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Pistol unlock issues.
JosePicos
post Jun 15 2017, 12:42 PM
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I'm trying to get the second unlock level for the US Sniper class to replace the M9 with a Glock. I would have thought it to have been the easiest thing possible, but to my result. All I end up with is the M9, even after I've created a new class name via renaming the US Sniper to a USMC. I've also followed the same format that would be needed to replace any other weapon unlock. As well as set the file as a read only yet nothing happens... Any thoughts on what could be causing this?

I looked around the forum but could only ever find the basic kit change tutorials/ steps dealing with primaries.
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M.Combat
post Jun 16 2017, 03:23 AM
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Can you post the kit tweak?


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JosePicos
post Jun 16 2017, 10:31 PM
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Here ya go.
QUOTE
ObjectTemplate.create Kit USMC_Sniper
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.kitType Sniper
ObjectTemplate.aiTemplate Sniper
ObjectTemplate.geometry US_Kits
ObjectTemplate.geometry.kit 6
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 6
ObjectTemplate.cullRadiusScale 2.4

rem -------------------------------------
ObjectTemplate.addTemplate USPIS_92FS_silencer
ObjectTemplate.addTemplate USHGR_M67
ObjectTemplate.addTemplate USMIN_Claymore
ObjectTemplate.addTemplate kni_knife
ObjectTemplate.addTemplate UnlockUSMCSniper
ObjectTemplate.addTemplate UnlockUSMCSniper2
ObjectTemplate.addTemplate ParachuteLauncher
ObjectTemplate.addTemplate USRIF_M24
rem -------------------------------------

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair

ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "HUD_TEXT_MENU_SPAWN_KIT_SNIPER"
ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons\kit_Sniper_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons\kit_Sniper.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7

ObjectTemplate.sprintStaminaDissipationFactor 0.2

rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage "sniper_spotted"
rem ---EndComp ---

ObjectTemplate.create ItemContainer UnlockUSMCSniper
ObjectTemplate.addTemplate uspis_glock17
ObjectTemplate.replaceTemplate USPIS_92FS_silencer
ObjectTemplate.addTemplate USRIF_M110
ObjectTemplate.replaceTemplate USRIF_M24
ObjectTemplate.unlockLevel 1

ObjectTemplate.create ItemContainer UnlockUSMCSniper2
ObjectTemplate.addTemplate gbrif_l96a1
ObjectTemplate.replaceItem USRIF_M24
ObjectTemplate.replaceItem USRIF_M110
ObjectTemplate.removeTemplate USMIN_Claymore
ObjectTemplate.replaceTemplate USMIN_Claymore
ObjectTemplate.unlockLevel 2


This post has been edited by JosePicos: Jun 16 2017, 10:38 PM
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JosePicos
post Jun 16 2017, 10:35 PM
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**Double posted, whoops...**

This post has been edited by JosePicos: Jun 16 2017, 10:37 PM
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M.Combat
post Jun 17 2017, 12:24 AM
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Hopefully I'm understanding the full picture correctly. The pistol works in the first unlock level but not the second?
If that's the scenario then you have to include the pistol changes in the second unlock level as well. Unlock levels don't borrow from the last, they're all stand alone configurations.

Like so:

CODE
ObjectTemplate.create ItemContainer UnlockUSMCSniper
ObjectTemplate.addTemplate uspis_glock17
ObjectTemplate.replaceTemplate USPIS_92FS_silencer
ObjectTemplate.addTemplate USRIF_M110
ObjectTemplate.replaceTemplate USRIF_M24
ObjectTemplate.unlockLevel 1

ObjectTemplate.create ItemContainer UnlockUSMCSniper2
ObjectTemplate.addTemplate uspis_glock17
ObjectTemplate.replaceTemplate USPIS_92FS_silencer
ObjectTemplate.addTemplate gbrif_l96a1
ObjectTemplate.replaceItem USRIF_M24
ObjectTemplate.replaceItem USRIF_M110
ObjectTemplate.removeTemplate USMIN_Claymore
ObjectTemplate.replaceTemplate USMIN_Claymore
ObjectTemplate.unlockLevel 2


I've also not seen that claymore setup you've got there used before, remove and re-adding the same claymore?

This post has been edited by M.Combat: Jun 17 2017, 12:25 AM


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JosePicos
post Jun 17 2017, 12:29 AM
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Nah, the pistol won't unlock at all in the first nor second unlock level. It just stays on the M9 as if the line to request it was never there.

About the claymore, yeah...was messing around with an idea, but that had no affect on the pistol unlocks. As the pistol unlock was occurring before I added the lines for the claymore. (was just too lazy to fetch the file in the objects zip that had it omitted).

Quick edit after reading my first post, meant second in regards to it being the second thing after the first kit setup.

This post has been edited by JosePicos: Jun 17 2017, 12:31 AM
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M.Combat
post Jun 17 2017, 02:07 AM
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Just to make sure it's not an issue with the glock itself, the glock appears when you put it directly in a kit?


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kano
post Jun 17 2017, 05:03 AM
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try using the kit developer to create your unlocks,
i found i make human errors while doing these by hand so i recommend the tool.

https://1fichier.com/?q4f6jrasft
also.
remember every template you add has to be in the subsequent unlock level!
you had no ObjectTemplate.addTemplate uspis_glock17
ObjectTemplate.replaceItem USPIS_92FS_silencer
in you second unlock level.

here is one i did in kit developer.

