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vene

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Posts posted by vene

  1. ok a little update, think i got evrything corect now

    SCAR

    ------------------

    Aimpoint defualt

    Sniperscope (working)

    EOTECH (Semiworking)

    Aimpoint cross (working)

    aimpoint with sniperreticle (not working)

    MRC

    ------------------

    EOTECH Def

    EOTECh dot (working)

    Aimpoint Cross (working)

    Aimpoint Dot (not working)

    Sniperscope (not working)

    SAW

    ------------------

    Aimpoint Dot (not working)

    The odd part is that you can add the EOTECH reticle to the aimpoint without problem and thats include the scar, ni offcenter settings have to be made and add the aimpoint dot to the EOTECH at the MR-C dosent demands any changes either.

    this is what hapend when you add the sniperreticle to the aimpoint and the reticles possision was in front of the sight, you could se it when not aiming hanging there in the air, same for EOTECH Dot but it had a circle around the dot so in first person it was acceptible but i dont know how it looks in 3rd person.

    And these guys call them self special forces, look at him i has attatched the sight in rong direction :P

    aimp_snip01.jpg

  2. well this is just the beginning, when the SDK tools is released it going to be mutch esier to mod and then it will come a SAW with aimpoint and also a MRC, what i can do now is reverse the progress of the EOTECH and make an aimpoint to it, will try that, dont want it meself couse i never play with the MRC but i can do it for the community

    Just a note, this game is awfull easy to mod with the xml files, this is the first game i ever modding and now i doing things i never thought i would do.

  3. Thanks for the tip Obmanta, I did some more resersh on the subjetct and managed to remove the first briefing movie and the transportation to the insertarea, i removed all waypointsorder exept the last one before intersition and then i edited the world.xml in missionxx/xml, in world.xml you have to find the id of the intersitionblackhawk and change its startpos to the last waypoint pos, if you do that you will beginthe mission with reppeling down to the ground

    The green digits in the missionXX.xml sould match the green digits in the world.xml

    //LINEs

    In the missionXX.xml

    ------------------------------------------------------------------------------------------------

    <event name="heli_ride">

    <element type="DebugString" msg="heli_ride" start_time="0.5"/>

    <element type="UnitInArea" area="heli_insert" state="activate" start_time="0.0"/>

    <element type="SetTransportType" vehicle_id="bud_start" transport_type="insertion" start_time="1.0"/>

    <element type="OrderHeli" vehicle_id="bud_start" order="target" position="23520 -13655 2217" start_time="0"/>

    </event>

    ------------------------------------------------------------------------------------------------

    In the world.xml

    ------------------------------------------------------------------------------------------------

    <unit name="group_unit" group="blackhawk_crew" group_id="bud_start" vehicle_id="bud_start" crew="true">

    <order order="Guard" source_pos="-8537.0898 -4164.8223 0" order_pos="-8537.0898 -3664.8223 2675" patrol_type="moveguard_recon">

    </order>

    <position pos_x="-8537.0898" pos_y=-4164.8223" pos_z=2875"/>

    <rotation yaw="0" pitch="0" roll="0"/>

    </unit>

    -----------------------------------------------------------------------------------------------

  4. Well its not the pritiest but it is an working EOTECH sight. What ive done is to move the crosshair at the EOTECH and i duplicated the original EOTECH addon and the option where the croshair is located so you got an perfectly working EOTECH to the MRC and an working sight to the SCAR weapons.

    If anyone wants it you can PM me to get the files.

    EOTECH_Aim01.jpg

    EOTECH_Aim02.jpg

    EOTECH_Aim03.jpg

  5. well can we make an irc channel for the modders and for those hwo just wana play around with the XML files, my sugestion is Qnet and a name at the channel #graw.moding maybe?

    In the channel can we discuss all kind of graw stuff directly

  6. at the pictures I already changed the animtype to ironsight, it was untill then i could actualy use the sight, before i couldnt even use the ironsight with the aimpoint, think we have to set a new center when you use the aimpoint yes.

    Do you think the process you used could, for example, add a supressor on to the saw??

    I dont realy know, it has bin said before that there is points on the modle specified to addons and i dont think the saw got one of those, i dont think that the SAW has an specified point for the aimpoint, the only thing ive dove with the aimpoint is to say that it is a ironsight therefore the game accept it as a sight but still use the ironsight center or something like that, so i think we have to get the proper moddingtools before we can get the aimpoints working at the SAW, but i dont say that im going to give up at this option, i think i will make it like a mission for me self to get an working aimpoint at the SAW :P

    If we only could make out if the aimpoint possision and if the weapon have an aimpoint possision is described in the XML files or the deisel files and another thing, what is the .dxe for kind of file?

  7. at the pictures I already changed the animtype to ironsight, it was untill then i could actualy use the sight, before i couldnt even use the ironsight with the aimpoint, think we have to set a new center when you use the aimpoint yes.

