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Cloning, renaming weapons, Easing restrictions for weapons and Item Index numbers.
ghostwriter_dor
post Oct 6 2007, 09:18 PM
Post #1


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I finally did it! After failing miserably trying to use the Object Editor to rename a weapon and add a silencer, I decided to take the logical and simple approach, thanks to the valiant efforts of those of you who have gone before me. I used notepad and the copy/paste technique, which was very easy. You were right SatNav!

Primary Objective: To Deploy a Secondary M4, the M4_SpecOp

I needed a secondary M4 to have separate AI conditions for the Engineer and the SpecOp Kit Classes, but this works if you want to have the same weapon being used for different Item Indexes in Kits. Using the M4 only as an example:

As always, BACK UP YOUR FILES before you do anything, for your own sanity.

Begin process:

1. I unzipped the Objects_server.zip folder from the mod (I’m using Mercs 10 for testing) to a working folder I named ModWork. (Use any working folder you want.)

2. I copied the USRIF_M4 folder to a separate Temp folder, renamed it to USRIF_M4_Specop, and then copied the renamed folder back into the Weapons\Handheld\ , in my working folder ModWork.

2.5. Now I have these two folders, the USRIF_M4, and USRIF_M4_SpecOp folder under \Weapons\Handheld.

3. Next I renamed the .con file and .tweak files to match the new USRIF_M4_SpecOp folder name, in that folder.

4. Editing the .con file here, creating generic weapon in game but keeping the M4 bundlemesh.

CODE
USRIF_M4_SpecOp.con                                   <-- renamed file


GeometryTemplate.create BundledMesh usrif_m4

ObjectTemplate.create GenericFireArm usrif_m4_SpecOp  <-- added _SpecOp
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator FLI-1:fli
ObjectTemplate.geometry usrif_m4

include usrif_m4_SpecOp.tweak                         <-- renamed file



5. Next, edited these lines in the .tweak file adding _SpecOp most of the usrif_M4 references.

CODE
USRIF_M4_SpecOp.tweak

Only lines I had to change are shown here from the tweak file.
I've left some added lines so you know where to find them.

All edits were to change reference usrif_M4 to usrif_M4_SpecOp smile.gif

Start Here!

rem *** Generated with Bf2Editor.exe [created: 2005/2/14 17:21] <-- very beginning of .tweak
GeometryTemplate.setMaterialReflectionScale 0 0 0 0.25
GeometryTemplate.setSpecularStaticGloss 0 0 0 0.15
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
rem ObjectTemplate.activeSafe GenericFireArm usrif_m4
ObjectTemplate.activeSafe GenericFireArm usrif_m4_SpecOp <-- this line must be changed
ObjectTemplate.creator TLO-1:tlo
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
rem ---BeginComp:WeaponHud ---



ObjectTemplate.aiTemplate usrif_m4_SpecOpAI <- added line in .ai file subfolder
rem -------------------------------------
rem
rem
rem ObjectTemplate.addTemplate S_usrif_m4_Fire1P <-- note: these addTemplate must be changed
rem
ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Fire1P <-- new line
rem
ObjectTemplate.setPosition -0.00154155/0.0174675/0.474922

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Fire1P_Outdoor
ObjectTemplate.setPosition -0.000946715/0.0175849/0.474557

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Fire3P
ObjectTemplate.setPosition -0.00107837/0.0164062/0.474377

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_BoltClick
ObjectTemplate.setPosition 0/0.0271776/-0.108983

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_TriggerClick
ObjectTemplate.setPosition 0/-0.0442018/-0.0382003

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_SwitchFireRate
ObjectTemplate.setPosition 0/-0.0181397/-0.0909292

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Reload1P
ObjectTemplate.setPosition 0/-0.063823/0.0222512

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Reload3P
ObjectTemplate.setPosition 0/-0.0582734/0.0158555

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Deploy1P
ObjectTemplate.setPosition 0/0.0595026/-0.0856211

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Deploy3P
ObjectTemplate.setPosition 0/0.0159245/-0.0538461

ObjectTemplate.addTemplate S_usrif_m4_SpecOp_Zoom
ObjectTemplate.setPosition 0/0.0913384/-0.0160701
rem
rem <-- no changes from here
ObjectTemplate.addTemplate e_muzz_m4
ObjectTemplate.setPosition 0/0.0151088/0.496909
ObjectTemplate.addTemplate e_shellejection_556
ObjectTemplate.setPosition 0.00545883/0.0205752/0.0176413
ObjectTemplate.setRotation -10/0/11

rem
rem Do not rename animation files!
rem
rem Change default folder references below and all animations will be found.


