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  
Old April 26th, 2007
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Default Re: Basic Modding with Playable Examples

Try this one.

Quote:
[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 = true
misfire_probability = 0.0
condition_shot_dec = 0.0
hit_power = 10
hit_impulse = 2500
fire_distance = 500
bullet_speed = 1250
rpm = 1000
I removed the unnecessary things. And I have to be honest with you.. there's nothing different from your original other than those removed things. When I first saw these posts, I assumed someone else would have it fixed ASAP, as I didn't see anything wrong off hand. However, with this much discussion.. I decided to try it for myself. And I wonder if anyone else bothered to try it on their own game.. due to the fact that no one has given a solid solution yet :/

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  
Old April 27th, 2007
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Default Re: Basic Modding with Playable Examples

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  
Old April 27th, 2007
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Default Re: Basic Modding with Playable Examples

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  
Old April 27th, 2007
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Default Re: Basic Modding with Playable Examples

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  
Old April 28th, 2007
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Default Re: Basic Modding with Playable Examples

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  
Old April 28th, 2007
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Default Re: Basic Modding with Playable Examples

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!
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  #107  
Old April 29th, 2007
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Default Re: Basic Modding with Playable Examples

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  
Old April 29th, 2007
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Default Re: Basic Modding with Playable Examples

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  
Old May 2nd, 2007
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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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