最近下了一款可把散单枪改变为FG42的PK3.可是此FG42开枪时抖动很大(每开一枪.准心抬得很高.)想把它改一下.让它开枪时的抖动不在那么大.不知应该改动如下的那一项.
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/fg42
skelmodel fg42.skd
surface fg42base shader fg42
surface fg42barrel shader fg42
surface fg42clip shader fg42
surface fg42lens shader lens
}
$define sounddir sound/weapons
init
{
server
{
classname Weapon
weapontype heavy
name "Shotgun"
rank 420 420
pickupsound mp44_snd_pickup
ammopickupsound mp44_snd_pickup_ammo
noammosound mp44_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 20
startammo 20
ammorequired 1
firedelay 0.086
//========================================//
// WEAPON BEHAVIOR MODELLING //
//========================================//
bulletrange 9000 //the range at which bulletspread is applied
bulletspread 9 9 20 20 //minpitch minyaw maxpitch maxyaw
firespreadmult 0.38 0.68 200 1.5 //add falloff cap maxtime
bulletdamage 70
tracerfrequency 2 //original 0
crosshair 1
movementspeed 0.9
// AI animation group info
weapongroup rifle
zoom 20
airange short
// DM Attributes
dmbulletcount 1
dmstartammo 200
dmammorequired 1
dmfiredelay 0.086
dmbulletrange 9000
dmbulletspread 9 9 20 20 //11 11 54 54 //5th run 10 10 80 80 //4th run 10 10 100 100 //3rd run 10 10 95 95 //2nd run 10 10 100 100 //original 14 14 100 100
dmfirespreadmult 0.38 0.68 200 1.5 //0.6 0.45 200 0.9 //0.55 0.45 200 0.9 //original 0.55 0.50 200 0.8 //add falloff cap maxtime
dmbulletdamage 40 //30
dmcrosshair 1
dmmovementspeed 0.89 //orig 0.76
// this is attached to the player during reload
cache models/ammo/mp44_clip.tik
}
client
{
cache tracer.spr
cache muzsprite.spr
cache corona_util.spr
cache models/fx/muzflash.tik
cache models/ammo/rifleshell.tik
}
}
animations
{
idle fg42.skc
reload fg42.skc
{
server
{
20 surface fg42clip +nodraw
40 surface fg42clip -nodraw
last idle
}
client
{
entry sound shotgun_snd_reload_start item
}
}
fire fg42.skc
{
server
{
entry shoot
}
client
{
entry stopaliaschannel shotgun_snd_fire
entry sound shotgun_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 tendancy to push in a paticular direction.
//
//
// +-------------------------------------------- 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 -16.0 -12.0 -10.0 10.0 1.5 "T" 14 14 14
// 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 commanddelay 0.01 tagspawn tag_eject
(
//count 1 //orig 2
spawnrate 1
model vsssource.spr
alpha 0.30
color 0.50 0.50 0.50
spritegridlighting
scale 0.10
life 0.30 /orig 1.00
scalerate 10.00
velocity 60.00
randvel range 20 -60 crandom -40 range 20 -60
friction 5.00
fade
randomroll
)
entry tagspawn tag_barrel
(
//count 1 //orig 2
spawnrate 1.00
model vsssource.spr
alpha 0.40
color .70 .70 .70
spritegridlighting
scale 0.45
life 0.20 //orig 2.00
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 5.00
fade
randomroll
)
//excessive gun effects removed due to framerate issues
// entry tagspawn tag_barrel
// (
// model models/fx/bh_metal_fastpiece.tik
// color 1.00 1.00 1.00
// life 0.07
// scalerate 1.00
// velocity 1000.00
// friction 3.00
// offsetalongaxis -20 0 0
// fade
// alignstretch 0.03
// )
// shell eject
entry commanddelay 0.1 tagspawn tag_eject
(
spawnrange 2048
count 1
model models/ammo/rifleshell.tik
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 0.2
bouncesoundonce snd_rifle_shell
)
}
}
}
/*QUAKED playerweapon_german_fg42 (0.0 0.0 1.0) (-8 -8 -8) (8 8 8)
german submachinegun - fg42
*/