EricJ Posted August 24, 2006 Author Share Posted August 24, 2006 After looking and thinking, I adjusted the Mex weapons. It seems pretty odd that they have G36s as sniper grade quality while we're wrestling with what we've got, so I did this so far: G36 = 0.6 G36w/flashlight = 0.7 HK21E = 0.2 Also I figured out a little more, and since the HK21E is 7.62 x 51mm, you can now battlefield resupply with the SCAR-H (last minute changes after the one beta I just sent out) Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 24, 2006 Author Share Posted August 24, 2006 More texture work, making it "dirtier". It should be noted that while I use one mod, the overall texture is the same, just of course missing all the stuff I add for personal looks. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 25, 2006 Author Share Posted August 25, 2006 Another update, I managed to change the sound use for the MR-C68 (name I'm giving it) to the SCAR-H. Reason being it sounds better, and it doesn't sound like some kinda squirt gun (which I kinda equate the sound overall), rather than a weapon. Of course I'm sure GRIN had no choice but to make up a sound, but then again it is a different weapon. Viper has helped me try and add it, rather than replacing it, so once I get that squared away, I'll probably release it at least by Monday or so, to give my testers some time just to make sure that it's good to go. It was suggested that I also upload a pure weapons mod, while I'm adding the AI improvements from Jason's Mod, my tweaks to it, in a seperate file, so there's no conflict of other mods and such. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 25, 2006 Author Share Posted August 25, 2006 (edited) Success: It's also setup to where you cannot battlefield resupply with the MR-C as well. And of course the base MR-C has the Aimpoint capability as well, but will of course have the Tactical Reload capability. Edited August 25, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 25, 2006 Author Share Posted August 25, 2006 Just did a run-through with the adjusted Burst fire... it works. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted August 25, 2006 Share Posted August 25, 2006 Another update, I managed to change the sound use for the MR-C68 Good idea, it was pretty quiet considering the change. It's too bad you can't assign a more unique sound to it like say the PSG-1. Yet. Nice inventory Quote Link to comment Share on other sites More sharing options...
Lancer Posted August 25, 2006 Share Posted August 25, 2006 in a seperate file, so there's no conflict of other mods and such. Brilliant idea mate. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 25, 2006 Author Share Posted August 25, 2006 True I figure since it's a different weapon, then I should be able to change the sound. I'm right now testing volume, which I found in the respective weapon file, but if you think a PSG-1 sound is comparable for 6.8mm then that might work, or I can check out what Mig1 did and go from there. Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted August 25, 2006 Share Posted August 25, 2006 I don't think Mig1 switched sound files for his variant, at least not in v0.9. I just took a quick look at the folders and it seems there is only an "incoming" .wav and not an "outgoing" one in the bank for the PSG-1. It'll just have to wait until sound can be imported, and a look at the map-modding section suggests that this might be around the corner. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 25, 2006 Author Share Posted August 25, 2006 I don't think Mig1 switched sound files for his variant, at least not in v0.9. I just took a quick look at the folders and it seems there is only an "incoming" .wav and not an "outgoing" one in the bank for the PSG-1. It'll just have to wait until sound can be imported, and a look at the map-modding section suggests that this might be around the corner. Yeah he didn't but I mean that if I could I'd probably change it to maybe that. Of course I may stick with the SCAR-L sound too, I could go either way with this one. Quote Link to comment Share on other sites More sharing options...
