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COLWcF

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Everything posted by COLWcF

  1. I nearly freaked out because I thought they had actually issued a press statement condemning Armenia. (I'm an Armenian American).
  2. Figured it out. Here, let me explain. The kits with the working SCARs all use the SIGG552 Silenced. The ones without, use the M8 Compact. So I just switched the M8s to SIGs and MK18s.
  3. Update: I made a new kit, and the silencer doesn't work on that either.
  4. My silencers in Co-Op are all messed up. Look: <xdefine name="coop_kit_demo_7()"> <weapon_unit name="m416" clips="10" gui_slot="1"> <mod name="eglm" clips="100"/> <mod name="aimpoint" /> <mod name="bp_m4v2_silencer"/> </weapon_unit> <weapon_unit name="m8_compact" clips="10" gui_slot="2"> <mod name="silencer_primary"/> <mod name="m8_combatsight"/> </weapon_unit> <weapon_unit name="mk45" clips="10" gui_slot="2"> <mod name="silencer_secondary" /> </weapon_unit> <weapon_unit name="anm8_thrower" clips="10" gui_slot="3"/> <weapon_unit name="m61_thrower" clips="10" gui_slot="4"/> </xdefine> Works fine. But: <xdefine name="coop_kit_demo_8()"> <!-- SCAR L + GL, mp5a4(scope), 1 frags --> <weapon_unit name="scar_light" clips="10" gui_slot="1"> <mod name="scarh_grenade_launcher" clips="100"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="m8_compact" clips="10" gui_slot="2"> <mod name="silencer_primary"/> <mod name="m8_combatsight"/> </weapon_unit> <weapon_unit name="mk45" clips="10" gui_slot="2"> <mod name="silencer_secondary" /> </weapon_unit> <weapon_unit name="anm8_thrower" clips="10" gui_slot="3"/> <weapon_unit name="m61_thrower" clips="10" gui_slot="4"/> </xdefine> Has no silencer. Im experincing this for all SCAR-type weapons, expect 4 four kits, (SCAR H w/ foregrip, SCAR H w/ foregrip and silencer, and then the same thing but with scopes under riflemen.) Staff Edit: - Thread tile changed for clarity
  5. That M14 is wonderful. Looks like it's out of Crysis, and I mean that in a good way.
  6. The reload speed should be a little below the fire rate.
  7. For me, its: D:\Program Files\Ubisoft\Ghost Recon Advanced Warfighter 2\Local\bp_weapons_pack_v2.05\units\weapons and the filename is u_grenades. http://www.mediafire.com/download.php?zzrdehmtk4r Or <?xml version="1.0" encoding="ISO-8859-1"?> <units> <unit type="prop" name="grenade_pin" slot="13"> <model file="/weapons/grenades/grenade_pin.xml"/> <script_class name="base" class="Base"/> <stats block="base_data"/> </unit> <unit type="weapon" name="m61" slot="12"> <model file="/weapons/grenades/m61.xml"/> <network sync="client" sync_rotation="true" /> <script_class name="base" class="FragGrenade"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="owner_align" value="align"/> <var name="public_name" value="FRAG GRENADE"/> <var name="anim_name" value="grenade"/> <var name="body_drop" value="grenade"/> <var name="explosion_radius" value="99999999999999999999999999999999999"/> <var name="ammo_type" value="m61"/> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> </stats> <sounds> <soundbank name="grenade_frag_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="weapon" name="anm8" slot="12"> <model file="/weapons/grenades/anm8.xml"/> <network sync="client" sync_rotation="true" /> <script_class name="base" class="SmokeGrenade"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="owner_align" value="align"/> <var name="public_name" value="SMOKE GRENADE"/> <var name="anim_name" value="grenade"/> <var name="body_drop" value="grenade"/> <var name="ammo_type" value="anm8"/> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> </stats> <sounds> <soundbank name="grenade_smoke_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="projectile" name="grenade40mm" slot="18"> <model file="/weapons/casings/grenade40mm.xml"/> <network sync="client" sync_rotation="true" remote_unit="grenade40mm_husk"/> <script_class name="base" class="ScarGrenade"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> </stats> <sounds> <soundbank