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; [error]Expression : fatal error [error]Function : xrServer::Process_update [error]File : D:\xray-svn\xr_3da\xrGame\xrServer_process_update.cpp [error]Line : 41 [error]Description : <no expression> [error]Arguments : Beer ...
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#121
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| [error]Expression : fatal error [error]Function : xrServer::Process_update [error]File : D:\xray-svn\xr_3da\xrGame\xrServer_process_update.cpp [error]Line : 41 [error]Description : <no expression> [error]Arguments : Beer from the creator of 'O_ACTOR ' Uhm, I made all my magazine limits 5000 on my weapons (not unique, I screwed over my saves messing with that file), and now when im in a part of the zone with a trader, I get 3 hang ups, and on the third, I get a crash. Wtf. |
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#122
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| Please post your modded wpn here |
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#123
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| well, I just went through and change all my ammo_mag_limit to 5000 on all my guns. I didnt do the things like bolt, etc. I can run the game anywhere there isn't a trader. |
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#124
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| That code after the lines is actually Russian text that the computer can't read. Well, it can, but when you use the DB extractor it puts the files into ANSI format on the system, when they should be in UTF-8. If you run a batch conversion on your files to make them UTF-8, then that text will show up properly. Otherwise, don't worry about it. Anything after a comment ";" should be irrelevant. On the other question, you can copy/paste it all into the unique_items.ltx file. Just because the guns in there are very limited in scope doesn't mean you can't put all of the properties associated with a weapon into that file. Honestly, I'd suggest you, and anyone else interested in modding, to read up on some basics of Object-Oriented Programing (OOP), as that alone will give you a much better idea of how things inherit properties, etc etc. |
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#125
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| Okay, this is tearing my brain all to hell. I guess I need an IQ great than 120 to understand modding this game. I won't even post the specs, because just looking at them makes my head hurt (I've tried everything!). All I want is to make a AK74SU shoot the same ammo as the Groza (with all the same firing, range, etc etc, specs of the Groza). I get that I have to make a unique_items.ltx file, but where do I put it? Here was my try in case your wondering: [wpn_akpaladin_m1]:wpn_ak74su $spawn = "weapons\wpn-ak47su" description = enc_weapons1_wpn-akpaladin_m1 inv_name = wpn-ak_m1 inv_name_short = wpn-ak_m1 cost = 25 fire_modes = 3 ammo_limit = 5000 ammo_current = 30 ammo_mag_size = 30 ammo_class = ammo_9x39 mm sprint_allowed = true misfire_probability = 0.0 condition_shot_dec = 0.5 hit_power = 1.9, 1.1, 1.1, 1.60 hit_impulse = 100 fire_distance = 285 bullet_speed = 2000 rpm = 4000 scope_zoom_factor = 4.0 Yeah, total fail. I'm not even sure if I put all the right info down or if I evne have enough. |
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#126
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| I'll try that. I just didn't know if it was ok to put all the extra properties the the unique_items list. Now I do. Thanks a lot for the response. I really do appreciate it. I did have another question on editing the XML string text. I have Mic. Excel 7.0 which supports XML but it won't open these XML files for some reason. Probably Russian version? Anyway, what do you use to edit these XML string tables? Thanks. Add: My Excel opens most of the XML files but it's having a problem with this particular file, "string_table_enc_equipment". Says "Incorrect syntax was used in a comment <!-------------------------------------------------------------------> ----------^ Error processing resource." Mic. Word, and Int. Explorer says same thing. Last edited by Brusher; May 7th, 2007 at 08:55 PM.. Reason: add note |
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#127
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| Thanks for the lessons! They really helped me with some modifications. But I'm still having a couple of problems creating new ones. I' m sure the instructions are perfectly clear to most, but somehow I'm still not getting this part: One thing is the XML formatting for the string texts. Every time I edit the string, it saves it as text {txt}. I know this was touched on in the instructions but would someone mind clarifying a bit more? The other problem is the coding at the end of the names of each item in the "unique_items" list. For instance, the line, "[wpn_rg6_m1]:wpn_rg-6 ;ะร-6 ์209" {withiut the quotes}. The last part ";ะร-6 ์209" is what I'm referring to. I noticed that each weapon or item has a different code or whatever that is. Does this code generate automatically or is it even necessary? If so, can I just copy it having two weapons with different names, but with the same code at the end? I've had success editing all the pre made weapons. In fact, I have modded a really bad to the bone vintarez. Problem is, the enemies have them too. I want one that the enemies can't use my own deadly modifications against me. ![]() I know I can get it to show up with the traders after I create it. It's creating a new one in "unique_items" {;ะร-6 ์209 code}, and the XML format that's giving me the problems. If I can get these two problems worked out then I'll be off and running. Please help! Thanks for any help. |
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#128
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| Never mind. I got it working. Thanks for the help. |
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#129
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| Oh, I almost forgot. The "niphty" example, for weapons, above shows lines like: cost = 25 fire_modes = 1 ammo_limit = 1000 ammo_current = 500 ammo_mag_size = 1000 ammo_class = ammo_gauss sprint_allowed = true misfire_probability = 0.0 and some others to be placed in the unique_items, weapons list. My unique_items list only has these catagories for each weapon: $spawn description inv_name inv_name_short grenade_launcher_status grenade_vel condition_shot_dec inv_grid_x inv_grid_y The others above are in my weapons folder under each weapon name, but not in my unique_items list. Is it ok to put the entire "niphty" axample into my unique_items folder even though the rest of the weapons in my list don't have those catagories? Thanks. |
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#130
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| I finally got it working! When editing the string texts it really helps if you just "save" instead of "save as". DUH!!! ![]() The text shows up like it's supposed to and the gun works perfectly. The suit works great too. That is one bad a$$ gun! I made a vintorez using your example only I had to add the variable firing modes. I can set it on single shot and all it takes is one bullet per kill. Very economical. ![]() Thanks for all the tips. Or i guess you could call it lessons in my case. |
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