Viper Posted August 26, 2006 Share Posted August 26, 2006 How did you make it unable to battlefield supply? I have spent a good deal of time trying to add a new ammo type to the game without any sucsess ... Clark Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 26, 2006 Author Share Posted August 26, 2006 Honestly I just reverse engineered Mig1's 6.8 SPC mod, when I get some sleep and such I'll repost, but it takes some adding some ammopacks, and such. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 26, 2006 Author Share Posted August 26, 2006 Okay, adding new ammotype ->no. In spending a couple hours getting it to work, it seems you have to "use" an existing ammo type. I got it to work I think because I specified a different magazine. Mig1 himself used the "crye" caliber in order to work, but how I think is, that in the sb_templates/sb_inventory_data.xml specified that the 6.8 SPC SCAR is supposed to only accept 6.8 SCAR mags, thereby no battlefield resupply. Then he added his own values in order to get it to "work". It should be noted that in the lib/managers/xml/weapon_data.xml that he also used the "crye" caliber, so not sure if you can resupply off of anybody with a Crye MR-C standard. It's a long, drawn out process that once I sit back and get it straight, I can get a clearer picture. Note that most everything works off of it. So ammopacks work off of any established caliber, which I suspect is is in a .dxe file somewhere. That's probably why you can't. If that DXE Decompiler ever comes about, and works, then probably and most likely adding calibers is possible, maybe. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 26, 2006 Author Share Posted August 26, 2006 Okay, looks like my theory was wrong and I wasted a lot of time. Seems if you use an established caliber... you have to use that "caliber/weapon" ammo capacity. The issue is that if you upgun a weapon, you face carrying alot more ammo, so since I'm using the "crye" caliber, when I equip my new weapon with that, if I want 6 mags, then I have to specify that the MR-C standard has 6 mags, so the MR-C68, will have 6, and the testbed Mig1 mod.. SCAR 6.8 SPC will have 6 mags. SO again, adding new calibers, not possible until GRIN decides to let us or we figure out a way which again, I assume is through the DXE files, only way to be sure, and I'm really not, but instinct tells me so, or really I'm hoping I guess. SO here's how it will pan out in the end for the end user. MR-C = 6 mags + 1 loaded MR-C68 = 6 mags + 1 loaded Balance? Yeah but if you don't like it, adjust it. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 26, 2006 Author Share Posted August 26, 2006 (edited) Okay I'm not messing with it anymore. I think it's ready to be tested one last time, one Full version with AI improvements, and one basic one with just the weapon only. Also included in both versions are readjusted G36 and HK21E files. Not much but the recoil values are adjusted to more comparable values. While I can never claimed to fire either, I must say that they have stablized weapons. Like a recoil value of .15? Sure okay, you may be strong but for a game that eschews realism, but the fact that a baseline G36 is better than other player weapons (i.e. the SCARs) is a little out of control, along with the HK21E. Edited August 26, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted August 27, 2006 Share Posted August 27, 2006 hey eric, I'm not into the weapon's modding so you seem the right person for this question..is it possible to add a new weapon shaped upon an existing one? let's say for eg I wanna add an ak74 using the scar L as a base, but changing the 3dmodel, the animations, and all the parameters and the hud pic (all this keeping the original scar L) Was it already done?Is there some mod which actually add (not replace) an original weapon (even if it recycle the 3d model)? thx Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 27, 2006 Author Share Posted August 27, 2006 (edited) hey eric, I'm not into the weapon's modding so you seem the right person for this question..is it possible to add a new weapon shaped upon an existing one? let's say for eg I wanna add an ak74 using the scar L as a base, but changing the 3dmodel, the animations, and all the parameters and the hud pic (all this keeping the original scar L) Was it already done?Is there some mod which actually add (not replace) an original weapon (even if it recycle the 3d model)? thx Okay I thought this one over (if you saw the original, it was because my brain wasn't awake), but I would recommend overlooking Mig1's mod though, seriously. I think it doesn't matter where the animations are... But in working and messing around, you have to look at the "u_weaponname.xml" to get an idea. I'd like to give it a shot, as I think you can do it. Given Mig1's mod, he specified really the original SCAR-L model as the "scar_spc" model, so therefore the game looks for that model, in which you place it in the Objects/weapons/weaponname folder. Then you have to specify the texture, not the path to the texture, which is why his weapon texture is different from the original, i.e. "crye_df" is all you need, and it finds it on it's own. Which is why I'm contemplating on making a seperate texture path/name for the MR-C68, but really don't feel like it, but may do it. Problem is you have to do everything, so the GL texture is different from the original GL texture, etc. etc. Unfortunately it's harder to explain, whearas it's a little bit of tinkering.. but worth a shot though. Here's what could happen (not sure, but work with me here: <?xml version="1.0" encoding="ISO-8859-1"?