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paulkel

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Everything posted by paulkel

  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" network_disable="true"> <bar_stats accuracy="0" stability="0" weight="1" impact="0"/> Alternatively you could just increase the default amount of clips for the MP5SD. Hope this helps Regards ... paulkel
  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"/> <script_class name="base" class="BulletWeapon"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="ammo_type" value="9mm"/> You can change the default 9mm to any ammo type you like, I have mine changed to 556. The type of ammo that the gun uses does not reflect the amount of damage that can be done it just limits the ammo you can pick up from fallen enemies.The tangos use the G36 a lot and it uses 556 ammo. If you set the MP5 to use say the 127 ammo as used by the Barrett sniper rifle it will not increase the damage , it will mean though that you would have to be very economical with your ammo. Most of the enemy AI use 556 equipped weapons. Regards ... paulkel
  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_templates\global\sb_global.xml <var name="carrying_weight_max" type="number" default="45"/> it also has the player health multiplier in it down towards the bottom... <var name="player_health_multiplier" type="number" default="10.0"/> (noticed you were looking on the other forum for this or something like it) Unfortunately the "player_health_multiplier" in the sb_global.xml does not work, it might have been used at some stage during development. There is a programmers comment "not used" before the last four or five fields in the file. I just checked mine and it has been set to 100,000 (!) for the last two weeks or so, was tweaking and forgot to set it back to default, and I still get killed as normal in the game. paulkel
  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 the location C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\units\weapons The default number of clips that is available for each weapon, including grenades, is set in the following file C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\sb_templates\sb_inventory_data.xml Hope this helps. Regards ... paulkel
  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 the dialog box to press the action key. If the "msg",the message box,was removed and the start_time set to a wildcard *.* would this mean that you could save at any time ? Maybe I'm way off the mark here but it might help. Regards ... paulkel
  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 be substituted on the g36flashlight. The g36 3d model obviously has a "mounting point" for the flashlight, if the flashlight is just an effect does this mean that any effect could be used instead ? Also I would guess that the effect itself could be edited, the intensity of the light could be reduced, increased or removed completely. We could then have "blacked out" armoured cars on the night time missions ... or tangos with no flashlights on their g36's etc. ------------------------------------------------------------- Also .. from the scar_light xml full path: C:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter\Data\objects\weapons\scar_light <light name="flashlight_spot" type="spot|specular"/> <light name="flashlight_omni" type="omni|specular"/> .. a reference to a flashlight ? Maybe this was not implemented in the released version of GRAW, possibly it could be made to work by GRIN in a patch or by ourselves. Every time I dig in to these XML files something interesting pops up ..... Regards .. paulkel
  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 spray'n'pray tactics. Last man standing wins. TedSmith has released a team deathmatch mod, DiGiTALY -TC- has how to guide to running mods without overwriting original files, etc. ... Just thinking way ahead on this one, but it would be a blast ... Regards ..
  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 load and get to the inventory loadout screen. However as soon as you try to view the M8 the game crashes to desktop. Maybe as DonMiquel says the flashlight needs an actual hardpoint on the 3d weapon model, a grenade launcher etc, before it will work. On the other hand if the flashlight mounting point on the g36flashlight model is linked to a point on the 3d model it will need to be linked or associated to the grenade launcher 3d model as well. Which of course means editing the 3d model diesel files for the grenade launcher. Hopefully modding support for 3d objects will be released in the June patch, if not then we are going to have a very steep learning curve indeed. Regards ....
  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 percentage of original" and set to 50% and click "Ok". Save the file as a Windows Bitmap (.bmp). This will reduce a 1024x1024 image to 512x512, Irfanview can not save as dds DXT5 so save as bmp. Open this file with DXTbmp, a bitmap manipulator that can save as DXT5 and go to "File" > "Save as" > "DDS texture" and from the "Save as type " drop down menu select "DDS DXT5". These utilities are only a few megabytes in size and should not take too long to download on dial up. Hope this helps.
  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 it to 16, so increasing the damage value should have an effect. They might be more to do with the values displayed in the loadout screen,weapon spec's etc, than the actual in game damage. Maybe the damage values in these files are linked to another file. I still have not found from where the game is drawing the data for the different types of ammo - 9mm, 50cal, 127, 40mm etc. If anyone does know where this is could they please assist ? Regards ...
  15. Hi silent_op, Perhaps even when "show_bodies" is set to true in the global xml file the amount of time that dbs appear on screen is dependant on your PCs configuration. For example a PC with 1 GB of RAM and a 128MB video card might only be able to display 10 dbs on a map, and if any more tangos need to be spawned the game has to remove some. A PC with say 2GB of RAM and a 256MB video card might be able to display 10 dbs and ten more spawned tangos before any dbs are removed. I presume the reason why the default setting is not to show dbs is for performance reasons, GRAW after all is very demanding on even high end PCs. Maybe others interested in this topic could comment on this. My own machine is an AMD 64 3700+, 2GB RAM, 7800GT 256MB and 300GB SATA2 Hard disk. I run at 1152x864@72hz with texture quality medium and effects quality high, dynamic shadows high and dynamic lighting on. Regards ....
