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acecombat
6th June 2005, 14:27
Hey, just wondering if anyone has worked out how to get the taser to have more than 1 shot? I got it to have max of 5, so ingame it says 1/5 but it wont reload more than the single shot :( any idea on how to get it to reload all 5 shots together or singly?

boon1
6th June 2005, 14:31
NoooooooooooBBB

noob-cheater
6th June 2005, 16:23
NoooooooooooBBB
User warned for spamming


Hey, just wondering if anyone has worked out how to get the taser to have more than 1 shot? I got it to have max of 5, so ingame it says 1/5 but it wont reload more than the single shot :( any idea on how to get it to reload all 5 shots together or singly?
Read the game manuals, Im sure its described there :ermm:

Dewey_
6th June 2005, 18:55
Hey, just wondering if anyone has worked out how to get the taser to have more than 1 shot? I got it to have max of 5, so ingame it says 1/5 but it wont reload more than the single shot :( any idea on how to get it to reload all 5 shots together or singly?

The server counts your bullets, so what you did would work in single player but not in mulitplayer

acecombat
7th June 2005, 03:00
Well...i kinda don't have any manuals, and what I tried worked, cause it said I had 5 shots total in my taser, but it wouldn't let me reload more than 1, which is why I was hoping someone might have worked it out already!

drussaxe
7th June 2005, 05:27
The server counts your bullets, so what you did would work in single player but not in mulitplayer


--i have a working bullit hack adds one clip , works only on machine guns but it works to the last round ive tryed it on multiplayer it works :P

Pvt.Hacks
7th June 2005, 11:48
RELEASE IT!

tifo
27th April 2008, 21:21
:vis:


