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Thoughts, Rants & Insanity

Mod Candy for You! part 2

Rating: 3 votes, 4.00 average.
Crossbow & Uzi Weapons

early version

Here is a link to my current Spearhead server weapons file that contains a working Crossbow & Uzi.

These are added weapons along side your stock weapons and also everyone gets them as they are currently set up
as secondary weapons and you access them under the default pistol key.

The Crossbow is set to shoot 5 times then reload currently, right click zoom.
The Uzi, left click spray and pray, right click single shot accuracy.

As long as the client has the weapon tiks, sounds...they don't need the torso files since they are serverside.

______________________________________________

Updated Section 1-21-18


-Full video description
MOH Spearhead Lamrons Playground weapon resurrection project Crossbow & UZI function as secondary weapons at the moment.
Other added server goodies include Unreal Tournament sounds, Proximity Mines with my own little touches,
Full auto silenced pistol, Flare gun pistols & more. Running Spearhead on Antergos Arch Linux - Video Recorded with OBS Broadcast Software.

Don't blink, you might miss something lol



ok, the files
Server weapons the basic stuff, One Shot Auto/Fast Rifles, Flare pistols, Throwing Knife & such for server
https://www.dropbox.com/s/vinb1axi54..._REDS.pk3?dl=0

Elgans Stand alone Proximity Mines Package for server
My edited version

Shadow you might want this file for the DB as I don't think it's in there, but idk
This must be set up to just work by dropping it in the mainta on the server as I can find anything in the server cfg
that enables it, I must have put the cvar in the script.
The scr file is the
primity_mines_plant.scr that runs, but file also contains the standalone chuck and sticky bombs.
The proximity mines play the I keel you custom sound as well as a stock game sound if other players don'thave the custom sounds.
At the end of that script, is the section that houses the custom sound setup for everything on the server
Including the Unreal Death sounds like Headshot, Ultrakill and others.
Hold use to activate.

https://www.dropbox.com/s/1tid980vi8...Xstat.pk3?dl=0

The server file, but also some needed by client
that contains edited torso to use the crossbow, uzi, fullauto silenced & contains
scriptable ladder states & the Unreal Tournament death sounds as well.
It is kinda messy in there due to experimentation and such.
Clients really only need the models of the weapons and their sounds.
https://www.dropbox.com/s/fmr915z8hb...-stat.pk3?dl=0


The rest of the clent side sounds and special effects
The client needs this for the UT sounds & I keel you mines.
Also has different explosion effects and custom bullet wizzes and other stuff.
https://www.dropbox.com/s/w8viwyxyqz...V3.19.pk3?dl=0


-Extra info-
The Unreal Death sounds are setup under the Death section of the torso file.



Code:
//==============================================================================
//
// Death
//
//==============================================================================

state KILLED_CROUCHING
{
    entrycommands
    {
        exec global/major_unstoppable_v1.scr //main
    }
    action
    {
        death_frontcrouch    : PAIN_DIRECTION "rear"
        rifle_pain_kneestodeath : default
    }

    states
    {
        KILLED_WAIT_FOR_DONE    : default
    }
}

state KILLED_LOWER_TORSO
{
    entrycommands
    {
        exec global/major_rampage_v1.scr //main
    }
    action
    {
        death_back            : PAIN_DIRECTION "front" CHANCE "60"
        death_knockedup        : PAIN_DIRECTION "rear" CHANCE "35"
        death_run            : PAIN_DIRECTION "rear" CHANCE "70"
        death_crotch        : CHANCE "60"
        death_chest            : default
    }

    states
    {
        KILLED_WAIT_FOR_DONE    : default
    }
}

state KILLED_UPPER_TORSO
{
    entrycommands
    {
        exec global/major_ultrakill_v1.scr //main
    }
    action
    {
        death_knockedup        : PAIN_DIRECTION "front" CHANCE "20"
        death_back            : PAIN_DIRECTION "front" CHANCE "60"
        death_run            : PAIN_DIRECTION "rear" CHANCE "40"
        death_frontchoke    : CHANCE "30"
        death_shoot            : CHANCE "60"
        death_chest            : default
    }

    states
    {
        KILLED_WAIT_FOR_DONE    : default
    }
}

state KILLED_NECK
{
    entrycommands
    {
        exec global/major_headshotf_v1.scr //main
    }
    action
    {
        death_frontchoke    : CHANCE "50"
        death_choke            : default
    }