  16. Hi insane, The weapons damage is set from two different files in this example I am editing the beretta: \Ghost Recon Advanced Warfighter\Data\units\weapons\u_beretta.xml and the second file \Ghost Recon Advanced Warfighter\Data\lib\managers\xml\weapon_data.xml I think that the weapon_data file is more concerned with the gui, that is the loadout screen between missions, and the actual weapon file, in this case u_beretta.xml, sets the damage level in the game. It does say though in the weapon_data file to set the same values in both files. Regards ....
  17. Hi guys, Maybe I could point you in the right direction. The sb_global.xml file contains what seem to be the default settings for the cypher. These include settings for the altitude, field of view and zoom settings. Have a look at this screenshot This might help get you started.. Regards ...
  18. Hi peewee678, You might not have seen this and, as no one else has responded, this is from one of my postings a few days ago. "I was also looking for the file to increase the radius of the 40mm grenade blast. This might not be relevant but if you look at the file rpg7, or rpg, in the weapons folder, open using a hex editor, you will see references to 40mm ammo and developers remarks about changing the rpg to a bullet weapon from a projectile weapon. If the 40mm grenade launcher is using bullet ammo then this might explain why it can not be found (yet). I have looked for the different ammo types 9mm,556,127,50cal etc but can not find from where the game is drawing the data." Hope this helps. Regards ..
  19. Yeah, I have found "scope_align" in the desel files, I think you're right about this. Nemon holds the key here...he has written a script decompiler Excellent ! Can you post screenshots or reply with details of the "scope_align" settings please. I am at work at the moment and have internet access but I have not been able to use my own PC at home since Monday. Thanks ...
  20. Hi silent_op, Are you saying that you have two context.xml files in your GRAW folder ? Or is it that you have just the original, but now modified, version in the root of your GRAW folder ? I have completely removed the quick.bundle file from my GRAW folder so I have not tried it the way you are doing it. If I remember correctly though I have seen references in other posts about using a localized or different language install to run mods. I think you need to also change a line inside of the context.xml file to point it to the new local folder, something along the lines of: source= <path to local folder> Maybe I'm off the mark here and you have already done this but it might be worth checking. Regards ....
  21. Thanks Rocky, and everyone else of course! That was the answer I was hoping for. Onwards and upwards as they say .... Now back to my modding ...
  22. Yes that's the correct line. Make sure you have set the context.xml file, in the root of thr GRAW file to read, in the last section compile > xml= true Make sure you have deleted the sb_global.xml BIN file, NOT the sb_global.xml file. This will make the game generate a new one when it starts again. As always backup your files just in case. Regards ...
  23. haha...I think he means the second one. I got an error when I tried to add a silencer to the SAW, where it had something to do with particular *.dsf files. As it was suggested earlier by Prozac360, I think the script files have something to do with this. I attempted to open the one that was referenced in the crash and is nearly indeciferable with a hexeditor, but I was able to find references to aligning textures. Nemon has a script decoder, I think...he might be able to answer this question. I have tried adding a silencer to the already silenced MP5SD, it crashed the game. Presumably the existing silencer is part of the 3d model as it can not be detached. When you add a second silencer the gui interface shows it is available but the 3d model has no attachment point for it. In the weapon_data file you can see that there are three attachment locations - front, top and bottom. If the 3d file for the MP5SD could be edited to accept a "front" mod then it might work. On the other hand the Barrett does have an attachment point for a bipod, a "bottom" mounting mod, but when I modded it to accept another bottom mounting mod, the Scar 40mm grenade launcher, it crashed the game. Maybe there are different types of mods, or mod classes - optical, projectile,suppression and mechanical i.e. scopes, grenade launchers,silencers and bipods/tripods. The model might only accept the correct combination, until it is edited that is. If you look at the weapons folders you will see that the ai weapons in particular are available in several different configurations. The HK21 is available in bipod, vehicle mount and I think tripod, the same applies to the gun mounted on the A1M1 tank. By the way I don't know if you have noticed that the HK PSG automatic sniper rifle is available for use by the ai. Somebodys' mission should they choose to accept it... That would be a great mod to get working.
  24. Possibly the "eyepoint" for the particular scope is off centre because the location of the scope, further back or forward,left or right of centre is different on the Scar. It was never intended by the devs to be used on the Scar, maybe if it is possible to correct it for the Scar then it might not work properly on the Barrett. If the model files are the diesel files, .dxe I think, then you can open them with a hex editor. If you fish around in there you might find the "attachment" points for the weapons mods. Presumably if someone figures out exactly what files depend on each other, a copy of the sniper scope and all its relevant files could be made and optimised for the Scar and then added to the mods list, mod_data file. Also the function to zoom or not zoom might be accessable this way. The Eotech might not zoom on the Scar because it is a different type of scope. The sniper scope and combat sight are similar. Have you tried the Aimpoint on the M8 carbine ? I have tried a scope on the Glock but it crashes the game. I have also added a grenade launcher to the MP5SD and the Glock ( ! ) but the model displays pointing in the wrong direction, i.e. towards the player. The game loads fine with the GL attached but it will not fire. On another note when you say your Ghosts are brutal with the scoped Scar do you mean they are brutally efficient killers or brutal as in couldn't hit the side of a barn with a rocket launcher ? Regards ...
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