> <units> <xdefine name="M4A1( name_ext )"> <unit type="weapon" name="M4A1$name_ext" slot="12"> <model file="/weapons/M4A1/M4A1$name_ext.xml"/> <depends_on unit="M4A1_mag$name_ext"/> <depends_on unit="scar_ironsight$name_ext"/> <depends_on unit="scar_tactical_grip$name_ext"/> <depends_on unit="aimpoint$name_ext"/> <script_class name="base" class="BulletWeapon"/> <stats block="base_data"/> <stats block="weapon_data"> <var name="ammo_type" value="556"/> <var name="length_from_root" value="60"/> <var name="clip_max" value="25"/> <var name="owner_align" value="primary_align"/> <var name="public_name" value="Scar L"/> <var name="anim_name" value="scar"/> <var name="hud_name" value="scar_light"/> <var name="network_id" value="0"/> <!-- Objects / Units --> <var name="object_ejector" value="shell"/> <!-- name of the ejector object --> <var name="object_muzzle" value="fire"/> <!-- name of the ejector object --> <var name="object_clip_align" value="mag_align"/> <!-- name of the ejector object --> <var name="unit_clip" value="scar_68spc_mag$name_ext"/> <!-- name of the casing unit --> <var name="body_drop" value="main_body"/> <!-- name of the body to activate when dropping the gun --> <!-- Spread --> <var name="spread_normal" value="1.87"/> <!-- spread in normal mode + mods affect this --> <var name="spread_zoom" value="0.35"/> <!-- spread in zoomed mode + mods affect this --> <!-- Recoil --> <var name="recoil_normal" value="0.475"/> <!-- spread in zoomed mode + mods affect this --> <var name="recoil_zoom" value="0.875"/> <!-- spread in zoomed mode + mods affect this --> <var name="zoom_lens_speed" value="1.5"/> <!-- Fire modes --> <var name="fire_modes" value="2"/> <!-- 1 = semi, 2 = semi+auto, 3 = semi+auto+burst --> <var name="fire_rate_semi" value="0.2"/> <!-- minimum time between bullets in semi mode --> <var name="fire_rate_auto" value="0.08333"/> <!-- time between bullets on full auto --> <var name="fire_rate_burst" value="0.1"/> <!-- time between bullets in burts mode --> <var name="fire_burst_count" value="3"/> <!-- the amount of bullets to fire in a row in burst mode --> <var name="admits_reload_firing" value="true"/> <!-- Can be fired during a Tactical reload --> <var name="fire_offensive" value="2"/> <!-- what thread in SGunLogics this weapon uses when when in offensive --> <var name="fire_defensive" value="1"/> <!-- what thread in SGunLogics this weapon uses when when in defensive --> <var name="fire_suppresive" value="4"/> <!-- what thread in SGunLogics this weapon uses when when in suppressed --> <var name="weapon_type" value="0"/> <!-- what class of weapon; 0 = gun, 1 = rocket, 2 = grenade --> <var name="weapon_min_range" value="1000"/> <var name="weapon_max_range" value="21000"/> <!-- Effects --> <var name="effect_semi_flash" value="scar_muzzle_flash"/> <!-- muzzle effect on semi --> <var name="effect_auto_flash" value="scar_muzzle_flash"/> <!-- muzzle effect on auto --> <var name="effect_auto_end" value="scar_muzzle_smoke"/> <!-- smoke effect on barrel after auto --> <var name="effect_casing" value="556_shell_ejection"/> <!-- name of the casing effect --> <var name="effect_hit" value="bullet_hit"/> <!-- name of the hit effect --> <var name="effect_hit_physics" value="bullet_hit_rifle"/> <!-- name of the hit physics effect --> <var name="bolt_lockup_time" value="0.066"/> <!-- bolt anim --> <var name="bolt_lock_time" value="0.033"/> <!-- bolt lock anim --> <var name="bolt_fire_start_time" value="0.033"/> <var name="bolt_fire_end_time" value="0.166"/> <var name="bolt_chamber_start_time" value="0.6"/> <var name="bolt_chamber_end_time" value="1.0"/> <var name="bolt_reload_start_time" value="0.6"/> <var name="bolt_reload_end_time" value="1.0"/> <!-- AI --> <var name="ai_shoot_delay" value="0.1"/> <!-- normal aim time for ai --> <var name="ai_reload_delay" value="3.6"/> <!-- relaod time --> <var name="ai_angle_req_near" value="30"/> <var name="ai_angle_req_far" value="5"/> <!-- Moddable stats --> <var name="damage" value="3"/> <!-- weapon damage + mods affect this --> <var name="weight" value="2"/> <!-- weapon weight + mods affect this --> <var name="stability" value="0.8"/> <!-- weapon stability + mods affect this --> <var name="fire_sound" value="1.3"/> <var name="fire_supressed" value="1.2"/> <var name="ai_precision" value="1.0"/> <var name="ai_fire_until" value="2"/> <var name="ai_fire_until_rand" value="4"/> <!-- Mods --> <var name="top_mount" value=""/> <!--<var name="top_mod" value="scar_ironsight"/>--> <var name="top_mod" value="aimpoint"/> <var name="front_mod" value=""/> <var name="bottom_mod" value=""/> <var name="grenade_mod" value=""/> <var name="grenade_mod_actions" value="true"/> <var name="bolt_reload_end_time" value="1.0"/> <!