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; Magus: what did you change? Undo your last changes or remove all your changed files from gamedata folder and make ...

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  #111  
Old May 3rd, 2007
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Magus: what did you change? Undo your last changes or remove all your changed files from gamedata folder and make sure the game still works!

jzuidema: This IS code from your unique_items.ltx, like you say? Or is that stuff you've changed in the actual Vintorez weapon file? If you changed the actual file, then you're asking for trouble.. because the M1 version no longer has the original to inherit from. If you put it in unique items, then you don't need the unnecessary properties, you just need to let it inherit from the original. Redefining the weapon HUD a second time with the same name may be causing a conflict.
It would also help if you pasted the exact error message from the USERNAME_xray.log in the Stalker-SHOC/logs/ folder, which should be under your Shared Documents. Otherwise, when the game exits, just open a notepad and paste the log from the clipboard.
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  #112  
Old May 3rd, 2007
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thanks for the reply niphty!
Here's the log you asked for:

* Detected CPU: AuthenticAMD , F15/M15/S2, 2010.00 mhz, 5-clk 'rdtsc'
* CPU Features: RDTSC, MMX, 3DNow!, SSE, SSE2

Initializing File System...
FS: 30277 files cached, 5004Kb memory used.
Init FileSystem 0.994027 sec
'xrCore' build 2942, Mar 22 2007


FATAL ERROR

[error]Expression : fatal error
[error]Function : CInifile::Load
[error]File : D:\xray-svn\xrCore\Xr_ini.cpp
[error]Line : 175
[error]Description : <no expression>
[error]Arguments : Duplicate section 'wpn_vintorez_hud' found.


stack trace:

seems you were dead on with the hud problem, but why does it conflict when that's in twice, while other parameters dont conflict? And so, by deleting the hud string it should work? A well ill test now and leave a message, thanks anyways! (ooh and yes, this stuff is in unique_items, as I stated above the text

edit: ok now it works...hmm...guess i couldnt have known this would be a problem, wright? a shit...im a n00b

Last edited by jzuidema; May 3rd, 2007 at 08:43 PM..
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  #113  
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btw, does anyone here know whats up with the 2 vintorez rifles? You have a standard vintorez weapon file, but there are also strings of a certain vintorez_m1, in string_enc_weapons etc. While ingame you have to my knowledge only one weapon?
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  #114  
Old May 4th, 2007
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Hi. I 'm nooper here. I have just tried to mod for G36. It's ok. But...some trouble.

1. I tried to mod this gun use rockets bullet. It changed to use it.. But...no effect on anything (mean you can fire but noone die or hurt with it).

This's my mod code:

Code:
[wpn_g36_m2]:wpn_g36
$spawn = "weapons\g36"
description = enc_weapons1_wpn_g36_m2 ;var that use for desc in lang

inv_name = wpn_g36_m2 ; var for in inv name
inv_name_short = wpn_g36_m2
inv_weight = 0.5 ; how weight

cost = 1 ; how cost to buy

weapon_class = assault_rifle ; //assault_rifle //shotgun //sniper_rifle //heavy_weapon

ammo_limit = 10
ammo_current = 50
ammo_mag_size = 10000 ; How many bullets in one magazine (clip). How many bullets included when buy
;ammo_class = ammo_og-7b ; Which ammo that using
grenade_class = ammo_m209 ; Which grenade that using

hit_power = 2 ; How strong your wpn (smaller is weaker)
hit_impulse = 6000 
hit_type = explosion ; Whats bullet type fire //fire_wound //wound //explosion

hit_type_blast	= explosion
hit_type_frag	= fire_wound

fire_distance = 10000
fire_modes = 1, 2, 3, -1
fire_dispersion_base = 0.1

bullet_speed = 100000
rpm = 1000

scope_status = 1
silencer_status = 1
grenade_launcher_status = 1
zoom_enabled = 1

grenade_vel = 76

scope_zoom_factor = 10

silencer_hit_power = 2
silencer_hit_impulse = 6000
silencer_fire_distance = 10000
silencer_bullet_speed = 100000
This mod is current working (but not use rocket ammo). I commented it. Red text mean that last time i tried to use but failed.

2. Beside that have anyone help me to tell me what's these value mean ?
grenade_vel
hit_type_blast
hit_type_frag

What's diffrent these weapon class: assault_rifle ; //assault_rifle //shotgun //sniper_rifle //heavy_weapon ??

Does it mean if i use any class it 'll be inferit all value of this class ?(of course, if i dunt overwrite on this mod)
3. Last westion: How to inc accur for weapon to maximum or minimum.

