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Archer_337

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Posts posted by Archer_337

  1. Well mate, I don't like your odds.

    Weapons are notoriously difficult to add into GR:AW2, due to the fact that its impossible as yet to add custom animations. However, Brettzie has made a superb mod for this game which adds an M4, M16, M468 and a Mk12 Mod0. The other weapon mod out there is SnowFella's Masada mod, which adds a whole line of Magpul Masadas and a MEUSOC .45. The catch is that these two mods aren't compatible with each other, and I don't think that the Masadas are compatible with the latest patch.

    Archer.

  2. hmm...the game doesn't run as well as it should that's for sure.

    XFX 8800gts (320gb)

    AMD Athlon 64 X2 4800+

    2GB PC2 DDR2 800 (6400)

    Thought it would run a little better than it does...oh well.

    Still I like it so far...need more time though.

    Thats not right.

    Mine runs fine on this:

    XFX 7900GS @ 590/700

    AMD Athlon 64 X2 4200+

    1G GieL DDR @ 667

    All that at 1440 x 900

    Somethings not right there.

  3. MrNothing, you may want to search for a thread called "switching out player models".

    What I've got is the mex_sf_heavy bodies on my Ghosts, with the headgear and most of the other kit from Brettzies pack. You wont have the black vest and gear anymore, however. Mine have a dark OD green vest with pouches the colour of the camo swatch. The other catch is that you will have them show up as enemies in the small cross-com window in the upper left, but not on the main screen. note that Brettzies boonie hat and ballcap are not re coloured by the swatch.

    Also, if anyone likes British desert DPM, give me a yell. Thats what I use as a skin.

    Hope I could be of some help.

    Archer.

  4. Isn't that the demo mockup weapon released with GRAW1 as a modding example, which then got exported into the game?

    I don't rightly know, as I am only new to the GR:AW2 modding scene, and I don't own GR:AW1.

    Tyockell18, I'd suggest looking at Brettzie's weapon pack or SnowFella's Magpul Masadas if youre in the market for some decent weapons.

    Archer.

  5. Brettzies, excellent work on the mod, it looks great and ye olde boomstick is amusing as hell, not to mention nasty.

    However, I have a question.

    Is it possible to switch the bodies back to one which you can change the camo using the mul_camo_xy method?

    I know it can be done to say, the mex_sf body, but can you make it so the cross-com shows the rebodied ghosts as friends, not enemies?

    Also, I have found a way to add the M240 with your pack, but not the M1014 shotgun.

    I unbundled the patch.bundle and searched all of the .xmls for anything to do with it. such as in weapon_data.xml:

    
    	<weapon_data unit="m240" name="m240" weapon_id="44" inventory_slot="primary" inventory_slot_id="1" gui_unit="m240" price="860" damage="1.75" selectable_weapon="0" player_weapon="1" grenade="0" cal="762" wizby="3">
    
    		<stats caliber="7.62 x 51 mm" rpm="850" velocity="920 m/s" firemodes="FA" capacity="100" info="weapon_m240_bio" clips="5" max_clips="10"/>
    
    		<bar_stats accuracy="0.2" stability="0.3" weight="9" length="80" impact="0.6" slot_weight="7"/>
    
    		<mods front="false" top="false" bottom="false">
    
    		</mods>
    
    		<bio local="weapon_m240_bio"/>
    
    	</weapon_data>

    I also added the m240 folder in objects/weapons. I think thats all I did, but I'm not sure (it was late last night). I'm still working on the M1014.

    Thanks in advance,

    Archer

  6. Just after installing the patch, I get this:

    Crash in application version: 30899.3048
    
    
    data\lib\managers\groupmanager.dsf(-1): cant find member: base in type <void>
    
    
    SCRIPT STACK:
    
    	data\lib\managers\groupmanager.dsf(0)
    
    	data\lib\managers\instancedescriptionmanager.dsf(0)
    
    	data\lib\managers\instancedescriptionmanager.dsf(0)
    
    	data\lib\units\extensions\groupunit.dsf(0)
    
    	data\lib\units\extensions\groupunit.dsf(0)
    
    	data\lib\managers\campaignmanager.dsf(0)
    
    	data\lib\script_network\gametype\gametypecampaign.dsf(0)
    
    	data\lib\script_network\gametype\gametype.dsf(0)
    
    	data\lib\script_network\gametype\gametype.dsf(0)
    
    	data\lib\script_network\gametype\gametype.dsf(0)
    
    	data\lib\script_network\gametype\gametypecampaign.dsf(0)
    
    	data\lib\script_network\gametype\gametypecampaign.dsf(0)
    
    	data\lib\script_network\networkmanager.dsf(0)
    
    	data\lib\script_network\networkmanager.dsf(0)
    
    	data\lib\setups\setup.dsf(0)
    
    	data\level\level.dsf(0)
    
    
    Renderer: threaded
    
    Physics : threaded
    
    

    Anyone got any ideas?

    Archer.

  7. OK, just about all the sights work (No scopes though, just aimpoints and snofella's reflex sight) The flashlight works, but nothing else under the fore end (no GLs or foregrips).

    To make it available in SP, change:

    selectable_weapon="0"
    to:
    selectable_weapon="1"

    in weapon_data.xml

    Good luck,

    Archer

  8. Figured out a way to turn the headgear off in first person view so it doesn't get in the way. Also got Mitchell's head working, mainly just for variety. Though, he has a few holes where his ears should be, and his goggles are on. The other ghosts have their helmet built into the mesh so I don't think they are usable.

    How do you do this?

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