rem -------------------------------------
rem ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USRIF_M4/AnimationSystem1p.inc <-- old line
rem
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USRIF_M4_SpecOp/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USRIF_M4_SpecOp/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate M4Projectile
ObjectTemplate.velocity 1000
ObjectTemplate.itemIndex 5 <--- Any item index you want!!!
ObjectTemplate.delayToUse 1.166

rem
rem Now the last changes are done here
rem
rem
rem ObjectTemplate.activeSafe Sound S_usrif_m4_Fire1P <---- old line
rem
ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Fire1P <---- new line _SpecOp added
rem
rem *Note: you don't have to change the sound file defaults
rem

ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/stereo/m4_fire_outdoor.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.71
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.98/1.05/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.position -0.000946715/0.0175849/0.474557


ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Fire3P
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/mono/m4_fire.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.96/1.05/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.position -0.00107837/0.0164062/0.474377
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4
ObjectTemplate.soundRadius 0.5

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_BoltClick
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/mono/m4_boltclick.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_TriggerClick
ObjectTemplate.modifiedByUser mdo
ObjectTemplate.soundFilename "objects/weapons/handheld/uspis_92fs/sounds/mono/trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_SwitchFireRate
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/mono/m4_fire_rate_switch.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.55
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/-0.0181397/-0.0909292

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Reload1P
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/stereo/m4_reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.62
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/-0.063823/0.0222512

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Reload3P
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4_SpecOp/sounds/mono/m4_reload_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.68
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/-0.0582734/0.0158555
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Deploy1P
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/mono/m4_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.42
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0.0595026/-0.0856211

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Deploy3P
ObjectTemplate.modifiedByUser jsa
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m4/sounds/mono/m4_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.42
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/0.0159245/-0.0538461
ObjectTemplate.minDistance 0.8
ObjectTemplate.halfVolumeDistance 1.6

ObjectTemplate.activeSafe Sound S_usrif_m4_SpecOp_Zoom
ObjectTemplate.modifiedByUser nfe
ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_bizon/sounds/zoom_generic.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.5
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1


ObjectTemplate.activeSafe Sound S_M4Projectile_Looping
ObjectTemplate.modifiedByUser jsa


6. Added this line to the weapons.ai file in the AI subfolder for the USRIF_M4_SpecOp folder.

CODE
Weapons.ai  file

rem *** Add Usrif_m4 ***
weaponTemplate.create usrif_m4_SpecOpAI    <--- added at beginning of code.


7. I edited the SpecOps.con file for the US soldeir in the Kits .con file, adding the M4_SpecOp as his weapon. I also changed the Item Index and gave it to the Sniper just to see if it could be any index number. laugh.gif It works!

8. Zipped up the Objects_server.Zip file in my ModWork folder, (with all the Mod's Object_server.zip content), pasted it over the existing one in the BF2\Mods\mercs folder, and blam! It works just fine. No need to rename animation or sound files. No need to mount files in the _Archives.con files. Just like that, you have an active new weapon to deploy. This should work for any existing weapons in your mod, though complications may vary with Non-Vanilla BF2 weapons and vehicles.


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I know I'm a nut, so technically that means I am not... a nut
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Replies (1 - 14)
imtheheadhunter
post Oct 6 2007, 09:29 PM
Post #2


Debug assertion failed! Text:people == stupid!
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use the [ codebox ] [/ codebox ] when posting long pices of code, it makes it for a much shorter post.

and moved to the tools/tutorials area. smile.gif


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SatNav
post Oct 6 2007, 10:00 PM
Post #3


Cesar
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you dont need to change path in the lines
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USRIF_M4_SpecOp/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USRIF_M4_SpecOp/AnimationSystem3p.inc


if you rename it then you will need the animations files included in your custom folder,if you leave it unchanged you wont need the animations files.
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Drifterboy
post Oct 7 2007, 12:46 AM
Post #4


^ the properway to headbang ^
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Thanks a heap mate bigthumb.gif


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ghostwriter_dor
post Oct 7 2007, 11:50 AM
Post #5


Mad Scientist
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From: Southern California
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QUOTE(SatNav @ Oct 6 2007, 11:00 PM) *
you dont need to change path in the lines
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/USRIF_M4_SpecOp/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/USRIF_M4_SpecOp/AnimationSystem3p.inc


if you rename it then you will need the animations files included in your custom folder,if you leave it unchanged you wont need the animations files.