path="\data\sound\grenadelauncher_sound" name="grenadelauncher_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="projectile" name="grenade40mm_husk" slot="18"> <model file="/weapons/casings/grenade40mm.xml"/> <network sync="husk" sync_rotation="true"/> <script_class name="base" class="ScarGrenade"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="network_dummy" value="true"/> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> </stats> <sounds> <soundbank path="\data\sound\grenadelauncher_sound_3rd" name="grenadelauncher_sound_3rd"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="prop" name="grenade40mm_casing" slot="13"> <model file="/weapons/casings/grenade40mm_casing.xml"/> <script_class name="base" class="Base"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> </stats> <sounds> <soundbank path="\data\sound\grenadelauncher_sound" name="grenadelauncher_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <!-- --------------------------- --> <!-- --------------------------- --> <!-- GRENADE THROWER (human arm..) --> <unit type="weapon" name="m61_thrower" slot="12"> <model file="/weapons/grenades/m61.xml"/> <depends_on unit="m61"/> <depends_on unit="grenade_pin"/> <script_class name="base" class="HumanGrenadeThrower"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="ammo_type" value="m61"/> <var name="length_from_root" value="20"/> <var name="clip_max" value="4"/> <var name="owner_align" value="right_weapon_align"/> <var name="public_name" value="FRAG GRENADE"/> <var name="hud_name" value="frag_grenade"/> <var name="anim_name" value="m61"/> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> <var name="inventory_slot_id" value="5"/> <var name="grenade_name" value="m61"/> </stats> <sounds> <soundbank name="grenadethrower_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="weapon" name="anm8_thrower" slot="12"> <model file="/weapons/grenades/anm8.xml"/> <depends_on unit="anm8"/> <depends_on unit="grenade_pin"/> <script_class name="base" class="HumanGrenadeThrower"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="ammo_type" value="anm8"/> <var name="length_from_root" value="20"/> <var name="clip_max" value="4"/> <var name="owner_align" value="right_weapon_align"/> <var name="public_name" value="SMOKE GRENADE"/> <var name="hud_name" value="smoke_grenade"/> <var name="anim_name" value="m61"/> <var name="weapon_type" value="2"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> <var name="inventory_slot_id" value="6"/> <var name="grenade_name" value="anm8"/> </stats> <sounds> <soundbank name="grenadethrower_sound"/> <default_soundsource source="sound"/> </sounds> </unit> </units>
  8. Ya. Well, you know this thing works good against helos too? It is awesome!!!!!! And lol at new topic name.
  9. Actually, I made it 9999999999999999999999999999999999. I've never completed Grand Valley in under 3:00 minutes before. Just, general rule, throw and hide, throw and hide. Also, throwing a grenade directly up is like Willy Pete with this. Just need to make it launachable now and...well, you still would want to hide. Edit: Is it possible to make the corpses "fly" more?
  10. Thanks, Davros. You ought to be one of the most helpful guys here.
  11. Don't worry-I was planning on making it launchable.
  12. Thank you. Now I just need to figure out which files to edit.......
  13. I was going over some weapons and I forgot what the AI uses. I can't figure out if it is the MP5SD or A4, SCAR L or H, etc. I played ingame but I still think Ive seen enemies with the M416, MP5A4, SCAR H when Ive confirmed that they use the MP5SD and SCAR L.
  14. Hey I was wondering if it is possible to make certain grenades have a larger explosion force, radius and damage. By force I mean how far the enemy is thrown back. By radius I mean size of explosion. By damage I mean damage to both enemies and, say vehicles. Also is it possible to have one weapon using the same ammo have bigger explosions then the other? Like the M320/EGLM doing more damage then the M32.
