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p-a-c-k-r-a-t

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Recruit - 3rd Class

Recruit - 3rd Class (2/13)

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  1. I'm replying to myself just in case anyone ever wants to know how to do this. I got it working via the following changes: 1. changed all chr and rsb references in the atr files to lowercase in order to match the actual filenames. 2. lowercased all atr filenames (mp_plt1_Packrat_asl.atr -> mp_plt1_packrat_asl.atr) and re-wrote all kits\*kil files appropriately. 3. changed all ActorName tags to have no spaces (probably not required). 4. moved all chr and rsb files to dirs directly off the Character\ dir, lowercased the dir name, and removed all spaces from the dirnames. ie: before the dir would be "Character\MP Character Files\Modname\Packrat\" and now it is just "Character\packrat\". As part of step 4, I moved one odd-ball character (a generic character for folks to use if they didn't have a custom character done) from the "Character\" dir to "Character\Generic\". Perhaps having all the kits at the same depth under "Character\" is important. The mod is now working perfectly. My buds and I have custom characters for playing co-op (). If only a patch would come out which would fix the 'shadow guys' bug, I'd be a happy camp^H^H^H^Hfellow. Cheers.
  2. The objective: Create a mod which has individual model+skin for MP (co-op) for each player and which uses the normal (rifleman/demo/...) kitpaths. ie: have a 'packrat rifleman' actor which looks different from the standard rifleman but which doesn't need his own custom kits defined (so that playing with new weapons mods isn't too labourious). What's been done: The mod has the appropriate actor files in "Actor\MP Actor Files\Platoon 1\", called 'mp_plt1_packrat_(asl|dem|snip|hvywep).atr'. They look like this: <ActorFile> <VersionNumber>1.000000</VersionNumber> <ArmorLevel>3</ArmorLevel> <ActorName>Packrat Rif</Actorname> <ClassName>rifleman</ClassName> <ModelFace>Packrat_head.rsb</ModelFace> <BlinkFaceName>Packrat_blink.rsb</BlinkFaceName> <DesertModelFace>Packrat_head.rsb</DesertModelFace> <DesertBlinkFace>Packrat_blink.rsb</DesertBlinkFace> <JungleModelFace>Packrat_head.rsb</JungleModelFace> <JungleBlinkFace>Packrat_blink.rsb</JungleBlinkFace> <KitPath>rifleman</KitPath> <ModelName>Packrat.chr</ModelName> <LOD2>Packrat_a.chr</LOD2> <LOD3>Packrat_b.chr</LOD3> <DesertLOD1>Packrat.chr</DesertLOD1> <DesertLOD2>Packrat_a.chr</DesertLOD2> <DesertLOD3>Packrat_b.chr</DesertLOD3> <JungleLOD1>Packrat.chr</JungleLOD1> <JungleLOD2>Packrat_a.chr</JungleLOD2> <JungleLOD3>Packrat_b.chr</JungleLOD3> <Weapon>6</Weapon> <Stamina>6</Stamina> <Stealth>6</Stealth> <Leadership>8</Leadership> <ScaleX>1.000000</ScaleX> <ScaleY>1.000000</ScaleY> <ScaleZ>1.000000</ScaleZ> </ActorFile> The models and skins are in individual dirs ("Character\MP Character Files\Modname\Packrat\", and so on) and are named exactly as they appear in the Actor file above, except that the initial character in the filename is lower-cased (the result of a miscommunication between me and the skinner). For example, the actor file says "Packrat.chr" but the real file is "packrat.chr". I wrote a script which added 'mp_plt1_packrat_(asl|dem|hvywep|snip).atr' entries to all the Kits\*.kil (kit restriction files) in all mods (Origmiss, Mp(1|2), etc) which duplicate the original asl,dem,etc entries. The current state: The actors show up in the actor/kit chooser when I'm starting a co-op game, with the appropriate models, skins, and kits. The problem is that the actor gets reset to Rifleman when the game launches. The player shows up in game with the same kit _number_ but with the wrong character ("Packrat Dem" kit 9 shows up in game as "Rifleman" kit 9). Does anyone out there know why this is happening? Thanks for reading.
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