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paulkel

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About paulkel

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  1. You could try changing the ammo calibre value for the ammopack_9mm from 9mm to crye. I think this would mean though that all 9mm backpack ammo would then be crye calibre, I haven't tried it. The value to change is in the weapon_data.xml file in C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\lib\managers\xml\weapon_data.xml </weapon_data> <weapon_data unit="ammopack_9mm" name="ammo_pack" weapon_id="14" inventory_slot="backpack" gui_unit="scar_l" weight="2" length="0" stability="0" price="20" damage="0" player_weapon="1" grenade="0" ammo="4" cal="9mm" netwo
  2. Hi Shadow, The type of ammo that the weapon uses in the game is found in the relative weapon file, e.g. for the MP5SD the path is as follows C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\units\weapons\u_mp5sd.xml <?xml version="1.0" encoding="ISO-8859-1"?> <units> <xdefine name="mp5sd( name_ext )"> <unit type="weapon" name="mp5sd$name_ext" slot="12"> <model file="/weapons/mp5sd/mp5sd$name_ext.xml"/> <depends_on unit="mp5sd_mag$name_ext"/> <depends_on unit="mp5_scope_mount$name_ext"/>
  3. thats wierd, it had the oppisite effect for me, I gave stability 10 and it got better, not worse... In the weapons files the Zeus is called the Predator check out this link http://www.designation-systems.net/dusrm/app4/sraw.html Regards ... paulkel Okay I found it , but how do I change the weight for in-game play as there is nothing there to change like with the other weapons? I know now how to change the weight on the inventory screen after your help on the other weapons. Thanks again, ghstbstr you could change the max carry weight: data\sb_t
  4. Seems as if this Diesel engine is not the same one that GRIN use in the game http://www.ghostrecon.net/forums/index.php?showtopic=35764 sorry about the confusion paulkel edit: I have removed the link from the earlier posting
  5. In the weapons files the Zeus is called the Predator check out this link http://www.designation-systems.net/dusrm/app4/sraw.html Regards ... paulkel
  6. Hi all, I use Microsoft XML notepad for editing most of the xml files. It is no longer supported by Microsoft, I think since the advent of Net Framework. It is very easy to read the data and I find that typos are less common than when using notepad or Word. It is available from http://www.snapfiles.com/get/xmlnotepad.html screenshot of XML notepad in use http://www.ghostrecon.net/fileman/users/pa...l/image-011.jpg Regards ... paulkel
  7. Hi ghstbstr, The gui element of the weapon files are edited from the file weapon_data.xml, location as follows C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\lib\managers\xml screenshot of Beretta weapon xml The bar_stats section displays the white bar in the inventory screen, it does not change the actual weapon values. If you change for example the accuracy in the bar_stats section from 0.2 to 1.0 ( 100%) the accuracy bar will be at maximum but the gun will not be any more accurate. The accuracy, recoil etc for each weapon is set in its relevant xml file in
  8. At the start of every mission the player needs to press the action / use key to exit the chopper or vehicle, immediatley after this the game saves. If this could be replicated during the mission then the action key might be used to quicksave ? from mission02 xml <event name="activate_bud_leave"> <element type="Backdrop" action="hide" start_time="0.0"/> <element type="DebugString" msg="activate_bud_leave" start_time="0.0"/> <element type="SaveGame" name="check_point01" start_time="1.0"/> I'm guessing that the event name="activate_bud_leave" displays
  9. Hi all, I've been doing a bit of digging on this one and come up with the following .. from the g36flashlight.xml full path: C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\objects\weapons\g36 <object name="billboard_group:headlight_left"/> .. from the armoured car panhard.xml full path: C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\objects\vehicles\panhard <object name="billboard_group:headlight_left" /> i.e. .... the flashlight effect is also the left headlight on the panhard ! Which means, I think, that another effect could
  10. Hi insane, I think the language is Swedish. I pasted the following text from the mission_template.xml into the site: http://www.translation-guide.com/free_onli...dish&to=English denna fil preloadar units som är univeralt för alla banor, så den ska man ha med för att slippa en del spawnhack and got the following result: that file preloadar units as is univeralt for all banor , so the ska husband had with for that let autumn a bit spawnhack which is as clear as ditchwater ! Sorry I can't be of more assistance ..
  11. Actually .... If the flashlight was made to work ... what about this MP game type . night time map, of course . flashlight on/off linked to weapon zoom . all players using the same weapon . limited ammunition . no night vision . no grenades / GLs . no tactical map . no tags Flashlight linked to weapon zoom would have two purposes: Firstly if used it would be easier to see but give away your position and secondly it would encourage up close and personal combat as the only way to aim without giving away your position would be using the hud reticle. Limited ammo would reduce
  12. Hi all, Just my thoughts and findings on the subject .. I have tried the opposite approach, that is to add the flashlight to an existing weapon. I know that the flashlight is not a separate "mod" that can be added to individual weapons but an integral part of the g36flashlight 3d model. However in the g36flashlight xml the flashlight is a grouping that references the light effect and the graphics image files for the flashlight itself. In otherwords the flashlight effect is linked to a point on the 3d model. I took this grouping and added it to the M8 common xml and the game does l
  13. Hi, Maybe I can help, I'm not really into texture editing myself but I have done quite a bit of reskinning of aircraft models in MS Combat Flight Simulator 3. I do not use Photoshop etc. , but small utility freeware programs that are available well, for free .. The first utility is Irfanview available at http://www.irfanview.com/ (also download and install all the plugins while you are there) The second is DXTbmp available at http://www.mnwright.btinternet.co.uk/index.htm Open the dds file with Irfanview and go to "Image" > "Resize/Resample" > tick "Set new size as pe
  14. Ok, I have tried modding the Barrett to increase the damage by editing the two files "u_barrett.xml" and "weapon_data.xml". The default damage value I think is 7, I have mine set to 16. I increased the value to 160 in the weapon xml first - no change. I then increased the value in the barrett xml to 160 - no change ! I also changed the ammo for the Barrett in both files to be 9mm, like the Beretta, to reduce the damage but this also made no difference. The default damage value for the Beretta is 1, that for the Barrett is approximately 7, I might have increased mine before I upped
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