kaladorn
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Posts posted by kaladorn
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Thanks for the advice, Mod Dudes.
DWG, will try your suggestion. Something is screwed up somewhere.... glad it isn't anything super obvious. Maybe one answer is to just take the existing M4 and M16 and whatnot and 'remod' my own versions, using only the skins BajaBravo provided. And then write my own kits.
I should, of course, talk to him. I'm interested in producing an OpApollo mod for GR (new missions based around Canada's response to 9/11 - CT stuff for which his RCMP skins would work well, and where I can use the CADPAT skin for Canada's SERT team, now a military venture, and JTF2). I'm not much interested in 'modding' weapons and maps - I'm not graphics guy. But missions and AI programming I can handle I think. If I can get permission from various modders, I'll include sample weapons and skins from other works, to give it a more authentic feel.
My first mission idea was one using the Docks as a RCN base at Comox or Halifax....
And after playing Disavowed, I'm gonna find out how he blew up all the troops with the airstrike. I think that'd make a good technique to use for the "suitcase nuke" in case the players screw up and trigger it, wiping out the whole map, more or less....
No, no commitments on timings.... this is just an idea that I'm puttering with.

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One of the IT missions is an 'osprey down'. Me, I think I'd like to make a mission where a chopper gets shot down. Has this been done? And if you can shoot down a chopper, will it fall and be a rather unrealistic looking burning wreck that still pretty much looks like the original?
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Very nice. Getting them in the various combos (folding stock and suppressor comes to mind) would be great.
And I'd love to see the MP5K in there too (and a suppressed version).
Yes, it is a dinky little thing. But as a secondary, it'd be all right. And not too heavy/bulky, if your main arm is significant. And a bit better than a darn M9.
I wonder if it is feasible to fit a masterkey or a GL in place of the taclight? Dunno if it has been done (don't ever recall seeing one) but it might be possible.
These will look really sharp with some of the CT/ERT skins.
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Consider this an additional request for a "Masterkey" variant.
I find for urban fighting, the good old 12 ga. is a good and personal friend (and leads to fewer of those unfortunate incidents like Tango at point blank and you have the GL selected.... and thus you, the Tango, and parts of your team become wallpaper).
I wish I had *any* skill in 3D modelling. There's lots of weapons I'd love to see in GR.... <sigh>
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Here's the strings.text from C:\Program Files\Red Storm Entertainment\Ghost Recon\Mods\CdnOpsV1\Data\Shell that came with the mod
