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The Ossus Keeper

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About The Ossus Keeper

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    Recruit - 3rd Class
  1. The Ossus Keeper

    Inventory and the Tabs, more flexible weapons selections.

    the procedure for getting the zues in the secondary tab should (note: I said should) be the same as the steps mentioned earlier in this thread... however, it may not work because the zues is scripted just for certain missions, meaning it's not always going to be in your inventory...
  2. The Ossus Keeper

    ACU SCAR-L

    2 thumbs up, looks really cool... gj...
  3. The Ossus Keeper

    First pseudo add-on weapon

    maybe it's the screen size\res. thats making the sights off?
  4. The Ossus Keeper

    Amount of mags

    go to the sb_inventory_data.xml and find the: <!-- AMMO FOR SINGLEPLAYER AND COOP --> section and edit the defualt amount of clips you can carry. defualt: <var name="ammo_max_556" type="number" default="10"/> new: <var name="ammo_max_556" type="number" default="20"/> change it to your liking... the weapons xml (i.e. u_scar_light.xml, etc.) is where you change the amount of rnds in the clip itself: defualt: <var name="clip_max" value="30"/> new: <var name="clip_max" value="45"/> hope it helps... as far as changing the ammo type\calibur for your mp5, I've no clue... Mig1 did it for his new Scar-L (Mk.16 Mod1), it's 6.8 calibur rnd. maybe shoot him a PM and ask, if no one else here knows right off hand...
  5. The Ossus Keeper

    First pseudo add-on weapon

    @ Mig1, actually I take back what I said about the anim_name, I used the steelsight for the aimpoint on the mr-c, not the defualt... sorry 'bout the confusion... I was looking at a diff. weapon when I posted the above statement... was you able to get the sniper scope to work on the mr-c as well?
  6. The Ossus Keeper

    First pseudo add-on weapon

    I didn't change any thing, I just added it to the gun, and everything seemed to work ok... so whatever the anim_name is for the aimpoint, that's what it used... It was dead on, on my system...
  7. The Ossus Keeper

    SCAR-L skin attempt

    yes, you could keep the same tree structure... I wouldn't zip everything, just what you intend to share, i.e. the texture folder...
  8. The Ossus Keeper

    SCAR-L skin attempt

    you might think about using the 7-zip (.7z), it has better compression then the regular .zip file...
  9. The Ossus Keeper

    First pseudo add-on weapon

    thanks NYR 32, i think some of those guys are coming over from the UBI forums, there are a few people over there B**ching about Mig1's mod and calling all modders hackers and cheats... not cool man, not cool... b.o.t. I have add the aimpoint to the crye (mr-c) with no problems, works in game and all, it's cool... still no go with the sniper scoper or the m8 combat sight though... @Mig1, as far as anim., can't you just change the anim_name from sniper_scope to combatsight and use it's anim.? I noticed thats what you did with the sniper scope for the scar...
  10. The Ossus Keeper

    First pseudo add-on weapon

    Hey Mig1, I got the sniper scope on the crye with no problems, but I can't get it to zoom in and out (right-click) like it's supposed to, any ideas? How did you get it to work on your scar?
  11. The Ossus Keeper

    Inventory and the Tabs, more flexible weapons selections.

