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M16A4 - Heavy Hitter ready for action


Brettzies

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Okay I have been at it all morning and this is what I have so far.

No Idea on what the GL issue is. All the M4 addons work. But you add the M16 addons and it goes all buggard.

M16 GL Error:

Crash in application version: grpcrc1.35

data\lib\units\extensions\inventory.dsf(-1): cant find member: weapon_data in type <Unit>

SCRIPT STACK

data\lib\units\extensions\inventory.dsf(0)

data\lib\units\types\weapons\bulletweapon.dsf(0)

data\lib\script_network\weapon.dsf(0)

data\lib\script_network\member.dsf(0)

data\lib\script_network\gametype\membercommon.dsf(0)

data\lib\script_network\gametype\membercommon.dsf(0)

data\lib\script_network\gametype\membermpcoop.dsf(0)

data\lib\script_network\identity.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\script_network\networkmanager.dsf(0)

data\lib\setups\setup.dsf(0)

data\levels\custom_levels\death becomes you\death becomes you.dsf(38)

M16-Silencer Error

M16-Silencer.jpg

MRC-SCAR-ACOG_sight Error:

It shows the Lower Rail of the M16.

MRC-ACOG.jpg

M16-HandRail-Error:

When the Hand Rail is picked it goes back the the Lower Rail. Shown here.

HandRail-Error.jpg

My guess is the Rail ID are doing it and if that is the case, how would you remove them. I have tried and got Inventory errors. If the M16 is left with only the Stanard Addons from the M4, it works. But I hate the gap issues. I am a perfectionist and will die getting this fixed.

I will try to remove all the Rails from the MOD and work from there. Since that is where the issues lie.

Anyone who has Weapon MOD knowledge please feel free to PM me and we can all get together on TS to get this wonderful MOD to work.

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Trying to think of it commonsensically, your inventory mods aren't matching your in-game ones. Where Brett told you to change the ID's might have needed a change in another file like "weapondata" or something. Just troubleshooting here.

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Houston, We have lift off. I think I have it. I am currently testing it with another player and things are a go. If you want to try it. I can post it if you want to try it.

I removed all the Rails and systematically added the addons. After doing that it all worked. So the problem is in the Rails he is using. i will wait for him to get on to confirm.

Edited by Bat21
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Sounds like maybe you figured something out. But here are some other things to look at.

1.maybe only try maps from Grin to start, i don't know why that would be an issue, but who knows.

2. in the u_bp_m16v1.xml cull out these lines:(I don't even know if they do anything because it's not consistent from what I can see in the Grin made weapons)


			<depends_on unit="bp_m4v2_mag$name_ext"/>

			<depends_on unit="bp_m4v2_ironsight$name_ext"/>

			<depends_on unit="bp_m16v1_tactical_grip$name_ext"/>

			<depends_on unit="bp_m16v1_silencer$name_ext"/>

			<depends_on unit="bp_m16v1_grenade_launcher$name_ext"/>

			<depends_on unit="bp_m4v2_aimpoint$name_ext"/>

			<depends_on unit="bp_m4v2_acog$name_ext"/>

		<!--	<depends_on unit="bp_m16v1_guards_tf$name_ext"/>

			<depends_on unit="bp_m16v1_guards_th$name_ext"/>

			<depends_on unit="bp_m16v1_guards_t3qtr$name_ext"/>

			<depends_on unit="bp_m16v1_guards_tl$name_ext"/>

			<depends_on unit="bp_m16v1_guards_sf$name_ext"/>

			<depends_on unit="bp_m16v1_guards_sh$name_ext"/>

			<depends_on unit="bp_m16v1_guards_lf$name_ext"/>

			<depends_on unit="bp_m16v1_guards_lh$name_ext"/>

			<depends_on unit="bp_m16v1_guards_ll$name_ext"/>  --> 

3. There's a file in Settings/ called weapon_ids.txt I have no idea what it does, it's just a text file with all of the weapons and their attachments in name form. But they are the code name, not the user seen names. Strange file and not in the usual mod place.

I've thought about making the rail guards standard and not seperate attachments. But it's not the fact that they are guards, it's just more attachments then either the game likes to handle, or some other number order bug.

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Bat, I was able to get it working as well. I joined your normal server and all of the weapons and attachments worked for me. Even the scar and mr-c Acogs came up correctly and the GL worked as well. Seems to me that 30 might be the max for mod_ids. That's just a guess though.

For now I am going to renumber them in the way that works. In the future I will make the handguards part of the attachments like I did for the silencer. That should allevieate the problem and cut the inventory down as well. I just like the modular guards, it looks cool.

I'm guessing you did the same thing for your solution. Thanks for the help guys! I will put another mp patch out. I'll try to get on later so we can see the weapons in action.

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After constant testing, I think i have it working, i have had players with a wide variety of mods join and no issues. The guns can be seen for what they are by other players.

I can send you the files and you can see what I did.

Sorry I missed you today. Had to do the Family thing.

I'm guessing you did the same thing for your solution.

Yep that what I did. I think that there was to many attachments. I am going to try an experiment with another weapon I have to Prove/Disprove this myth.

Here is the files I have for the work I did.

LINK REMOVED AS PER BRETTZIES

This link is temp, so get it while you can.

EDIT: I removed the movie at the beginning and forgot to put it back. Sorry, it was a slight oversight.

Edited by Bat21
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So what is the code we should actually use and for what xml file do we apply it to?

I'm gonna up load a patch now for mod_data and weapon_data.xml

I prefer people use the patch on page 1. Otherwise the number system will get way out of whack with so many people modifying it. I don't care if you modify it for your own use, but some have no desire to mess with xmls, or have to hunt around for fixes.

Edited by Brettzies
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You know, I just realized something about the hand guards that may have caused problems with mp, though I really don't know why because they work fine int sp. Anyway, to save some time and organize things better, I put all of the guard xml and diesel files in one folder.

Usually, everything gets its own folder. I wasn't sure it would even work, but I was happy that it did. I just assumed it would not be a problem for anything else. Now I am curious if that was the actually problem. I am thinking of cutting down the number of options to begin with, but I do like the modularity of it all. If that is indeed the problem, that would be sweet!

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