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; Try this one. [wpn_fyn_m1]:wpn_bm16 description = enc_weapons1_wpn-fyn_m1 inv_name = wpn-fyn_m1 inv_name_short = wpn-fyn_m1 cost = 10 inv_weight = 1.0 sprint_allowed ...
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#101
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| Try this one. Quote:
But, how I got it to work is a bit odd, I'll admit. I didn't bother with the descriptions.. but the last bit of code you posted did the same error for me, with no log file. So, I removed some options from it.. still no dice. Removed them all but the name.. still no dice. So I changed the name to [wpn_bm16_m1] and put it into the trader like that. Worked then. So I added the properties back.. still worked fine. Then I changed the name back to [wpn_fyn_m1].. and it worked fine. This truly is the most odd problem I've seen from this engine. So, try to copy/paste my text in the place of yours. Like I said, I left out some useless lines.. they're already defined in the BM16, so you don't need to redefine them. If that doesn't work, try what I did.. rename it. I didn't even change the description names. Oh, and I recopied your original version back in.. commented out the same lines, and it works fine, too. Honestly, this is just weird. |
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#102
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| This is insanity. =/ Thank you, Niphty, I can live with the name change since it gives me my shotgun. =) Thank you everyone else who threw in their ideas on what might be wrong. |
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#103
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| hi all, great things in this forum. ok i made my first modded gun. i have 2 issues with the gun although no crashes or missing items. 1. i set my pistol to have fire_modes = 1, 3 this was for bursts, but it doesn't work i did this in my unique_items.ltx 2. its a modded gun but there is no green mod up arrow like all other modded guns. how do i get that? thanks in advance |
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#104
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| ok, I have figured out the second question for the most part, although I will not be able to do it personally. The Beretta inventory item has no green arrow. Its located at x12 y8 on the ui icon_equipment.dds file. I don't have a program to edit this file since I am using the wonderful vista os. This whole mod will be for nothing though if pistols can't actually fire burst so, I'll just wait for that answer before I go further. at least I can get an item into a game. Its a start. |
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#105
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| I dont know if the pistol class weapons are able to have burst fire. i think this line determines what a weapon may be able to do ef_weapon_type = 5 (thats from colt 1911) This is from a mp5 ef_main_weapon_type = 2 ef_weapon_type = 6 maybe add these lines from mp5 to your pistol and it might allow you to add bursts. (though again im not sure what those lines mean.... ). |
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#106
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| Ok ive made textures, modified weapons, and other stuff for stalker. Today I decided to make a Gauss rifle with a custom texture, custom description, be a unique, and have its own description, and be sold by the trader. I obviously suck at the last part and cant check the others lol. Tomorrow Im going to N33D help. Ive been trying to fix everything since 8:30pm, its now 1:47 am!
__________________ Another Shot... Another Kill... This is truthfully... So -Unreal- -[Everyone thinks of changing the world]- -[No one thinks of changing themselves]- ================================== |
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#107
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| The CLASS = XXX option determines a lot of what is and is not allowed in the properties.. including fire rates, I believe. But the engine is hard locked by either class or weapon_type to what fire modes it can have. The problem is I haven't found any files to edit to add in burst mode fire to a pistol, or change any of the class values. That's been fairly disappointing for all of us, I think. Almost like they hard coded that stuff in so we couldn't play with it :/ |
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#108
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| what about taking the mp5 weapon.ltx and making it use a pistol texture? and then using the slot 1 value thing? i would try this but i'm too tired right now. |
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#109
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| [error]Expression : assertion failed [error]Function : CUIMMShniaga::CreateList [error]File : D:\xray-svn\xr_3da\xrGame\ui\UIMMShniaga.cpp [error]Line : 123 [error]Description : height I dont understand this. What did i do? Last edited by Magus1423; May 1st, 2007 at 07:19 AM.. |
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#110