So thax..

Last edited by True Evil; May 4th, 2007 at 03:04 AM..
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  #115  
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jzuidema, like I said.. the engine is -very- picky about things. And that's also why I asked if it was in unique_items, since you don't need to entirely copy a gun's file, top to bottom, to make a modified version of it. So it was confusing to me that you had so much code just to change a couple parts. You really only need to include JUST the lines you change, nothing more.

True Evil, I believe a couple others on here have successfully made grenade pistols, unsure if a rocket pistol has been made to work yet. The CLASS = ... option specifies how the engine will treat the weapon, so you have to set that appropriate to what you're trying to do with the gun. You can't just change ammo and have it work, unfortunately.
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  #116  
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Quote:
Originally Posted by niphty View Post
hand_dependence - I believe this option can only be a 1. Presumably, a 0 would allow a character to dual wield guns, though the game doesn't seem to support it.
Actually, It can either be are 1 or 2, being how many hands are used to hold the weapon. *Single handed is a value of zero or one, one being two handed.

*Im not sure about single handed, but hand_dependence is definitely correct.
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  #117  
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Quote:
Originally Posted by niphty View Post
jzuidema, like I said.. the engine is -very- picky about things. And that's also why I asked if it was in unique_items, since you don't need to entirely copy a gun's file, top to bottom, to make a modified version of it. So it was confusing to me that you had so much code just to change a couple parts. You really only need to include JUST the lines you change, nothing more.

True Evil, I believe a couple others on here have successfully made grenade pistols, unsure if a rocket pistol has been made to work yet. The CLASS = ... option specifies how the engine will treat the weapon, so you have to set that appropriate to what you're trying to do with the gun. You can't just change ammo and have it work, unfortunately.
Hi,
The first wanna say thax for your soon reply.

Anyways, sorry for my noopier. But can you give me any example with mod that have gun A but user ammo B ? (Like handgun but use shotgu ammo).

Thax
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  #118  
Old May 5th, 2007
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Hi,
I have 2 (maybe useful) tips for modders about the weapons "hit_power" parameter.

1. In "gamedata\scripts\ui_wpn_params.script" in function "GetDamage" i found that effective value of "hit_power" for single player game is in range [0.2585 - 1.10]. All the values from above and below are cut to that range. Other parameters doesn't affect damage done by the weapons. But for example at the end of "..\ui_wpn_params.script" file, we can find that the weapons accurancy is affected by:
fire_dispersion_base
cam_dispersion
cam_dispertion_inc
cam_dispertion_frac
cam_step_angle_horz
rpm
ammo_class .

2. Each of four different values of the "hit_power" parameter is responsible (as i suppose) for the damage on each level of the game difficulty, not for the each player/npc rank.
For example in "w_g36.ltx" we have:
hit_power = 0.50, 0.54, 0.57, 0.60
wich means:
hit_power is 0.50 for rookie, ... and 0.60 for master.

Sorry for my english

Last edited by Reef5V; May 5th, 2007 at 09:38 AM..
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  #119  
Old May 5th, 2007
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Quote:
Originally Posted by Reef5V View Post
2. Each of four different values of the "hit_power" parameter is responsible (as i suppose) for the damage on each level of the game difficulty, not for the each player/npc rank.
For example in "w_g36.ltx" we have:
hit_power = 0.50, 0.54, 0.57, 0.60
wich means:
hit_power is 0.50 for rookie, ... and 0.60 for master.
Ah, and I have always thought that it meant:

Running, Standing, Crouching and Low Crouch for the respective numbers....
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  #120  
Old May 5th, 2007
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Hi again,

I checked that, and it seem that it works really strange.

If we modify function "normalize" in "gamedata\scripts\ui_wpn_params.script"
to look like this:
Code:
function normalize(val)
    if val > 100 then
        val = 100
--    elseif val < 1 then
--        val  = 1
    end
    
    return val

end
and then we will modify hit_power line in "gamedata\config\weapons\w_pm.ltx"
like this:
Code:
hit_power = -0.30, 0.34, 0.37, 0.40
then we should get Makarov PB that heals with each shoot but only in some situations.

It isn't when we play on rookie skill, nor when we running.

I checked that and it looks like this:
on rookie skill this gun heals when we shoot our enemy in any stance, anywhere, but kills with headshoot,
on master skill this gun heals when we shoot our enemy in any stance, anywhere without exceptions.

Any ideas how that parameters works ?
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