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s-22 liu8888老师请进

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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

*/

改几处含有 spread 字段的地方即可,譬如:

bulletspread 9 9 20 20 //minpitch minyaw maxpitch maxyaw

firespreadmult 0.38 0.68 200 1.5 //add falloff cap maxtime

  • 作者

s-22老师 我又试了一下.应该是枪的后坐力才使枪抬的很高.不知要改那里才使枪的后坐力减小.望赐教.谢谢

s-22老师 我又试了一下.应该是枪的后坐力才使枪抬的很高.不知要改那里才使枪的后坐力减小.望赐教.谢谢

entry viewkick -16.0 -12.0 -10.0 10.0 1.5 "T" 14 14 14

  • 作者

两位老师,又有问题需要帮助。在MOHAA内,进入第三项(战地交替模式),人死后不能复生。能不能在地图中加入什么语句。使它象进入第二项(组队对抗模式)那样运行?

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