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| heya everybody, i've been going through above tutorials and decided to tweak some weapons, blabla....first with the G36 standard rifle, after that came a unique Dragunov with reduced recoil. Now i want a modified, and unique version vintorez sniper rifle, but the game wont start up when i add the rifle, while the dragunov and g36 work perfect! Here are the things I added, and apart from this what i show you, all files are identical with the files from before the vintorez edits, and if i delete them the game works again, so the problem should be in here: in unique_items.ltx: [wpn_vintorez_sniper]:wpn_vintorez GroupControlSection = spawn_group discovery_dependency = $spawn = "weapons\vintorez" ; option for Level Editor $npc = off $prefetch = 8 scheduled = off ; option for ALife Simulator cform = skeleton class = WP_VINT min_radius = 50 max_radius = 150 description = enc_weapons1_wpn-vintorezsniper ef_main_weapon_type = 3 ef_weapon_type = 8 ;--- scope weapons ----------------------------------------------------------------- holder_range_modifier = 2.0 ; во сколько раз увеличивается eye_range holder_fov_modifier = 0.3 ; во сколько раз увеличивается eye_fov ;----------------------------------------------------------------------------------- cost = 25 ;4000 weapon_class = sniper_rifle ammo_limit = 180 ammo_current = 90 ammo_elapsed = 10 ammo_mag_size = 10 hand_dependence = 1 single_handed = 0 ammo_class = ammo_9x39_pab9, ammo_9x39_sp5, ammo_9x39_ap fire_modes = 1, -1 slot = 2 ; // secondary animation_slot = 2 ; type of the animation that will be used inv_name = wpn-vintorezsniper inv_name_short = wpn-vintorezsniper inv_weight = 3.2 inv_grid_width = 5 inv_grid_height = 2 inv_grid_x = 0 inv_grid_y = 4 kill_msg_x = 98 kill_msg_y = 0 kill_msg_width = 78 kill_msg_height = 25 ;----------------------------------------------------------------------------------- ;базовая дисперсия fire_dispersion_base = 0.05 ;угол (в градусах) базовой дисперсии оружия (оружия зажатого в тисках) control_inertion_factor = 1.04f ;отдача cam_relax_speed = 4.75 ;скорость возврата в исходное положение cam_dispersion = 0.125 ;увеличения угла (в градусах) с каждым выстрелом cam_dispersion_inc = 0.2 ;увеличениe cam_dispersion с каждым выстрелом cam_dispertion_frac = 1.0 ;ствол будет подыматься на cam_dispersion*cam_dispertion_frac +- cam_dispersion*(1-cam_dispertion_frac) cam_max_angle = 9.0 ;максимальный угол отдачи cam_max_angle_horz = 5.0 ;(degree) maximum shot horizontal degree cam_step_angle_horz = 0.4;0.3 ;(degree) size of step camera moved in horizontal position while shooting fire_dispersion_condition_factor = 5 ;увеличение дисперсии в процентах при максимальном износе misfire_probability = 0.00 ;вероятность осечки при максимальном износе misfire_condition_k = 0.0 condition_shot_dec = 0.000 ;увеличение износа при каждом выстреле ;----------------------------------------------------------------------------------- direction = 0, 0, 1 fire_point = 0.0, 0.127, 0.559 smoke_particles = weapons\generic_shoot_00 shell_point = 0.0, 0.127, 0.10 shell_dir = 0.0, 1.0, 0.0 shell_particles = weapons\generic_shells rpm_empty_click = 200 PDM_disp_base = 1.0 PDM_disp_vel_factor = 1.2 PDM_disp_accel_factor = 1.2 PDM_crouch = 1.0 PDM_crouch_no_acc = 1.0 ; ttc hit_power = 0.85, 0.89, 0.92, 0.95 hit_impulse = 87 hit_type = fire_wound fire_distance = 400 ;1000 bullet_speed = 290 ;начальная скорость пули rpm = 600 ; end ttc use_aim_bullet = true ;Поддерживается ли первая суппер пуля time_to_aim = 1.0 hud = wpn_vintorez_hud normal = 0, 1, 0 position = -0.026, -0.084, 0.0 orientation = 0, 0, 0 ;--STRAP PARAMETERS----------------------------------------------------------------- ;под мишкой strap_position = -0.26,-0.11,0.20 ; position (offset) and orientation of the weapon when it is strapped strap_orientation = -15,-9,110 ; (3rd person view in degrees) strap_bone0 = bip01_spine2 strap_bone1 = bip01_spine1 startup_ammo = 25 visual = weapons\vintorez\wpn_vintorez.ogf light_disabled = true ph_mass = 4 ;cost = 5000 ;addons scope_status = 1 silencer_status = 1 grenade_launcher_status = 0 zoom_enabled = true scope_texture = wpn\wpn_crosshair zoom_enabled = true scope_zoom_factor = 15 ;ПСО-1 4X ;звуки snd_draw = weapons\generic_draw snd_holster = weapons\generic_holster ;snd_shoot = weapons\t_vintorez_shot ;silencer4a snd_shoot = weapons\tm_val_shot_0 ; t_val_shot ;silencer4a snd_shoot1 = weapons\tm_val_shot_1, 0.27 snd_shoot2 = weapons\tm_val_shot_2, 0.27 snd_shoot3 = weapons\tm_val_shot_3, 0.27 snd_empty = weapons\gen_empty, 0.5 snd_reload = weapons\vintorez_reload, 0.7, 0.5 snd_shoot_grenade = weapons\gen_grenshoot snd_reload_grenade = weapons\gen_grenload [wpn_vintorez_hud] shell_point = -0.15, -0.02, 0.05 shell_dir = 0.0, 1.0, 0.0 fire_point = 0.320000,0.040000,0.070000 fire_bone = wpn_body orientation = 0, 0, 0 position = 0, 0, 0 visual = weapons\vintorez\wpn_vintorez_hud.ogf anim_idle = idle anim_idle_aim = idle anim_reload = reload anim_draw = draw anim_holster = holster anim_shoot = shoot anim_idle_sprint = idle_sprint ;смещения HUD для режима приближения zoom_offset = -0.130000,0.000000,0.000000 zoom_rotate_x = 0.000000 zoom_rotate_y = 0.000000 (i just copied the whole vintorez file in here, and changed the name to make it a bit more easy...no parameters are changed I think..at least, ive tried to start the game with just the gun, no tweaks, like a copy-vintorez, didnt work )in trade_trader.ltx: wpn_vintorez_sniper = 1, 1 in the supply_start part and last, in enc_weapons...xml: </string> <string id="enc_weapons1_wpn-vintorezsniper"> <text>ubersnipertest</text> and: </string> <string id="wpn-vintorezsniper"> <text>uberkankergeweer</text> im sorry for the long post, but somebody here must know what im doing wrong right? maybe i should pick another rifle, since there are allready a vintorez and vintorez_m1 file, and im missing something...well thanks anyways and Niphty, great tutorial!!! laters |
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