefactor 0.2
bouncesoundonce snd_rifle_shell
)
//chamber smoke
entry commanddelay 0.01 tagspawn tag_eject
(
//count 1 //orig 2
spawnrate 1
model vsssource.spr
alpha 0.30
color 0 0 1
spritegridlighting
scale 0.75
life 1 /orig 1.00
scalerate 10.00
velocity 60.00
randvel range 20 -60 crandom -40 range 20 -60
friction 5.00
fade
randomroll
)
// smoke puff
entry commanddelay 0.05 tagspawn tag_barrel
(
volumetric
model gun // sets the type of smoke
life 500 // amount of smoke
scale 5 // radius
alpha 0.2 // density
color 0 0 1 // 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
collision // turn on collision detection
)
}
}
}
/*QUAKED playerweapon_allied_bar (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
Weapon - Browning Automatic Rifle - US machine gun.
*/
Well id say you just need to locate the tik it uses and add that (modified) to your mods pk3
so do you mean that i must make for example: mohdm1.scr and there i put: exec models/weapons/bar.tik and all other weapons too?
No - i mean the smoke must come from a tik file - locate it and add it to your mod pk3
ooohh i see, i just changed the standard smoke in the .tik file...like rgb color normal is 0.70 0.70 0.70 and i maked it 0 0 1 (blue)