CODE
ObjectTemplate.create Kit usmc_sniper
ObjectTemplate.modifiedByUser "Dickie"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.networkableInfo KitInfo
ObjectTemplate.kitType Sniper
ObjectTemplate.aiTemplate Sniper
ObjectTemplate.geometry usmc_kits1
ObjectTemplate.geometry.kit 2
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.unlockIndex 6
ObjectTemplate.cullRadiusScale 2.4

rem -------------Slot 1------------------------
ObjectTemplate.addTemplate kni_neck_bf4                                              
ObjectTemplate.addTemplate mk22_mod0                                          
ObjectTemplate.addTemplate bf4_srr61_hunterscope                                          
ObjectTemplate.addTemplate ushgr_m67                                              
ObjectTemplate.addTemplate bf4_explosives_c4                                          
ObjectTemplate.addTemplate nsrif_grapplinghook                                              
ObjectTemplate.addTemplate nightvisiongoggles
ObjectTemplate.addTemplate medical_aid_point
ObjectTemplate.addTemplate parachutelauncher
ObjectTemplate.addTemplate Unlockusmcsniper
ObjectTemplate.addTemplate Unlockusmcsniper2
rem -------------------------------------                                          

ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair

ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName         "HUD_TEXT_MENU_SPAWN_KIT_SNIPER"
ObjectTemplate.vehicleHud.miniMapIcon        "Ingame\Kits\Icons\kit_Sniper_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon        "Ingame\Kits\Icons\kit_Sniper.tga"
ObjectTemplate.vehicleHud.pantingSound        S_SprintBreath
ObjectTemplate.vehicleHud.injurySound        S_Injury
ObjectTemplate.vehicleHud.vehicleType         7

ObjectTemplate.sprintStaminaDissipationFactor     0.2

rem ---BeginComp:Radio ---
ObjectTemplate.createComponent Radio
ObjectTemplate.Radio.spottedMessage        "sniper_spotted"
rem ---EndComp ---

ObjectTemplate.create ItemContainer Unlockusmcsniper
ObjectTemplate.replaceItem kni_neck_bf4
ObjectTemplate.addTemplate kni_carbon_bf4
ObjectTemplate.replaceItem mk22_mod0
ObjectTemplate.addTemplate bf4_p226
ObjectTemplate.replaceItem bf4_srr61_hunterscope
ObjectTemplate.addTemplate aix_barrett_m109
ObjectTemplate.replaceItem ushgr_m67
ObjectTemplate.addTemplate ushgr_m67
ObjectTemplate.replaceItem bf4_explosives_c4
ObjectTemplate.addTemplate bf4_explosives_c4
ObjectTemplate.replaceItem nsrif_grapplinghook
ObjectTemplate.addTemplate phantom_bow
ObjectTemplate.replaceItem nightvisiongoggles
ObjectTemplate.addTemplate gasmask
ObjectTemplate.replaceItem medical_aid_point
ObjectTemplate.addTemplate personal_medical_pack
ObjectTemplate.replaceItem parachutelauncher
ObjectTemplate.addTemplate parachutelauncher
ObjectTemplate.unlockLevel 1

ObjectTemplate.create ItemContainer Unlockusmcsniper2
ObjectTemplate.replaceItem kni_neck_bf4
ObjectTemplate.replaceItem kni_carbon_bf4
ObjectTemplate.addTemplate kni_acb90_bf4
ObjectTemplate.replaceItem mk22_mod0
ObjectTemplate.replaceItem bf4_p226
ObjectTemplate.addTemplate bf4_93r
ObjectTemplate.replaceItem bf4_srr61_hunterscope
ObjectTemplate.replaceItem aix_barrett_m109
ObjectTemplate.addTemplate sni_l96
ObjectTemplate.replaceItem ushgr_m67
ObjectTemplate.replaceItem ushgr_m67
ObjectTemplate.addTemplate ushgr_m67
ObjectTemplate.replaceItem bf4_explosives_c4
ObjectTemplate.replaceItem bf4_explosives_c4
ObjectTemplate.addTemplate crossbow
ObjectTemplate.replaceItem nsrif_grapplinghook
ObjectTemplate.replaceItem phantom_bow
ObjectTemplate.addTemplate nsrif_crossbow
ObjectTemplate.replaceItem nightvisiongoggles
ObjectTemplate.replaceItem gasmask
ObjectTemplate.addTemplate nightvisiongoggles
ObjectTemplate.replaceItem medical_aid_point
ObjectTemplate.replaceItem personal_medical_pack
ObjectTemplate.addTemplate personal_medical_pack
ObjectTemplate.replaceItem parachutelauncher
ObjectTemplate.replaceItem parachutelauncher
ObjectTemplate.addTemplate parachutelauncher
ObjectTemplate.unlockLevel 2


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MasterChiefRulZ
post Jun 17 2017, 06:09 AM
Post #9


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I see typos...

ObjectTemplate.replaceTemplate USPIS_92FS_silencer


Should be...


ObjectTemplate.replaceItem USPIS_92FS_silencer


See the difference between your working unlocks and the one that does not work? First thing I look for is differences between them. smile.gif


It's always replace 'item' to remove and add 'template' to add. To keep things from getting too confusing I put my replace items on the bottom of an item container and the add templates at the top of the item container paragraph.


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kano
post Jun 17 2017, 07:14 AM
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MCR is right, i edited my post with a example of one i made in kit developer.


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JosePicos
post Jun 17 2017, 10:10 PM
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Many thanks oh mighty wise ones! cool.gif After swapping those lines, everything works like a charm. Now to see what other stuff I can do with the kit unlocks in terms of limiting item options. biggrin.gif
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