Ok, good point SatNav, it will save space for the mod not to have all the animation's files duplicated, but it does demonstrate that we don’t need to rename the animation files. Which might come in handy in some other ways.

As you also said updating this line:
ObjectTemplate.aiTemplate usrif_m4_SpecOpAI

And the Weapons.ai file in the AI subfolder isn't needed, unless you are going to fiddle with the AI settings. It helps to see which weapon your working with, the original or the clone.

Edit ----------> About adding the silencer

I did finally gett it to work, very easy adding the silencer manually. The truth is that it isn't able to used with any scoping weapons efficiently. The existing silencer is only good for Iron Site type weapons. On scoped weapons it will not dissapear when zooming and just floats there.

Add these three lines:

ObjectTemplate.addTemplate silencer <-- this line adds Silencer to weapon.

ObjectTemplate.setPosition 0/0/0 <--- Positioning: leave at 0 / vertical adust / horizontal adjust
(For a reference on positioning use the default e_muzz_<weapon> setting so you know where to start.)
(for vertical adjusting, try 0 first, it will be almost centered, then use a -0.006 to -0.008 aprox to get it centered on barrel.)

ObjectTemplate.addTemplate e_muzz_handgunSilenced <-- use only for little flash puff smoke effect when firing.

For my silenced M4 I dropped trying to use the silencer model and just changed the sounds to the MP5 and left the flash effect the default.

If you set the position of the silencer at 0/0/0, it will place on the weapon, but not at the muzzle. More like where the shells are ejected. You will see it at the very bottom of your Scoped weapon when zoomed, so you can get the feel of having it on the weapon, which is how I think it was designed to work. Heh!

This post has been edited by ghostwriter_dor: Oct 8 2007, 12:06 AM


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GroovyDawg
post Aug 23 2008, 07:57 AM
Post #6


Groovy, you are GJ.
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This should be stickied in the AIX forums, might completely eliminate the question asking.

//edit. Well, I tried the cloning, changing the paths cept' for those mentioned. (Animations, Geometry and Default Sounds) Still CTDs. Tried cloning the AIX_RPG7 to AIX_RPG72 and reassigned it to itemindex 2 to replace the silenced pistol of a US Sniper.

still CTDs....sad.gif

Renamed the file names of both .con files and .tweak files to the cloned name (AIX_rpg72)

The following codes...

CODE
GeometryTemplate.create BundledMesh aix_rpg72

ObjectTemplate.create genericfirearm aix_rpg72
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.creator KYSTERAMA:kyron
ObjectTemplate.geometry aix_rpg7