  15. I have this issue again but only when I use these kits: <xdefine name="coop_kit_rifleman_1()"> <!-- G36 , mp5sd --> <weapon_unit name="m8" clips="10" gui_slot="1"> <mod name="m8_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="bp_sig552v2" clips="10" gui_slot="2"> <mod name="bp_sig552v1_silencer"/> </weapon_unit> <weapon_unit name="mk45" clips="10" gui_slot="3"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="m61_thrower" clips="10" gui_slot="4"/> </xdefine> <xdefine name="coop_kit_rifleman_2()"> <!-- G36 , mp5sd --> <weapon_unit name="m416" clips="10" gui_slot="1"> <mod name="bp_m4v2_silencer"/> <mod name="m416_frontgrip"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="bp_sig552v2" clips="10" gui_slot="2"> <mod name="bp_sig552v1_silencer"/> </weapon_unit> <weapon_unit name="mk45" clips="10" gui_slot="3"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="m61_thrower" clips="10" gui_slot="4"/> </xdefine> Got the RX4 to work by removing all attachments. Is it possible to overload on attachments? Yet the 416 barebone doesnt work, or the M8. I dont see why, since all the addons are properly installed.
  16. Well actually I have an idea why....The barrett uses it's scope (101 I think) as default, and I forgot to put it there. So to fix, I think I should add <mod name="sniper scope" /> to the kit. And thanks for quickly relpying.
  17. Hey. I've been having some issues whenever my friend joins my server. Im running Brettzies 2.05 and I modded the coop templates to fit my liking. I can play fine until he joins, running the same Brettzies and my own co-op. Here's what I get: Crash in application version: 30899.3048 data\lib\units\types\weapons\bulletweapon.dsf(-1): cant find member: addon_data in type <Unit> SCRIPT STACK: data\lib\script_network\weapon.dsf(0) data\lib\units\extensions\huskinventory.dsf(0) data\lib\units\extensions\huskinventory.dsf(0) data\lib\units\types\beings\mods_human\huskonfoot.dsf(0) data\lib\units\types\beings\humanhusk.dsf(0) Renderer: threaded Physics : threaded It seems to happen whenever one of us selects a weapon. We both have v1.05. Ive tried it without it and it works. Hey I fixed it. When one of us select the barrett, which I modded in, it crashes. Just some advice for coop modders.
  18. You know, the CoH could just be a coverup for him having a beta.... WITCHCRAFT! BURN HIM!
  19. Thanks. But, I dont really play much GRAW2 anymore. But thanks for the help. Also, what program do you use to make models? Cause I just got 3DS MAX 9 and I was thinking I might get back in the game if I can make a nice SIG.
  20. I would like more LARGE CITY maps, or LARGE JUNGLE. I know GR is a field game, but I mean full city in a single level. Not like R6V2, with only a building a map. And better weapons. Not far-out future weapons, but say the XM8. It exists. It works. The US Army signed a stupid contract with Colt Defense, so we can't have it. Its also too expensive. BUT IT WORKS! And, maybe stop taking certain, US/ Germany / XYZ / weapons. Add some AKs, some more snipers (M21, M24 SWS, M107). Vechiles would be nice to. I would love to be the guy operatoring the minigun in the last level insertion in GRAW2. Try to move away from all these rifleman things too. Shotguns, machine guns, mortars (That the player can use), or Mark 13 EGLMs that you can hold like a pistol. AND FLASHBANGS. Also, binoculars would be kinda cool too. EDIT: I read a topic: Why dont the enemys smoke? I agree with it. Maybe not smoking, because smoking- OH NO! Its even worse then killing people, but maybe have some feeling that the guy you kill dont see it coming- He picks up a glass of water, he gos to the bathroom, he scrathes his head, or maybe if hes gaurding something special but hes lazy, he checks his weapon, talks to teammates, leans foward. Or if hes really on top of his game: Hes crouching or prone, aiming his rifle, sets up his teammates smartly, looks around-maybe even pulls out binculars.
  21. Idk. It does that by default and im too tired to remove them. Its 12:30AM here. Ok. Goodnight. I would of stayed up, but that dang show Fearless Music came on, so I have no reason to be awake right now. Anywho, post anything you find out that coud be wrong. Also: it works with the 1.05 patch, right?
  22. The SOCOM isnt even in weapon data. I did what you said..... And the AK and SVD dont show up. This mod is for GRAW2, right? I did what you said..... And the AK and SVD dont show up. This mod is for GRAW2, right? The SOCOM isnt in units/weapons, either. I think you may have just forgot to include something. This mod works for you right? With the 1.05 patch?
  23. No, but heres the thing: The AK and SVD and M4 pistol dont show up.
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