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; Oops right niphty, forgot abt the HUD part for weapons.. armours didn't have it heh. My bad....

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  #141  
Old May 12th, 2007
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Oops right niphty, forgot abt the HUD part for weapons.. armours didn't have it heh. My bad.
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  #142  
Old May 12th, 2007
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Kholt, not yet. There are some work-arounds, but they're pretty selective in how well they work, and since you want to maintain it as a sniper rifle, it's only possible to build an SVU that uses the VSS class. You could try changing that line in the SVU, class = WP_... whatever the VSS's is, I can't recall offhand. Try that and add the auto fire mode by setting adding a -1 to the fire modes line.

When unscoped, the weapon uses the values I described above in my second modded weapon, the CAM values and such. You can tweak those to your liking and it won't effect scoped firing, since that operates based on the scope's properties, according to the comments.

and NP Fox, I'd figured you'd forgot about that =D Armor modder! :P

Last edited by niphty; May 12th, 2007 at 02:43 AM.. Reason: making fun of Fox.
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  #143  
Old May 12th, 2007
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Quote:
Originally Posted by niphty View Post
The weapon you see is controlled by the HUD sections, FoxTwo, not just the $spawn. So all you'd have to do is what Fox Said, AND change the weapon's hud to the AK74u's. I don't remember the lines off hand, but the hud details come at the end of the weapons files - [wpn_ak74u_hud] for example. You'd just need to find the line that looks something like weapon_hud = wpn_groza_hud and change that to the 74's.
Do you mean edit ALL Groza's to look like AK74u's? I just wanted my unique to look like a AK74u
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  #144  
Old May 12th, 2007
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That did the trick, Niphty. I now have a more realistic SVU that can fire on automatic in "Oh crap!" situations, if anyone wants the code, I'll be happy to post it.

I don't want to modify the recoil like those cam options are for, if I understand correctly. Want I want to do is make the unzoomed crosshairs closer together so it's more accurate firing from the hip. I mean, quite a few of the pistols seem to be more accurate than it. - Kholt

Edit: Where are the armor ltx files located? I don't know if I didn't extract the proper .db file or what but I'm not seeing them.

Last edited by Kholt; May 12th, 2007 at 07:42 PM..
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  #145  
Old May 12th, 2007
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*grumbles at the 30 minute edit rule* Also, how are the uprated items (AK-74 "rapid fire", MP5 in 9x18mm, more accurate Dragunov) handled by the game? I'm not seeing separate files for them either. Sorry for the multiple posts.
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  #146  
Old May 12th, 2007
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Hey Niphty, just thought this would be a good idea to add to your tutorial.

When I was writing my ak74u that fired Groza ammo, I wrote it as "wpn_Paladin_m1". This either crashed, or didn't show up in the traders inventory. After several days of work, FoxTwo posted a code that worked. The only difference I could find between what he did and what I did was the "P" in Paladin wasn't capitalized in his.

Sure enough, I tested what he had sent me with a capital P this time (making it "wpn_akPaladin_m1"), and it did not work! When turned back into lower-case (wpn_akpaladin_m1), it worked!

So lower-case only when writing weapons (and armors too I guess).
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  #147  
Old May 12th, 2007
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Quote:
Originally Posted by Kholt View Post
*grumbles at the 30 minute edit rule* Also, how are the uprated items (AK-74 "rapid fire", MP5 in 9x18mm, more accurate Dragunov) handled by the game? I'm not seeing separate files for them either. Sorry for the multiple posts.
unique_items.ltx

@Paladin_Hammer: Damnit, I was going to say that. I found out, after trying to create an armor, that using capitalized characters in the ID for items is bad. The engine doesn't like capitals.

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  #148  
Old May 12th, 2007
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Quote:
Originally Posted by Final Warrior View Post
unique_items.ltx

@Paladin_Hammer: Damnit, I was going to say that. I found out, after trying to create an armor, that using capitalized characters in the ID for items is bad. The engine doesn't like capitals.

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Yeah but I have to get the original code for the suit of armor *I* want to modify from somewhere, don't I?
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  #149  
Old May 12th, 2007
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That's not what you asked, therefore, I did not know to answer that query.

If you're looking for the original code for armor (rather than weapons, which was what I was answering, originally), check outfit.ltx.

But all "unique" (i.e., modified, upgraded, etc.) items are in unique_items.ltx.


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  #150  
Old May 13th, 2007
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Quote:
Originally Posted by Paladin_Hammer View Post
Do you mean edit ALL Groza's to look like AK74u's? I just wanted my unique to look like a AK74u
No, just add that line "weapon_hud = wpn_groza_hud" into your unique items file. It'll just change yours, not every single AK74u

ps: um, me and nipthy aren't sure that's exactly the line you need (we're writing off the top of our heads here). You gotta check the Groza weapon files to see which HUD it uses, and then copy that over into your unique_items.ltx file for your modded AK74u.
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Last edited by FoxTwo; May 13th, 2007 at 01:12 AM..
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