    dude, thanks a million... I'll give it a try... Edit: @ Galil SAR, this was a big help man, thanks! I got it working and have all the guns I want in the primary and secondary tabs. One problem I noticed though, I can't seem to get the sniper rifle into the secondary tab, no matter what I do. It locks up the game everytime. Oh well, I pretty much have what I was asking for originally, so no complaints here. Also, I've figured out how to get the m8 combatsight option working for the m8-compact. Here's what I did to get it to work: There are 4 files you’ll need to edit: Xml\Mod_data.xml Xml\Weapon_data.xml Weapons\u_addons.xml Strings\Mods.xml Lets start with the Mods.xml ( found in local\english\Strings\ ) Copy the string id with the m8_combatsight listed in it (i.e. <string id="mod_m8_combatsight" value="ITI IOSS"/> ) and paste it at the end of the list just before </stringset> Next rename the id to m8_combatsight2 (i.e. <string id="mod_m8_combatsight2" value="ITI IOSS"/> ) Then save the file. Done. Next lets work on the u_addons.xml ( found in the local\english\units\weapons\ ) Go to the Non-Iron Sights section and find the M8_combatsight data: <unit type="weapon" name="m8_combatsight$name_ext" slot="12"> <script_class name="hud" class="HudScope"/> <model file="/weapons/addons/m8_combat_sight/m8_combat_sight$name_ext.xml"/> <stats block="addon_data"> <var name="anim_name" value="combatsight"/> <var name="hud_movie_name" value="crosshair_combatsight_m8"/> <var name="fov_halfway" value="35"/> <var name="fov_zoomed" value="10"/> <var name="has_hud" value="true"/> <var name="zoom_mouse_sensitivity" value="0.1"/> <var name="sway_amp" value="0"/> <var name="sway_lerp" value="0"/> <var name="speed_to_halfway" value="10.0"/> <var name="speed_to_unzoomed" value="9.0"/> </stats> </unit> Copy this and past it at the end of the Non-Iron Sights section and rename the <unit type="weapon" name="m8_combatsight$name_ext" slot="12"> to <unit type="weapon" name="m8_combatsight2$name_ext" slot="12"> now save the file. Done. Now lets do the mod_data.xml ( found here: local\english\lib\managers\xml\ ) Find your M8 combatsight data and copy and paste it under the original or at the end (I don’t think it matters too much). Now rename the unit_name to m8_combatsight2 and change the mod_id from 15 to 21 like so: <mod_data unit_name="m8_combatsight" mod_id="15" name="combatsight" mod_slot="top" price="50"> <bar_stats accuracy="0.95" stability="0.6" weight="0.2" impact="0.5"/> </mod_data> <mod_data unit_name="m8_combatsight2" mod_id="21" name="combatsight" mod_slot="top" price="50"> <bar_stats accuracy="0.95" stability="0.6" weight="0.2" impact="0.5"/> </mod_data> Save the file. Done. Last one, edit the weapon_data.xml ( also found here: local\english\lib\managers\xml\ ) Find your m8-compact(s) data and add a new mod id line changing the mod id from 8 to 21, like so: (original data first for example) <weapon_data unit="m8_compact" name="m8_compact" weapon_id="7" inventory_slot="secondary" gui_unit="m8_compact" price="80" damage="1" player_weapon="1" grenade="0" cal="556" wizby="2"> <stats caliber="5.56 x 45 mm" rpm="750" velocity="740 m/s" firemodes="SA FA 3RB" capacity="100" info="info_m8_compact"/> <bar_stats accuracy="0.3" stability="0.3" weight="1.5" impact="0.6"/> <mods front="true" top="true" bottom="false"> <mod mod_id="7" default="1"/> <mod mod_id="8"/> </mods> (new mod option data) <weapon_data unit="m8_compact_2" name="m8_compact" weapon_id="48" inventory_slot="primary" gui_unit="m8_compact" price="80" damage="1" player_weapon="1" grenade="0" cal="556" wizby="2"> <stats caliber="5.56 x 45 mm" rpm="750" velocity="740 m/s" firemodes="SA FA 3RB" capacity="100" info="info_m8_compact"/> <bar_stats accuracy="0.3" stability="0.3" weight="1.5" impact="0.6"/> <mods front="true" top="true" bottom="false"> <mod mod_id="7" default="1"/> <mod mod_id="8"/> <mod mod_id="21"/> </mods> Save the file. Done. That’s all there is too it… good luck!
  12. The Ossus Keeper

    Inventory and the Tabs, more flexible weapons selections.

    I'm thinking you may have to create a completely new set of files (like Mig1 did for the new scar) for each weapon you what in the secondary tab, that way it won't interfere with the originals in the primary tab. And when you make the new set of files for each weapon, just change it’s tab location from primary to secondary. That way the weapons will be in both primary and secondary tabs. However, this is just a gestamation...
  13. The Ossus Keeper

    First pseudo add-on weapon

    that would be cool to have both the aimpoint and the sniper scope for Crye (MR-C)...
  14. The Ossus Keeper

    First pseudo add-on weapon

    @Mig1, I found using the aimpoint on the mk48 was way off, the sniper scope was off just a little, the crye combatsight on the scar was mussed up a bit is there a way to fix these?
  15. The Ossus Keeper

    Modding existing weapons

    actually, i think that "not used" is just for the overall_tactical_difficulty line, so the player health multiplier may still work... have you tried using an more common value like say 10 or 100? I think 100,000 may be a bit much, also the game may not recognize the "," between the zero's... just a thought... thanks for the head-up though, I haven't tried it yet, but I might investigate a bit further to see what happens... side thought: don't you need to start a new profile in order for the changes in these particular files to take effect?
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