Author Topic: Need translate CZ ===> ENG for m_damage line  (Read 2184 times)

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Yunkee

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Need translate CZ ===> ENG for m_damage line
« Reply #15 on: June 02, 2006, 04:28:06 pm »
Quote from: n00bly
Nah there both mixed languages.


I dont?care about the language, I just need the ORIGINAL weap.txt!!

Can you please upload it n00bly?
www.savefile.com


Thx.

Crossmol

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Need translate CZ ===> ENG for m_damage line
« Reply #16 on: June 02, 2006, 04:55:10 pm »
What's the use of uploading the original weap.txt? Just extract the game and then you've got the original weap.txt
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Yunkee

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Need translate CZ ===> ENG for m_damage line
« Reply #17 on: June 02, 2006, 06:35:25 pm »
Quote from: Crossmol
What's the use of uploading the original weap.txt? Just extract the game and then you've got the original weap.txt


Look mate, what is the easier, faster way. Someone uploads the small file for me or I extract the game?!

The answer you can give yourself...

ZOldDude

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Need translate CZ ===> ENG for m_damage line
« Reply #18 on: June 02, 2006, 07:42:54 pm »
Quote from: Yunkee
Quote from: Crossmol
What's the use of uploading the original weap.txt? Just extract the game and then you've got the original weap.txt


Look mate, what is the easier, faster way. Someone uploads the small file for me or I extract the game?!

The answer you can give yourself...


But original files are a copyright violation.

Easyer for you to take 10 mins to extract it off the disk.

*While we crash and burn, small, low tech, agrarian societies such as the Hmong in the mountains of Laos will continue on without so much as blinking an eye.*

[TKC] Daw3

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Need translate CZ ===> ENG for m_damage line
« Reply #19 on: June 04, 2006, 05:20:53 pm »
here's mine translation, maybe it looks quite chaotic, but I've tryied hard to translate it....


//`w_slot [slot_nr] // enable placing into slot
//`w_eqp [bes name] [eqp name] // if the character has that item, render it as addition
//`w_animgroup [anim group] // which basic animations are being used (A,B,C,D,E,F,G,....)

//`w_model [*.bes]
//`w_use [disable in water] [ no aim slowdown ] ] [ai - distance from enemy to switch on pistol]
// [disable in water] - 0 - can use in water
// 1 - cannot use in water
// [ no aim slowdown ] - 0 - normal status, with aim is playing animation with moving and aiming
// 1 - no animation while moving and aiming (like knive)


//
//`w_magazine [id] [ammotype_id] [size] [reload_time] id: 0,1
//`w_mag_reload [id] [time] [nr]
// [id] - magazine id : 0 nebo 1
// [time] - in time from starting reloading
// [ nr ] - ammo count, 0 is for all

//`w_ext [aim_mult_rot_speed] [aim_zoom] [movement slowdown] [no reload in middle]
// aim_mult_rot_speed: how is multiplyed aiming spped while turning, ideal values (0,1>
// aim_zoom : 1 is without zoom, 2 is 2x zoom etc...
// [movement slowdown] - 1 - normal speed, 0.5 - 2 times slower move
// [no reload in middle] - reload is forbidden untill the ammo magazine is empty

//`w_aimswing [stand_size] [stand_time] [crouch_size] [crouch_time] [lie_size] [lie_time] [full_swing_time]
//`w_hud [is weapon] [ammo icon id] [magazine icon id] [render aim cross]
// [is weapon] - 1 for weapons, 0 for the rest
// [ammo icon id] - icon id, first icon is 0
// [magazine icon id] - icon id, first icon is 0
// [render aim cross] - 0 - do not render cross ( snipers, knifes)
// [full_swing_time] - time, when the sight is fully moving
//`w_obstacle [obstacle_size] - size for colliding with obsatacles, default is 0.7
//`w_reload_signal [max distance] [time in anim]
// - [max distance] max distance, when the enemy hear the weapon reload
// - [time in anim] - time from pressing Reload button, when the signal came ( set from first louder sound )
//`w_bayonet [set time] [remove time] [3pv show time] [3pv hide time]


//`w_flashrot [angle in degrees]
// [angle in degrees] - degree, for its multiply does the flash randomly spinning
// - default is 1, m16 for expample.120
// - if set to 0, flash is not spinning
//`w_tracer [interval] [R] [G] [A]
// - color and mount 'traces' after shot
// - interval - which each shot does the trace( 0 - no traces, 1 - each, 5 -each fifth)
// - RGB - color of traces ( 0-255)
// - A - alpha of trace ( 0-1 )
// - previous values was: 1, 255,255,136, 1
//`w_pickinfo [first time] [second time] [second time]
// - speech player says when picking up the weapon

