Note: Shotgun Fire Sound and Shotgun Reload Pump have a Creative Commons License please see readme.txt in the archive, if you use them, they are free to use with Attribution.
Screenshot at bottom of post.
Fully Animated First Person Shotgun. Third person included.
Use however you like.
Skip Part One if you are adding shotgun to existing project.
Part One: Adding shotgun to new stock T3D 3.6.3
Download the package here:
https://www.mediafire.com/?earxhuqvnw4t0nu
Drop the included game folder directly in your projects folder that contains your game folder.
Merge folders and say yes to over-writing.
Your new shotgun is ready to use. Hit 3 key ingame.
Part Two: Adding shotgun to existing project.
For the purpose of this asset, we will replace the Lurker Grenade Thrower(sorry that's what I did.)
Download the package here:
https://www.mediafire.com/?cxa9okrhmhnxivh
1.
Drop the included game folder directly in your projects folder that contains your game folder.
Merge with existing folders.
2.
Open game/scripts/client/default.bind.cs
and replace this:
Code: Select all
moveMap.bindCmd(keyboard, "3", "commandToServer('use',\"LurkerGrenadeLauncher\");", "");
with this:
Code: Select all
moveMap.bindCmd(keyboard, "3", "commandToServer('use',\"Shotgun\");", "");
If you have a config.cs also in game/scripts/client make sure you replace the above also.
3.
Open game/art/datablocks/datablockExec.cs
and under (// Load the weapon datablocks) add:
Code: Select all
exec("./weapons/Shotgun.cs");
4.
Open game/art/datablocks/player.cs
under // Allowable Inventory Items add:
Code: Select all
maxInv[Shotgun] = 1;
maxInv[ShotgunClip] = 8;
5.
Open game/scripts/server/gameCore.cs
in function GameCore::loadOut(%game, %player)
replace this:
Code: Select all
%player.setInventory(LurkerGrenadeLauncher, 1);
%player.setInventory(LurkerGrenadeAmmo, %player.maxInventory(LurkerGrenadeAmmo));
%player.addToWeaponCycle(LurkerGrenadeLauncher);
with this:
Code: Select all
%player.setInventory(Shotgun, 1);
%player.setInventory(ShotgunClip, %player.maxInventory(ShotgunClip));
%player.setInventory(ShotgunAmmo, %player.maxInventory(ShotgunAmmo));
%player.addToWeaponCycle(Shotgun);
6.
Open game/art/shapes/actors/Soldier/FP/FP_SoldierArms.cs
Add to the end of function FP_SoldierArmsDAE::onLoad(%this)
Code: Select all
// BEGIN: Shotgun Sequences
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE run", "Shotgun_run", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE sprint", "Shotgun_sprint", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE idle", "Shotgun_idle", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE idle_fidget1", "Shotgun_idle_fidget1", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE fire", "Shotgun_fire", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE reload", "Shotgun_reload", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE fire_alt", "Shotgun_fire_alt", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE switch_out", "Shotgun_switch_out", "0", "-1", "1", "0");
%this.addSequence("art/shapes/weapons/Shotgun/shotgun_FP.DAE switch_in", "Shotgun_switch_in", "0", "-1", "1", "0");
// END: Shotgun Sequences
That should do it.