    states
    {
        KILLED_WAIT_FOR_DONE    : default
    }
}

state KILLED_HEAD
{
    entrycommands
    {
        exec global/major_headshot_v1.scr //main
    }
    action
    {
        death_back            : PAIN_DIRECTION "front" CHANCE "50"
        death_head_flyforward : PAIN_DIRECTION "rear" CHANCE "30"
        death_headpistol    : CHANCE "20"
        death_twist            : CHANCE "25"
        death_shoot            : CHANCE "33"
        death_fall_to_knees    : CHANCE "50"
        death_collapse        : default
    }

    states
    {
        KILLED_WAIT_FOR_DONE    : default
    }
}

state EXPLOSION_KILLED
{
    entrycommands
    {
        exec global/major_monsterkill_v1.scr //main
    }
    action
    {
        death_explosion_large    : PAIN_THRESHOLD "150"
//        death_explosion_small    : PAIN_THRESHOLD "130"
        
        // directional death animations of in middle damage range
//        death_explosion_front    : PAIN_DIRECTION "rear"
        death_explosion_back    : PAIN_DIRECTION "front"
        death_explosion_left    : PAIN_DIRECTION "left"
        death_explosion_right    : PAIN_DIRECTION "right"
        
        death_explosion_small    : default // a just-in-case catch-all
    }
    
    states
    {
        KILLED_WAIT_FOR_DONE    : default
    }
}






______________________________________________


If you dig into the way it works you should see some experiments I did with flashing arrow heads with smoke trails...looked really cool.
Have fun, experiment, someone make some exploding arrows for me lol


With custom weapon/animation models on the server, clients without the models will see sharking, but peeps that vist a server often will already know where
to get that nights mappacks and/or mods anyway.




__________________________________________________ __________________________________________________ _______________________
Healthbox Array


This will allow you to easily setup multiple health packs, with a health setting, with custom sound & model if you wish,
as well as Quake style rotating coolness

Just put in the coord's




in map .scr
exec global/healthboxmohdm7.scr
Code:
main:

local.coords[0] = ( -3110.27 3297.11 122.13 )
local.coords[1] = ( -2246.61 894.40 50.12 )
local.coords[2] = ( -223.95 -141.38 90.13 )
local.coords[3] = ( 1400.09 1003.14 430.13 )
local.coords[4] = ( -1728.38 -1218.73 -5.88 )
local.coords[5] = ( -197.91 282.21 370.13 )

thread makehealth local.coords

end

makehealth local.coords:

for(local.i=0;local.i<local.coords.size;local.i++)
{
    local.healthitem = spawn script_model model models/items/item_50_healthbox.tik
    local.healthitem targetname ("healthitem" + local.i) 
    local.healthitem origin local.coords[local.i]
    local.healthitem rotatez 50
    local.healthitem rotatey 50
    local.healthitem rotatex 50
    local.healthitem notsolid

    local.healthtrigger = spawn trigger_multiple
    local.healthtrigger origin local.coords[local.i]
    local.healthtrigger setsize ( -25 -25 0 )( 25 25 96)
    local.healthtrigger.target = local.healthitem
    local.healthtrigger setthread pickuphealth
}

end

pickuphealth:

local.player=parm.other
self nottriggerable
$(self.target) hide
local.player playsound med_kit
local.player heal .25 // healed by 25% ie 40% to 65%
wait 30
$(self.target) show
self triggerable

end

Updated 01-21-2018 at 08:03 PM by Major_A

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Comments

  1. Major_A's Avatar
    The above Crossbow & Uzi Weapons section has been edited with update files & information for you to play with.
  2. AccadaccA's Avatar
    Dang that's a good looking map. But what have you done to the lighting?
  3. Major_A's Avatar
    If your referring to the still picture, I had to turn the brightness up in image editor as moh takes crummy screenshots.
  4. AccadaccA's Avatar
    Yeah, that map is a little dark. But thanks to Smithy I have been working on lighting effects and shadows. I think that over-all its turned out a bit brighter in my latest version.

    I'll need to get some crossbow practice in. Its such a deadly weapon both in looks and fire power.
    To be honest I can't see how you could have possibly improved it.
  5. Major_A's Avatar
    Exploding arrow test HAHAHAHAHAHA

  6. AccadaccA's Avatar
    lol That's awesome mate.
    I ain't ever hopping on a server with you. lol ... unless we're on the same team.