Basic Modding with Playable Examples
This is a discussion on Basic Modding with Playable Examples within the S.T.A.L.K.E.R. SoC Modding, Mapping and Editing forums, part of the S.T.A.L.K.E.R. Shadow of Chernobyl category; Originally Posted by subzeroplainzero Spawn locations, AFAIK, can't be changed through the .ltx files. Spawn rates are controlled by, I ...
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#91
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@Fyndir: Are you loading a game or starting a new one? Oh, and I noticed that you capitalized the "bm" in "wpn_BM16". Try leaving it uncapitalized and see if the game works; I'm not sure how picky the engine is with case. -- Griffinhart
__________________ ![]() "My word is my honor. My honor is my life." -- Demonchild, Angelkin, Death Incarnate, the Final Warrior The S.T.A.L.K.E.R. Modding Community |
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#92
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| I've tried both with the uncapitalised version, since I had made a quicksave just after buying and testing the niphty gauss rifle, still getting the same crash with no crash log. =( The game seems to dislike my attempt at making a super-shotgun. |
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#93
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1. replace your spawn line with $spawn = "weapons\uniq\wpn_Fyn_m1" . If the engine is properly following conventional OOP philosophy, you're trying to spawn an existing bm16, not your unique one. The normal bm16 doesn't contain all the properties you defined. Quote:
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Might also be a reason why it's crashing, cos you said there's a scope but I don't see your definition saying you can attach a scope to it.... Anyway I hope my suggestions help. |
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#94
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I'll take the scope out, I didn't really want the shotgun to have a scope but I didn't want to change too much from the original Gauss rifle that was posted, since the code from that worked for me, you know? I'll try your changes later on (got a job interview to go to now. =O) but I'm just pointing out that I can't imagine any of them being the issue, since they're copied directly over from the Gauss rifle mod. |
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#95
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| Well like I said, I haven't been modding guns much. Also, I also do have crashes before for just HOLDING a modded weapon, but at least I have logs to tell me that some stuff I defined in the weapon conflicted with something else and hence...crash! Oh yeah, sorry I never actually followed niphty's tutorial (and his Gauss gun) when modding my weapons... I was doing it trial and error, and sticking basically to the same principles as I did for armour. Some stuff might work for the Gauss gun because in the actual Gauss gun definition, the pre-requisites were already defined. ie, in the actual Gauss gun file, it already contains a "scope_status = 1" line, hence just a "scope_zoom_factor" definition defined in the unique file is enough to alter the properties. The bm16 weapon doesn't have a scope_status = 1 line I believe, hence might be a reason to cause it to crash (as an example). So, maybe you should look at the actual wpn_bm16.ltx file so that you know which attributes you can alter and which are missing from the Gauss Gun that you shouldn't include in your unique file definition. |
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#96
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| Code: [wpn_Fyn_m1]:wpn_bm16 $spawn = "weapons\wpn-bm16" description = enc_weapons1_wpn-Fyn_m1 inv_name = wpn-Fyn_m1 inv_name_short = wpn-Fyn_m1 cost = 10 ammo_limit = 1000 ammo_current = 500 ammo_mag_size = 2 ammo_class = ammo_12x70_buck,ammo_12x76_zhekan,ammo_12x76_dart inv_weight = 1.0 sprint_allowed = true misfire_probability = 0.0 condition_shot_dec = 0.0 hit_power = 10 hit_impulse = 2500 fire_distance = 500 bullet_speed = 1250 rpm = 1000 Still doesn't work though. =( Thanks for trying, FoxTwo, but I guess I'll just have to wait till Niphty or someone turns up and saves the day. =P |
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#97
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| Fyndir, How about another approach? The Gauss rifle is "weapon_class = Sniper Rifle" but the bm16 is "weapon_class = Shotgun". Perhaps you should derive a different weapon, ie make another Sniper Rifle with your super-charged values and see if it works (with everything else at your original super-charged values). If it does, then we can nail it down that you can't apply these definitions across weapon classes... |
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#98
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| weapon_class doesn't affect anything but where the gun appears in the buy menu for multiplayer; I have an Abakan shooting shotgun shells in my game, and it works pefectly fine. Changing scope_zoom_factor, if the weapon does not have a scope texture, will simply make the gun's iron sights have an insane amount of zoom (or not, depending on the value you give it). $spawn doesn't affect much either, in my experience; leaving it the way it already is should be fine. Here's my Abakan that's been converted to a shotgun; compare and contrast my changes to yours, maybe we'll find something: Code: [wpn_autoshotgun]:wpn_abakan ;Ñïàñ-12 Õàíòåðà $spawn = "weapons\wpn_abakan" description = enc_weapons1_wpn-autoshotgun inv_name = wpn-autoshotgun inv_name_short = wpn-autoshotgun inv_weight = 1.8 cost = 1 fire_modes = 1, -1 ammo_class = ammo_12x70_buck, ammo_12x76_zhekan, ammo_12x76_dart ammo_mag_size = 12 fire_distance = 150 bullet_speed = 400 rpm = 200 scope_status = 0 silencer_status = 0 grenade_launcher_status = 2 hit_power = 1.30 hit_impulse = 240 condition_shot_dec = -1.0 misfire_probability = 0.0 fire_dispersion_base = 0.20 cam_relax_speed = 0.65 cam_dispersion = 0.02 cam_dispersion_inc = 0.005 cam_dispertion_frac = 0.04 cam_max_angle = 0.6 cam_max_angle_horz = 0.9 cam_step_angle_horz = 0.05 snd_shoot = weapons\tm_spas12_shot -- Griffinhart
__________________ ![]() "My word is my honor. My honor is my life." -- Demonchild, Angelkin, Death Incarnate, the Final Warrior The S.T.A.L.K.E.R. Modding Community |
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#99
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| Ok Fyndir, I too am a amatuer modder but I think I see your problem, I will try to demonstrate. Quote:
Also, I think the inv_name = wpn-Fyn_m1 and the inv_name_short = wpn-Fyn_m1 lines are what the trader.ltx files reference for their info and the line you are putting in the trader is wpn_Fyn_m1 = 1, 3, notice the dash in the inv_name = wpn-Fyn_m1 line and the underscore in wpn_Fyn_m1 = 1, 3, this may make a difference. You might want to change this stuff even if it doesnt work, just to keep your code clean. Also, if you dont put wpn_Fyn_m1 = 1, 3 in the right lines on the trader file your item will not apear in his inventory or it might crash your game. I hope my long winded reply helps, iv been having plenty of difficulty with my own guns too, if I name my gun with my own name like:[wpn_sav_m1]:wpn_bm16 it comes up with an error when I load my test save and wont put any of my addisions in the inventory, its like it goes back to its default settings even after I followed Niphties tutorial to a T like you did, his tutorial is perfect but for some reason "Your results may Differ" comes to mind. Thanx for listening, Savage117 |
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#100
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| @Savage117: if you take a look at my own code, notice that description, inv_name and inv_name_short both use a dash instead of an underscore. inv_name and inv_name_short are both separate from the ID of the weapon itself, and are irrelevant. However, I believe you've found the problem. Fyndir, try using an underscore rather than a dash in $spawn = "weapons\wpn-bm16". That might be the problem. -- Griffinhart
__________________ ![]() "My word is my honor. My honor is my life." -- Demonchild, Angelkin, Death Incarnate, the Final Warrior The S.T.A.L.K.E.R. Modding Community |
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