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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: PTRS-41
necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Friday, Apr. 30, 2010 09:18 am
I am looking for the PTRS-41 anti-tank gun xmodel as used in Pavlov. I have trawled through the obvious pk3's. I would like to use it as an mpweapon. Also, are there any specific key values for this entity i.e. toparc, leftarc etc. Are there any specific sound files associated with this weapon or will the soundloadspecs file detect it automatically. All help appreciated.
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general99
General Member
Since: Oct 31, 2004
Posts: 323
Last: Dec 18, 2013
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Level 5
Category: CoDUO Mapping
Posted: Friday, Apr. 30, 2010 09:38 am
There's one of these used in a multiplayer map called "Quarantine".

I think there are issues with stance and sound with it though.
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Friday, Apr. 30, 2010 10:38 am
There is one in the evreux map but is has no sound or visual projectile/bullet impact animation.
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Friday, Apr. 30, 2010 12:06 pm
I have found the model:
I am not sure of the classname to use but the model is xmodel/antitankrifle
Half the battle.
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GomerPyle
General Member
Since: Oct 1, 2006
Posts: 357
Last: Jul 14, 2011
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Level 5
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Friday, Apr. 30, 2010 01:06 pm
The only version I've seen that works well is the AWE version created by Bell. Everything you need should be in there. Good luck, I think many have tried.
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Friday, Apr. 30, 2010 03:05 pm
Nearly cracked it!
OK this is a little tricky and I will do my best to explain.
At the moment I have a very rough test map just to prove the point.
I still have to sort out some minor detail (if I can)
The animation shows recoil for an auto weapon (not overly bothered about this)
There is no muzzle flash at the moment (yet to write this in the gsc file to call for the fx script).
Rate of fire needs fine tuning (will try to balance against recoil animation)
Call for the weapon fire sound.
The detonation of projectile impact looks pretty good. Like bazooka hit with as much damage.
Can only use in the prone position. (which is more realistic)
With a little tenacity I hope to have it sorted or something at least workable even if not 100% spot on.
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Sunday, May. 2, 2010 06:20 am
So far so good. Sorted the animation effect out so that the fire rate is in keeping with the recoil. Sound is working fine after a fashion, that is impact of projectile but not sound of weapon firing. Looking at the function I'm not sure that really matters. What I am struggling with is the muzzle flash. Although the muzzle flash is called for it is not seen when firing the weapon. This bit eludes me. I have broken the weapon file down so it is easier to follow. The preference would be for the animation, fire rate, weapon firing sound, muzzle flash similar to a 50cal or like the gunboat cannon SP UO Sicily campaign. Everything in this file is set to mimic the mg42. I hope there is someone with significant file knowledge that can tweek the necessary to achieve the desired effect.
Below are the entity and weapon file dtails.


Entity info
Key Value
classname misc_turret
model xmodel/weapon_antitankrifle
weaponinfo PTRS41_antitank_rifle_mp

I originally had arc of fire but found not necessary as they are called in the weapon file.

WEAPONFILE\projectileTrail\none
\weaponClass\turret\weaponSlot\none\
weaponType\projectile\stance\prone\
projExplosionType\rocket\projImpactExplode\1\
projectileSpeed\10000\
explosionRadius\256\
explosionInnerDamage\100\
explosionOuterDamage\10\
script\\damage\700\
minDamagePercent\35\
damageInnerRadius\8000\
damageOuterRadius\10000\
leftArc\45\
rightArc\45\
topArc\30\
bottomArc\30\
grabarc\0\
accuracy\1
\fireTime\0.5\
animHorRotateInc\15\
horTurnSpeed\40\
vertTurnSpeed\40\
convergenceTime\0\
maxRange\0\
minSpread\0\
maxSpread\0\
fireSound\antitank_rifle_fire\loopFireSound\\stopFireSound\\
projectileSoundBlend1\artillery_whiz_low\
projectileSoundBlend2\artillery_whiz_high\
viewFlashEffect\fx/weapon/muzzleflash/mf_mg42_turret_v.efx\
worldFlashEffect\fx/weapon/muzzleflash/mf_mg42.efx\
projectileModel\\reticleCenter\gfx/reticle/mg42_cross.tga\reticleCenterSize\32\
idleAnim\proneMG42gun_aim_forward_medium\
fireAnim\proneMG42gun_fire_forward_medium\
playerPositionDist\46\
killIcon\gfx/hud/hud@death_antitank.dds\
wideKillIcon\1\
useHintString\CGAME_USEPTRS41\turret_fov\55\fireHeat\0\cooldownRate\0
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tHMatt
General Member
Since: Sep 11, 2007
Posts: 473
Last: Mar 20, 2013
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Level 5
Category: CoDUO Mapping
Posted: Sunday, May. 2, 2010 01:28 pm
Open the "Xmodelparts" folder, and open the guns xmodel in that folder with notepad. Check it had "TAG_FLASH or J_FLASH", if it doesnt have either, then thats why the muzzleflash is not appearing.
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necrophaige
General Member
Since: Jul 23, 2007
Posts: 82
Last: Mar 1, 2016
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Level 3
Category: CoDUO Mapping
Posted: Tuesday, May. 4, 2010 03:59 pm
@1337Matty – no reference to the tags you mentioned but there is muzzleflash when using the PTRS41 in Pavlov SP.
Having tried various things I am still left with no muzzle flash and the sound of the gun firing. I think the main problem (although I'm only guessing) is the anti-tank rifle was for COD and not the UO bolt on and therefore calls for different sound files etc that are not in the UO format. In the COD pk3 files you have muzzleflash and in UO you have muzzleflashes. Also the mg42 efx it references differ in the weapons files between COD and UO.
In the main the working result is OK with the rocket 'kill' and have set it to take out a tank in about 10 hits. The rate of fire is slowed just to give the tank a bit of a sporting chance.
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