;TASER STUN GUN
;********************************

[SwatEquipment.Taser]
;RoundBasedWeapon configuration
MagazineSize=1
;FiredWeapon configuration
PlayerAmmoOption=SwatAmmo.TaserAmmo
PlayerAmmoOption=SwatAmmo.Glock9mmHG_FMJ
EnemyUsesAmmo=(AmmoClass="SwatAmmo.M4Super90SGAmmo",Chance=100)
Range=336
MuzzleVelocity=20
;HandheldEquipment configuration
FirstPersonModelClass=class'SwatEquipmentModels.Ta ser_FirstPerson'
ThirdPersonModelClass=class'SwatEquipmentModels.Ta ser_ThirdPerson'
Description="The Taser stun gun works on the principal of Electro-Muscular Disruption (EMD). It fires small electrodes into the target and then sends a powerful electric charge down the thin wires. The EMD effect causes involuntary contraction of the target's muscle tissue regardless of an individual's pain tolerance or mental focus. The effect is painful and demoralizing to even the most aggressive suspects.||The Taser has two key drawbacks. The first is that it has a relatively short range. The second is that new electrodes must be loaded after each shot."
FriendlyName="Taser Stun Gun"
;Ammo description
; The taser cartridge consists of two probes that are propelled by compressed air.
; The probes can fire up to about 15 feet. They are connected to the weapon
; by high-voltage insulated wire and must be replaced after each shot.
GUIImage=material'gui_tex.equip_taser'
EquipAnimationRate=100
UnequipAnimationRate=100
UseAnimationRate=100.15
ReloadAnimationRate=100
bCanShootThroughGlass=false
;Since zero is perfect AimError, Max AimError is the worst AimError
MaxAimError=60.0
LargeAimErrorRecoveryRate=8.0
SmallAimErrorRecoveryRate=2.5
AimErrorBreakingPoint=2.25
;Base Accuracy Values
StandingAimError=0.65
WalkingAimError=2.5
RunningAimError=7.5
CrouchingAimError=0.5
;Instantaneous Accuracy Penalties
EquippedAimErrorPenalty=5.0
StandToWalkAimErrorPenalty=2.0
WalkToRunAimErrorPenalty=6.0
DamagedAimErrorPenalty=0.0
FiredAimErrorPenalty=0.5
InjuredAimErrorPenalty=0.5
MaxInjuredAimErrorPenalty=1
MaxLookAimErrorPenalty=10.0
;AimError penalty for one unit of mouse movement per second
LookAimErrorPenaltyFactor=0.000125
;Recoil
RecoilBackDuration=0.05
RecoilForeDuration=0.15
RecoilMagnitude=100
;Weapon Zoom
ZoomedFOV=60.0
ZoomTime=0.5
;Pawn reactions
PlayerTasedDuration=15.0
AITasedDuration=1.0
;Number of seconds that the probes stick in the victim before fading out (this has no effect on the logical tased time)
;ProbeStickTime=1.0
ProbeStickTime=0.5
;Time (Seconds) allowed for slacking after contact has been made
;ProbeFallDuration=2.0
ProbeFallDuration=0.75
;Time (seconds) to fade out after done slacking
;FadeDuration=0.5
FadeDuration=0.5
;in units per second, how fast do the probes *appear* to fly. Note that the target point has *already been determined*.
;ProbeVisualSpeed=2000.0
ProbeVisualSpeed=900.0
; If the probes miss, the probes will overreach for this amount of seconds (like a over-stretched spring action)
ProbeRecoilTime=0.4
; if the probes miss, this is the backwards speed (towards the shooter) after the recoil time
ProbeFinalRecoilSpeed=220.0
;the subclass of TaserProbeBase to be used for the Taser Probes
ProbeClass=class'SwatProgrammerSampleClasses.Taser Probe'
;probe offsets from the root of the Taser on 1st & 3rd person models.
;arbitrarily selected A-top, B-bottom
FirstPersonProbeOffset[0]=(X=0,Y=-11,Z=5)
FirstPersonProbeOffset[1]=(X=0,Y=-11,Z=3.8)
ThirdPersonProbeOffset[0]=(X=0,Y=-11,Z=4.5)
ThirdPersonProbeOffset[1]=(X=0,Y=-11,Z=5.5)
FirstPersonProbeBones[0]=TaserProng1
FirstPersonProbeBones[1]=TaserProng2
ThirdPersonProbeBones[0]=TaserProng1
ThirdPersonProbeBones[1]=TaserProng2
;the class to be used for TaserWire behavior
TaserWireClass=class'SwatEquipment.TaserWire'
WireZapAnimation[0]=Fire1
WireZapAnimation[1]=Fire2
WireSlackAnimation[0]=Slack1
WireSlackAnimation[1]=Slack2
; how fast is the slack look playing?:
WireSlackAnimRate=2.5
; time to fade in the slack animation (seconds)
WireSlackTweenTime=.5
; force the slack to start after this fraction of the zap animation:
WireForceSlackTimeFraction=0.7
; If the Probe goes below this speed during physics, then trigger the slack anim on the wire:
WireSlackStartSpeed=150
WireEndEffectorName=TaserProng
; scaling the wire cross section parameters:
WireMinYZScale=0.1
WireMaxYZScale=1.0
; The speed of the Wire shootout animation:
WireAnimRate=1.0
; Max parabolic height of the probes as they travel, as a fraction of the distance traveled
WireMaxHeightFraction=.12
; Max parabolic height, in absolute units (the actual height will be the Min of the two heights)
WireMaxHeight=15
; Distance the Taser gun can move before the wire detaches (not detaching only happens after sticking)
WireDetachDistance=20
; The aim spread between the two probes.
TaserAimSpread=3.0

; for probes sticking to stuff, choose from:
; STICK_TaseablePawns : only stick to things that can be tased
; STICK_SkeletalMeshes : stick to any skeletal mesh
; STICK_Actors : stick to any actor but bsp walls
; STICK_AllGeometry, : stick to everything and bsp walls too
; STICK_Always : stick to the empty location of the wire's full extent even if you completely miss

StickToWhat=STICK_TaseablePawns