//`w_mp [disable drop] [disable select] [disable speceqp]



//
//Batch
//
//`w_b_new [contfire] [description id] contfire: 0 - for next batch is needed pressing the Shoot button
// description id : id of text describeing this batch (used when switching batches)
//`w_b_heardist [m] [agressive] [danger] m : distance in metres to hear the shot (pro AI)
// agressive: 0 - do not switch player's group ai to agresive mode, 1 - switch it
// danger: 0 - do not cause player's group to stop and aim, 1 - cause it
//`w_b_repeat [batchs per sec] [fullrepeat time] fullrepeat time: when the "rotacak (it means hear the heavy machine gun, probably m60) has the full speed
// v pripade pouziti (hodnota>0) only one possible(this) batch for weapon
//`w_b_snd [snd_id] sound player when batch is shot
//`w_b_magazine [id] [ammos per batch]
//`w_b_accur_run [max] [min]
//`w_b_accur_walk [max] [min]
//`w_b_accur_stand [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_crouch [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_lie [max] [min] [absolutmax] [time_from_max_to_absolutmax]

//`w_b_accur_aimmove [max] [min]
//`w_b_accur_aimstand [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimcrouch [max] [min] [absolutmax] [time_from_max_to_absolutmax]
//`w_b_accur_aimlie [max] [min] [absolutmax] [time_from_max_to_absolutmax]


//`w_b_accur_firechng [deg] deg: addition of recoil after each shot
//`w_b_accur_timechng [deg] deg: how many degrees has the weapon goes more accurate per 1 second
//
//`w_b_shot [phase] [missile_id] [spread] [upforce] [upforcetime]
// phase: <0,1) - kdy tato strela vystreli v prubehu batche
// spread: random recoil of shit, independent on w_b_accur

//`w_b_shot_force_move [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_stand [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_crouch [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]
//`w_b_shot_force_lie [force x] [force y] [forcetime] [aim_force x] [aim_force y] [aim_forcetime]



//`w_b_shot_snd [snd_id] sound played when this shot shooting
//`w_b_shot_light [r] [g] [radius] [radius_rnd] [const_param] [const_rnd] [linear_param] [linear_rnd] [time] [time_rnd]
// r,g,b - interval 0-255


//`w_b_ai_use [min_dist] [max_dist] [first_aim_time] [shoot_time] [pause_time] [shootings_nr]
// min_dist - minimal distance to shoot, when min_dist and max_dist is 0 - version for covering fire
// - when min_dist and max_dist is 0 - version for cover fire
// - when min_dist and max_dist is <0 - version for total attack
// max_dist - max distance to shoot
// first_aim_time - how long to aim before first shoot
// shoot_time - how lond doest first shoot last
// pause_time - time before two shots
// shootings_nr - count of fire in one shooting


//Missile
//
//`m_new [id]
//`m_damage [hp] [dist_mult] [pruraz (means puncture)] hp: damage in HP
// dist_mult: how much damage has the shot after 10m (%)
// pruraz: how much percent left after shot through vest/helm %
//`m_piercing [dw_value] forcibility through materials, if the value is lower,
// then the shot is going longer, else it stops,
//`m_explode [hp] [rad]
//`m_fly [range] [speed] range: ramge, after this distance the shot is gone
// speed: beggining speed, 0 for instant shots
//`m_timelimit [time] time after what missile explodes
//`m_dropext [type] - type of drop effect (scales are defined in materials)

//`m_line [width] [time] [alpha] [color_r] [color_g] [color_b] line drawed past the shot, instant shots only!
//`m_group group_id for missile collision in dependance on material
//`m_spectype [type] 0 - normal missile, default value
// 1 - M72 grenade exploding when collision happen


// OBSOLETE KEYWORDS

//`m_model [*.bes] object, has sence for non instance missiles
//`m_collide [type] [rad] [friction] type : 0 - normal missile, collide in line
// 1 - "grenade" like,
// rad : only for type 1 - radius of collision sphere
// friction : only for type 1

n00bly

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Need translate CZ ===> ENG for m_damage line
« Reply #20 on: June 04, 2006, 05:27:34 pm »
Sweet thx alot man.
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HradBa history

===v206, 2004-10-26 21:00 gmt===

added new detection #151 and #152 for Direct3D altering
Thanks to T@Xman and n00bly for making cheating and vietcong a GAME again.

[TKC]Lolapolda

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Need translate CZ ===> ENG for m_damage line
« Reply #21 on: June 04, 2006, 05:37:24 pm »
hh this is good i haven?t work :D