// weapons and items "WPN_BEER" "Molson Export" "WPN_CIGS" "Players Light" "WPN_CG" "Carl Gustav" "WPN_C7" "C7A1" "WPN_C8" "C8" "WPN_C9" "C9" "WPN_M4" "M4" "WPN_L96" "L96A1" "WPN_MP5" "MP5" "WPN_M16" "M16" "WPN_AK47" "AK47" "WPN_FRAG" "FRAG" "WPN_AK74" "AK74" "WPN_M9" "M9" "WPN_M1911" "M1911" "WPN_OICW" "OICW" "WPN_SA80" "SA80" "WPN_AT4" "M136" "WPN_AK74SU" "AK74SU" "WPN_M249" "M249" "WPN_DRAGUNOV" "SVD" "WPN_M9SD" "M9 SD" "WPN_AK74GL" "AK74/GL" "WPN_M16M203" "M16/M203" "WPN_M24" "M24" "WPN_m82" "M82" "WPN_OICW" "OICW" "WPN_OICWGL" "OICW/GL" "WPN_RPK74" "RPK74" "WPN_EXTRAAMMO" "Extra Ammo" "WPN_M203" "M203" "ITM_BINOCULARS" "Binoculars" "ITM_SENSOR" "Sensor" "ITM_CLAYMORE" "Claymore" "ITM_BOMB" "Demo Charge" "WPN_MG3" "MG3" "WPN_MP5SD" "MP5-SD" // actions "use_item" "Use Item" "run" "Run" "change_magazine" "Change Magazine" "forward" "Move Forward" "backward" "Move Backward" "sidestep_left" "Sidestep Left" "sidestep_right" "Sidestep Right" "drop_stance" "Drop Stance" "raise_stance" "Raise Stance" "peek_left" "Peek Left" "peek_right" "Peek Right" "toggle_night_vision" "Toggle Night Vision" "weapon_zoom_in" "Weapon Zoom In" "weapon_zoom_out" "Weapon Zoom Out" "analog_zoom_in" "Analog Zoom In" "analog_zoom_out" "Analog Zoom Out" "perform_action" "Perform Action" "shuffle" "Shuffle" "next_selective" "Next Selective" "stat_mode" "Stat Mode" "command_map_lock" "Toggle Command Map" "command_map" "Map Mode" "command_map_zoom_in" "Zoom In" "command_map_zoom_out" "Zoom Out" "chat" "Chat" "team_chat" "Team Chat" "toggle_camera" "Toggle Camera View" "toggle_observer" "Toggle Observer Mode" "quick_save" "Quick Save" "quick_load" "Quick Load" "toggle_soldier_panel" "Toggle Soldier Panel" "toggle_weapon_panel" "Toggle Weapon Panel" "toggle_action_interface" "Toggle Action Interface" "screenshot" "Screenshot" "toggle_console" "Toggle Console" "escape" "Show Action Menu" "select_next_item" "Select Next Item" "follow_next_team_member" "Select Next" "follow_last_team_member" "Select Previous" "chat_msg_00" "Chat Message 0" "chat_msg_01" "Chat Message 1" "chat_msg_02" "Chat Message 2" "chat_msg_03" "Chat Message 3" "chat_msg_04" "Chat Message 4" "chat_msg_05" "Chat Message 5" "chat_msg_06" "Chat Message 6" "chat_msg_07" "Chat Message 7" "chat_msg_08" "Chat Message 8" "chat_msg_09" "Chat Message 9" "follow_team_alpha" "Select Team Alpha" "follow_team_bravo" "Select Team Bravo" "follow_team_charlie" "Select Team Charlie" "all_teams_hold" "All Teams Hold" "all_teams_advance" "All Teams Advance" "all_teams_advance_at_all_costs" "All Teams Advance At All Costs" "all_teams_recon" "All Teams Recon" "all_teams_engage" "All Teams Engage" "all_teams_suppress" "All Teams Suppress" "command_map_up" "Move Map Up" "command_map_down" "Move Map Down" "command_map_left" "Move Map Left" "command_map_right" "Move Map Right" "command_map_do" "Do" "command_map_back" "Back" // actors "kMP_atr_rif" "Rifleman" "kMP_atr_demo" "Demolitions" "kMP_atr_sup" "Support" "kMP_atr_snip" "Sniper" // keys "key_1" "1" "key_2" "2" "key_3" "3" "key_4" "4" "key_5" "5" "key_6" "6" "key_7" "7" "key_8" "8" "key_9" "9" "key_0" "0" "key_-" "-" "key_=" "=" "key_backspace" "backspace" "key_tab" "tab" "key_a" "a" "key_b" "b" "key_c" "c" "key_d" "d" "key_e" "e" "key_f" "f" "key_g" "g" "key_h" "h" "key_i" "i" "key_j" "j" "key_k" "k" "key_l" "l" "key_m" "m" "key_n" "n" "key_o" "o" "key_p" "p" "key_q" "q" "key_r" "r" "key_s" "s" "key_t" "t" "key_u" "u" "key_v" "v" "key_w" "w" "key_x" "x" "key_y" "y" "key_z" "z" "key_[" "[" "key_]" "]" "key_return" "return" "key_lcontrol" "lcontrol" "key_;" ";" "key_'" "'" "key_`" "`" "key_lshift" "lshift" "key_lalt" "lalt" "key_ralt" "ralt" "key_pause" "pause" "key_sysrq" "sysrq" "key_numlock" "numlock" "key_scroll" "scroll" "key_caps" "caps" "key_backslash" "backslash" "key_comma" "comma" "key_." "period" "key_slash" "slash" "key_rshift" "rshift" "key_numpad_multiply" "numpad *" "key_space" "space" "key_f1" "f1" "key_f2" "f2" "key_f3" "f3" "key_f4" "f4" "key_f5" "f5" "key_f6" "f6" "key_f7" "f7" "key_f8" "f8" "key_f9" "f9" "key_f10" "f10" "key_f11" "f11" "key_f12" "f12" "key_numpad_minus" "numpad -" "key_numpad+plus" "numpad +" "key_numpad_decimal" "numpad ." "key_numpad1" "numpad 1" "key_numpad2" "numpad 2" "key_numpad3" "numpad 3" "key_numpad4" "numpad 4" "key_numpad5" "numpad 5" "key_numpad6" "numpad 6" "key_numpad7" "numpad 7" "key_numpad8" "numpad 8" "key_numpad9" "numpad 9" "key_numpad0" "numpad 0" "key_numpad_enter" "numpad enter" "key_rcontrol" "rcontrol" "key_numpad_divide" "numpad /" "key_insert" "insert" "key_delete" "delete" "key_home" "home" "key_end" "end" "key_up" "up" "key_down" "down" "key_left" "left" "key_right" "right" "key_pageup" "page up" "key_pagedown" "page down" "key_mouse1" "mouse1" "key_mouse2" "mouse2" "key_mouse3" "mouse3" "key_mwheelup" "mwheel up" "key_mwheeldown" "mwheel down" // Kit restriction files "Grenades Only" "Grenades Only" "No Explosives" "No Explosives" "No Restrictions" "No Restrictions" "Pistols Only" "Pistols Only" "Primary Weapons Only" "Primary Weapons Only" "Standard Kits" "Standard Kits"
I include the a kit file from the engineer as an example:<KitFile> <VersionNumber>1.000000</VersionNumber> <KitTexture>c8_frag.rsb</KitTexture> <Firearm SlotNumber = "0"> <VersionNumber>1.000000</VersionNumber> <ItemFileName>c8.gun</ItemFileName> <MagazineCount>10</MagazineCount> </Firearm> <ThrownItem SlotNumber = "1"> <VersionNumber>1.000000</VersionNumber> <ItemFileName>frag.prj</ItemFileName> <Count>6</Count> </ThrownItem> </KitFile>
This is supposed to be for a kit with some grenades and the c8 carbine. I include the Gun file for the C8 just in case it helps:<GunFile> <VersionNumber>1.000000</VersionNumber> <ModelFileName>iw_rifle_m4.qob</ModelFileName> <NameToken>WPN_C8</NameToken> <Weight>2.540000</Weight> <MagazineCapacity>30</MagazineCapacity> <MagazineWeight>0.455</MagazineWeight> <MaxRange>475.000000</MaxRange> <VelocityCoefficient0>930.571</VelocityCoefficient0> <VelocityCoefficient1>-1.02543</VelocityCoefficient1> <VelocityCoefficient2>0.000328571</VelocityCoefficient2> <KillCoefficient1>0.5</KillCoefficient1> <KillCoefficient2>0.002</KillCoefficient2> <ReticuleTextureName>reticle_car.rsb</ReticuleTextureName> <ReticulePipLeft>33</ReticulePipLeft> <ReticulePipTop>0</ReticulePipTop> <ReticulePipRight>37</ReticulePipRight> <ReticulePipBottom>2</ReticulePipBottom> <ReticuleBaseLeft>0</ReticuleBaseLeft> <ReticuleBaseTop>0</ReticuleBaseTop> <ReticuleBaseRight>32</ReticuleBaseRight> <ReticuleBaseBottom>32</ReticuleBaseBottom> <ReticulePipBaseOffset>4</ReticulePipBaseOffset> <ReticulePipMaxOffset>240</ReticulePipMaxOffset> <Selective> <SelectiveOption RateOfFire = "750" RoundsPerPull = "1" StartSound = "w_m4_ss.wav"/> <SelectiveOption RateOfFire = "750" IsFullAuto = "1" StartSound = "w_m4_sf.wav" EndSound = "w_m4_rc.wav"/> </Selective> <Recoil>53</Recoil> <RunStandAccuracy>525</RunStandAccuracy> <RunCrouchAccuracy>650</RunCrouchAccuracy> <RunProneAccuracy>250</RunProneAccuracy> <WalkStandAccuracy>60</WalkStandAccuracy> <WalkCrouchAccuracy>110</WalkCrouchAccuracy> <WalkProneAccuracy>250</WalkProneAccuracy> <ShuffleStandAccuracy>45</ShuffleStandAccuracy> <ShuffleCrouchAccuracy>80</ShuffleCrouchAccuracy> <ShuffleProneAccuracy>65</ShuffleProneAccuracy> <StationaryStandAccuracy>15</StationaryStandAccuracy> <StationaryCrouchAccuracy>10</StationaryCrouchAccuracy> <StationaryProneAccuracy>8</StationaryProneAccuracy> <TurnBandVelocity1>0.75</TurnBandVelocity1> <TurnBandMultiplier1>1</TurnBandMultiplier1> <TurnBandVelocity2>2</TurnBandVelocity2> <TurnBandMultiplier2>5</TurnBandMultiplier2> <TurnBandVelocity3>4</TurnBandVelocity3> <TurnBandMultiplier3>10</TurnBandMultiplier3> <TurnBandVelocity4>10</TurnBandVelocity4> <TurnBandMultiplier4>30</TurnBandMultiplier4> <TurnBandVelocity5>100000</TurnBandVelocity5> <TurnBandMultiplier5>100</TurnBandMultiplier5> <StabilizationTime>0.15</StabilizationTime> <WeaponMotionType>1</WeaponMotionType> <HasUnderbarrelWeapon>0</HasUnderbarrelWeapon> <Silenced>0</Silenced> <ZoomSettings> <Zoom>1</Zoom> <Zoom>2</Zoom> </ZoomSettings> <MuzzleFlashScale>1.5</MuzzleFlashScale> <TracerFrequency>3</TracerFrequency> </GunFile>
Any of that help?

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Hi all,
First post, so be kind. Just getting interested in modding. No 3D modeller, mind you. When I worked on a MMORPG technology, we had animators and CGI folks for that. Just a back end/network coder.
Anyway, I got a mod (or two) that are giving me the same problem.
PROBLEM: When in the mission screen where you equip your platoon, the weapons from the mod show up in the figures hands, the images for the weapons show up (the little outline bitmaps) but the names do not. Instead, you get things like
!find key[WPN_C8]
Now, somewhere something is wrong. In another Mod I DL'd, an HK weapon has !find Key, but it doesn't even have the bracketed bit.
(The C8 is the Canadian version of the M4 in case anyone is curious).
What is the !find key telling me? How do I fix it?
I had suspected it was something to do with the string table. But WPN_C8 is in the strings file. And beside it is "C8" or something like that. The file looks, on first inspection with notepad, okay... though who can tell with unprintable characters and whatnot?
So - any idea what causes this bug? And how one fixes it?
It's hardly critical, just annoying.
On another front, is there a way to mod the distance between platoon members at which a movement is triggered? (That is to say, sometimes I want to edge one platoon member around, but it causes the one on the far end to decide to get out of position and move - I'd love to increase the distance threshold at which they decide to shuffle around)? This is an aside and may need posted somewhere else in the mod forum for an answer.

Piranha III?
in GR - Vehicle Modding
Posted
But how are they going to model the fact the thing is a piece of junk, well worn out, and likely to fail at a key moment?