-- Mag collision effects --> <var name="mag_collision_effect_full" value=""/> <var name="mag_collision_effect_empty" value=""/> <var name="anim_auto_to_semi_start_time" value="0.0"/> <var name="anim_auto_to_semi_end_time" value="0.266"/> <var name="anim_semi_to_auto_start_time" value="0.266"/> <var name="anim_semi_to_auto_end_time" value="0.433"/> </stats> <stats block="item_data"> <var name="inventory_slot" value="primary"/> </stats> <sounds> <soundbank name="scar556_sound$name_ext"/> <soundbank name="foley_rifle_sound"/> <default_soundsource source="sound"/> </sounds> </unit> <unit type="weapon" name="M4A1_mag$name_ext" slot="12"> <model file="/weapons/M4A1/M4A1_mag$name_ext.xml"/> <sounds> <soundbank name="foley_rifle_sound"/> <default_soundsource source="sound"/> </sounds> </unit> </xdefine> @M4A1() @M4A1( _3rd ) </units> Sooo essentially where you see M4A1 you "could" do such a thing, however, I'm not reall sure of course of all the particulars, as you probably can add the M4A1 as another weapon, it'll take some pulling of hairs probably, but that above? A start maybe. There's other files, such as ammopacks, GL, etc. you can try and add, but that's what I can ascertain from the coding side... Oh yeah: I like the M8 Compact, but I prefer the MR-C anyways, so I switched the Barrett to a secondary (works as it should of course). Edited August 27, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 28, 2006 Author Share Posted August 28, 2006 Doing some different texture work. I found SapperWang's textures and used his pattern: And darkened the Beretta a bit: Quote Link to comment Share on other sites More sharing options...
philkilla Posted August 28, 2006 Share Posted August 28, 2006 I like the M8 Compact, but I prefer the MR-C anyways, so I switched the Barrett to a secondary (works as it should of course). damn barret and MR-C68? killing from everywhere man!!! Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 28, 2006 Author Share Posted August 28, 2006 (edited) lol not really, I can swing at the most (if I was using the MR-C68) a sight and suppressor. By itself the M99 is of course quite heavy (which is actually the M99-1) so I can get by with basic loads. And it's for task specific missions (Strong Point, NORAD on the line, beginning parts and ending respectively), rather than always using such a setup. Another thing down the line is that I want to try and fix the inventory images. I can't for the life of me figure out where they are, so if anybody knows.... Edited August 28, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 28, 2006 Author Share Posted August 28, 2006 Final look: Overall I think the GL is okay, so I may just adjust the texture a bit, but other than that, it's pretty much set. Quote Link to comment Share on other sites More sharing options...
DiGiTALY -TC- Posted August 28, 2006 Share Posted August 28, 2006 thx for help eric but I already tried all those changes..a new model with new animation works if it replace an existing weapon and I know how to add a new weapon using existing model but it crashes if I add a new model&animation for a new original weapon btw I like your mod, soon you should be able to customize it even more Quote Link to comment Share on other sites More sharing options...
Viper Posted August 28, 2006 Share Posted August 28, 2006 Yah, on the adding a new ammo type I came to the same .dxe conclusion as you did - though I think I spent more than just "a few hours" trying to figure it out I have an equally disappointing amount of failure trying to adjust any attachment values other than the "bar_stats" which I don't think actually do anything. Look like you got the Aimpoint figured out! What was the trick? Clark Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 28, 2006 Author Share Posted August 28, 2006 Well... it goes back to moddelling and from what Mig1 posted in his topic. The Crye MR-C in GRAW is coded ONLY for the EOTech and the ironsights, so there's I would assume different anims for each sight type. I just renamed the Aimpoint from a "combatsight" to a "steelsight" and it works . The only problem is that it works for certain things, which is a trial and error process as far as adding sights, but realistically it's the easiest process compared to others.. Quote Link to comment Share on other sites More sharing options...
EricJ Posted August 29, 2006 Author Share Posted August 29, 2006 (edited) Oh yeah, thinking about it earlier, I think it's because I specified a different magazine for the weapon, not a different caliber. Maybe the caliber is for just notation, a baseline. However as people have seen, as I use the same "crye" ammo, making it 2 points makes a big difference. Just to double check yesterday, it worked as it should, I shouldn't be able to resupply off of teammates or anybody else. Oh duh DiGiTALY -TC-, I would like to really add more scopes, and I think the "scope align" is the key so we'll see, problem is the anims for the weapon, as for example, adding like an ACOG would "work" but how it would apply when looking through (but that may be easy, as I was running through Coup d' etat and could see through the scope, even though Allen was holding it) I'm actually looking through it. Oh yeah once I get info that Rocky needs, I'll PM with the links so he can do his part.. Edited August 29, 2006 by EricJ Quote Link to comment Share on other sites More sharing options...
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