include aix_rpg72.tweak


and
CODE
rem *** Generated with Bf2Editor.exe [created: 2006/5/15 11:52]
GeometryTemplate.maxSkip3pLods 0
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 16
ObjectTemplate.activeSafe GenericFireArm aix_rpg72 (renamed)
ObjectTemplate.creator JULIO:julioce
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\Selection\RPG.tga
ObjectTemplate.weaponHud.altWeaponIcon Ingame\Weapons\Icons\Hud\USATP_Predator_mini.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\aix_RPG.tga
ObjectTemplate.weaponHud.specialAbilityIcon Ingame\Weapons\Icons\Hud\SpecialKitIcons\rpg.tga
ObjectTemplate.weaponHud.hudName "RPG7"
ObjectTemplate.weaponHud.altGuiIndex 0
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.projectileStartPosition 0.1/-0.1/0
ObjectTemplate.fire.hideWeaponAfterFiringDelay 0
ObjectTemplate.fire.showWeaponAfterReloadDelay 1
ObjectTemplate.fire.dropLod 3
ObjectTemplate.fire.hideLod 2
ObjectTemplate.fire.busyUntilButtonRelease 1
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.nrOfMags 8
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 4
ObjectTemplate.ammo.minimumTimeUntilReload 0.25
ObjectTemplate.ammo.reloadWithoutPlayer 1
ObjectTemplate.ammo.toggleWhenNoAmmo 1
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
ObjectTemplate.createComponent SoldierBasedRecoilComp
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev 0.25
ObjectTemplate.deviation.setTurnDev 0 0 0 0
ObjectTemplate.deviation.setSpeedDev 0 0 0 0
ObjectTemplate.deviation.setMiscDev 0 0 0
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:DefaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 0
ObjectTemplate.zoom.zoomLod 1
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 0.5
ObjectTemplate.zoom.changeFovDelay 0
ObjectTemplate.zoom.zoomOutAfterFire 1
rem ---EndComp ---
rem ---BeginComp:DefaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp:DefaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultRicochetComp ---
ObjectTemplate.createComponent DefaultRicochetComp
rem ---EndComp ---
rem ---BeginComp:DefaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
rem ---EndComp ---
ObjectTemplate.geometry aix_rpg7 (kysterama said don't change)
ObjectTemplate.setCollisionMesh aix_rpg7 (kysterama said don't change)
ObjectTemplate.mapMaterial 0 Collision_Material 68
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.aiTemplate usatp_predatorAI (uses AI of different weapon, 1.0 where weapons don't have individual AI)
rem -------------------------------------
ObjectTemplate.addTemplate S_aix_rpg72_Fire1P (renamed all addTemplates S_...)
ObjectTemplate.addTemplate S_aix_rpg72_Fire1P_Outdoor
ObjectTemplate.addTemplate S_aix_rpg72_Fire3P
ObjectTemplate.addTemplate S_aix_rpg72_BoltClick
ObjectTemplate.addTemplate S_aix_rpg72_TriggerClick
ObjectTemplate.addTemplate S_aix_rpg72_SwitchFireRate
ObjectTemplate.addTemplate S_aix_rpg72_Reload1P
ObjectTemplate.addTemplate S_aix_rpg72_Reload3P
ObjectTemplate.addTemplate S_aix_rpg72_Deploy1P
ObjectTemplate.addTemplate S_aix_rpg72_Deploy3P
ObjectTemplate.addTemplate S_aix_rpg72_Zoom
ObjectTemplate.addTemplate S_aix_rpg72_Looping
ObjectTemplate.addTemplate S_aix_rpg72_Projectile_Looping
rem -------------------------------------
ObjectTemplate.animationSystem1P objects/weapons/handheld/aix_rpg7/AnimationSystem1p.inc (didn't touch the animations)
ObjectTemplate.animationSystem3P objects/weapons/handheld/aix_rpg7/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate rpg_rocket
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 100
ObjectTemplate.itemIndex 2
ObjectTemplate.delayToUse 1.333

ObjectTemplate.activeSafe Sound S_aix_rpg72_Fire1P (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/stereo/fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_aix_rpg72_Fire1P_Outdoor (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/stereo/fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_aix_rpg72_Fire3P (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/mono/fire_3p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 4
ObjectTemplate.halfVolumeDistance 8

ObjectTemplate.activeSafe Sound S_aix_rpg72_BoltClick (renamed)
ObjectTemplate.modifiedByUser "kyron"

ObjectTemplate.activeSafe Sound S_aix_rpg72_TriggerClick (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/uspis_92fs/sounds/mono/trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_aix_rpg72_SwitchFireRate (renamed)
ObjectTemplate.modifiedByUser "kyron"

ObjectTemplate.activeSafe Sound S_aix_rpg72_Reload1P (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/aix_rpg7/sounds/rpg_reload_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_aix_rpg72_Reload3P (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/aix_rpg7/sounds/rpg_reload_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 4
ObjectTemplate.halfVolumeDistance 8

ObjectTemplate.activeSafe Sound S_aix_rpg72_Deploy1P (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/stereo/deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.55
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_aix_rpg72_Deploy3P (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/mono/deploy_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.6
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1

ObjectTemplate.activeSafe Sound S_aix_rpg72_Zoom (renamed)
ObjectTemplate.modifiedByUser "kyron"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/usatp_predator/sounds/mono/zoom.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_aix_rpg7_Looping (renamed)
ObjectTemplate.modifiedByUser "kyron"


This post has been edited by GroovyDawg: Feb 7 2010, 01:53 AM


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Bongholio
post Aug 23 2008, 10:32 AM
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from another silencer thread
work don't work,I dunno I just read here

disablewhenzoom 1


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SatNav
post Aug 23 2008, 06:09 PM
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QUOTE(GroovyDawg @ Aug 24 2008, 01:57 AM) *
still CTDs....sad.gif


what error do you get?
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GroovyDawg
post Aug 24 2008, 05:38 AM
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erm, well...i didn't debug, ( i presume thats a notepad with tons of lines detailing where you went wrong) but i just loaded a map, and before it fully loads objects (before sounds) at 15%, it crashes. sad.gif

Are my codes wrong? Did I rename something wrongly?