  8. I manage to attatch the aimpoint at the SAW and aim with it but it was offcenter and i think thats becuase it has the ironsight implented in the model, so the SAWs ironsight is not an addon therefore the game will always use the ironsight and not the addon, maybe if you can remove the ironsight as a sight but i dont knowm have to try, i think if im not misstaken that the aimpoint is in the file i shared in erlier post but is not sure on that.

  9. well the ammo could be the same for evry weapon and then the weapons has posetive and negative influence to the ammo, that would be the most realistic but you dont know how the devs thought, what i seen when i browesed around in the xml files is desenty at serveral materials and so on, unfortunaly the 556 ammo dosent penetrate a small woodfence and i hope someone figure out how to make the ammo penetrate things that it would do in real life. I have not found any settings for the penetration yet but it have to be there somewhere, keep on trying guys.

  10. nope

    Create a folder in your GRAW folder named local, unrar the english folder into the local folder and then your done, you can also copy the gui folder into the englishfolder and run with the bundle without unpacking anything, the mods will run anyway.

    It was explained in another thred on this forum that GRAW reads from language folder in the localfolder if there is one.

  11. well tested to add crye_combatsight2 to possible mods, i could select it and aim with it but its off center, i think that when you aim he actualy moves the weapon up to the eye with the EOTECH therefore you get an offset from the center, the sniperscope may be scriped so therefore it always ends up in the center of the screen or maybe its a little offset but it is so little that you wont notice.

  12. I manage to add sniperscopes to SCAR-H and SCAR-L, tried to do the same thing with EOTECH but i didnt work, the game crashes when you select the sight in the weaponselection, i dont have any names or corect icons for the sniper sights yet but that will come and dont try to add the scope to M8 it wont work, its look kinda weard but thats not the big problem, when you bring up the scope to aim you wont se anything else than black, you cant for some reason look thru the sight and i think thats becuase the sight is placed to far at the back at the weapon so the eye come to close to the sight.

    here is the sniperscope to the SCARs and in the XML files there is preperd for the EOTECH the same way as the sniperscopes, Use at your own risk and do whatever you want with them

    SCAR Sniperscopes

  13. yep i have a working sniperscope at SCAR-H and SCAR-L, tried to do the same thing with EOTECH but i didnt work, the game crashes when you select the sight in the weaponselection, i dont have any names or corect icons for the sniper sights yet but that will come and dont try to add the scope to M8 it wont work, its look kinda weard but thats not the big problem, when you bring up the scope to aim you wont se anything else than black, you cant for some reason look thry the sight and i think thats becuase the sight is placed to far at the back of the weapon so the eye come to close to it.

    here is the sniperscope to the SCARs and in the XML files there is preperd for the EOtch the same way as the sniperscopes, Use at your own risk and do whatever you want with them

    SCAR Sniperscopes

    edit, i will post this in the other thread to, lets make that the more or less official weapon modification thread

  14. well the G36 wasnt the main weapon i wanted, the weapon i want moast is the PSG1, I miss a semisniper in the game.

    curently i thinking about to copy an existing playerweapon and then replace the modell, but somone mention in an another post that it could be problem with a 3rd person weaponmodel, any ides is welcome and i would love to get those 3d models in the game.

  15. Yea i tried it at the EOTECH and it resulted in crash, dont know why but going to keep trying, offcourse didnt i reed the errormessage, managed to add the aimpont and be able to aim with it but the center was way off, now im going to play around with my mates in coop with the SCAR sniper and 10round M99 so the moding will goes on later.

  16. well i dont know if anyone got the SCARL L and the sniperscope to work but if somone did that i have one more way, what i did was to go in to the \Ghost Recon Advanced Warfighter\data\weapons\u_addons.xml and copy the lines for the sniperscope and add those lines again at the bottom of the NON-IRON SIGHTS section, after that i renamed the sniper_scope$name_ext" to "sniper_scope2$name_ext" so that add a sniperscope and then set the anim_name to combatsight insted of scopesight

    the second part you have to do is to open the \Ghost Recon Advanced Warfighter\data\lib\managers\xml\mod_data.xml in that file copy the existing scope mod folder and change the mod_id and the unit_name, in my case it was unit_name = sniper_scope2 and mod_id = 18

    I dont have a name at the scope when you select it before the mission but in the mission it works fine, no centerproblems or anything like that, i tried to get an aimpoint to the SAW, i manage to place the model at the saw but cant aim with it guess you have to do in a similar way as above but i cant find the SAW ironsight, my guess is that the ironsight of the saw is implented in the model.

    sorry for the spelling, my english isnt the best but i hope you understands me

  17. Hi

    So far i have manage to change clipsize of the weapons, thats the only thing i manage to do couse other things like adding scope to assualtrifles silencer to the M99 and likely things get the game to crash. So now i have a question, i want to add alredy existing weapons like the PSG1 and G36 and other weapons that the AI has, any ide how to do this, when i check the xml files i cant se any major difrense between the ghost weapons and the ai weapons.

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