This post has been edited by GroovyDawg: Aug 24 2008, 10:20 AM


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~I salute you, the AIX gentlemen.~

U MAD? \_(ツ)_/

Asus G73JH-X3| Intel Core i7-720QM | 8GB DDR3 1333 RAM | ATI Mobility Radeon 5870 1GB GDDR5 | 2x320GB Seagate 7200 RPM | 17.3" LED 1920x1080
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SatNav
post Aug 24 2008, 11:02 PM
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QUOTE(GroovyDawg @ Aug 24 2008, 11:38 PM) *
erm, well...i didn't debug, ( i presume thats a notepad with tons of lines detailing where you went wrong) but i just loaded a map, and before it fully loads objects (before sounds) at 15%, it crashes. sad.gif

run in windowmode to see the error message or download the editor and run in debugmode.
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GroovyDawg
post Aug 25 2008, 06:45 AM
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Okay..got it. The editor as in the Bf2 Editor right? Okay. Just for the debugmode. Hear that the editor isn't very highly rated..tongue.gif


--------------------
~I salute you, the AIX gentlemen.~

U MAD? \_(ツ)_/

Asus G73JH-X3| Intel Core i7-720QM | 8GB DDR3 1333 RAM | ATI Mobility Radeon 5870 1GB GDDR5 | 2x320GB Seagate 7200 RPM | 17.3" LED 1920x1080
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clivewil
post Aug 25 2008, 08:32 AM
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meh.
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QUOTE
Just for the debugmode. Hear that the editor isn't very highly rated..

the debugger (BF2_r.exe) is bundled with the BF2 editor.

yes the editor has some issues but it's invaluable for some stuff (positioning objects etc.) and necessary for other stuff (creating maps etc.) but for everything else just use a decent text editor instead. crimson editor is a good free text editor, much nicer than notepad


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jdrou
post Aug 26 2008, 12:14 PM
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When I did weapons copies I also renamed the geometry and collisionmesh components (incl. renaming the .collisionmesh file in both objects_client and objects_server.zip). Also renamed the .bundledMesh file in objects_client.zip . Windowed mode and trial-and-error was good enough to get things working.



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SatNav
post Aug 26 2008, 10:57 PM
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QUOTE(jdrou @ Aug 27 2008, 06:14 AM) *
When I did weapons copies I also renamed the geometry and collisionmesh components (incl. renaming the .collisionmesh file in both objects_client and objects_server.zip). Also renamed the .bundledMesh file in objects_client.zip . Windowed mode and trial-and-error was good enough to get things working.


you dont need to rename or even have the mesh files for the cloned weapon in the cloned folder unless you plan on modding it or the texture.
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GroovyDawg
post Aug 27 2008, 11:59 AM
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yea..i took a note out of FFOLKES unlocks...pretty much renamed what he renamed. FFOLKES unlocks works a similar system, cloning weapons. Its pretty much the exact same method as the OP, just that i've tried doing it for the C4 and AIX's timebomb, still CTDs. Might have missed out a line or two so i'll double check. All so, for medkits and ammobags, the codes does look a little different to my noob eyes.

And in FFOLKES tried and tested clones, the geometry and collisions weren't renamed, neither were the animations. Also, the ai wasn't renamed at all in ffolkes stuff. But my particular cloning efforts with the AIX XM8 keeps failing...wonder why...i'll try to look closer this time...

And so baseline is the meshes, geometry and animations are not to be renamed?

And also, as I've tried, his weapons are interchangeable with AIXs...this doesn't breach any copyrights does it? I mean, its only for my personal use and no intentions for any distributions of any kind. He has ready-made working cloned rifles like the G36E which i've implemented into my custom kit as the original G36E that came with AIX doesn't work. It doesn't even have the meshes or animation files. Whenever I fire the original gun (that came with AIX) it CTDs. Using FFolkes G36E, it fires fine...

This post has been edited by GroovyDawg: Aug 27 2008, 12:07 PM


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~I salute you, the AIX gentlemen.~

U MAD? \_(ツ)_/

Asus G73JH-X3| Intel Core i7-720QM | 8GB DDR3 1333 RAM | ATI Mobility Radeon 5870 1GB GDDR5 | 2x320GB Seagate 7200 RPM | 17.3" LED 1920x1080
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