MadMike Posted February 26, 2008 Share Posted February 26, 2008 Dear All, I am playing GRAW 2 LAN Campaign COOP with a couple of buddies at the moment and although we like the game a lot, we found a few big annoyances I thought I would ask a couple of questions here to see if there are fixes/workarounds. I have tried the search, but to no avail. 1) Grenades It seems that no matter what you do, you will always throw your grenade with max power. Is there a way to differentiate the throwing distance/force (except pointing up or down)? As I recall, you could vary the throwing distance in GRAW1 by varying the time you depressed the mouse button. 2) Weapon loadout It is really annoying to die 10 times in quick succesion only to have to spend 5 minutes each time to change your loadout to the same preference. I really dont understand why on earth the game does not remember the last loadout. That should be the easiest thing to implement. Is there a way to modify a config (xml) file to reflect your favorite (LAN COOP Campaign) loadout, so you dont have to set it up every time? I have had times where the weapons loadout change took longer than actually playing a mission before I died and had to do it all over again This is probably covered ground, but search did not give me any answers, so I appreciate any help you can give. Thanks. MadMike Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 26, 2008 Share Posted February 26, 2008 1) Grenades left-click for max force, right click for a progression bar (although it's quite fast). 2) Weapon loadout You can edit the default kits for each soldier. It designates the default kits as used in SP when playing in Campaign Coop. But as long as 1 of you stay alive, the other will respawn without having to reselect the kit. Quote Link to comment Share on other sites More sharing options...
MadMike Posted February 26, 2008 Author Share Posted February 26, 2008 Great WolfSong - I'll try out both solutions tonight. Thanks. MadMike Quote Link to comment Share on other sites More sharing options...
AJ59 Posted February 27, 2008 Share Posted February 27, 2008 (edited) 1) Grenades left-click for max force, right click for a progression bar (although it's quite fast). 2) Weapon loadout You can edit the default kits for each soldier. It designates the default kits as used in SP when playing in Campaign Coop. But as long as 1 of you stay alive, the other will respawn without having to reselect the kit. And after editting the coop_templates.xml file (using Brettzies "Most Excellent Weapons Mod" ) to increase the number of frags for the assault kits as follows, I was able to practice in my own LAN COOP server so I could frag spam the enemy AI to my hearts content and actually learn how to throw them. <xdefine name="coop_kit_assault_1()"> <!-- mrc , m8_compact, 2 frags, 3 smoke--> <weapon_unit name="mrc" clips="5" gui_slot="1"> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="g36_compact" clips="4" gui_slot="2"> </weapon_unit> <weapon_unit name="anm8_thrower" clips="1" gui_slot="3"/> <weapon_unit name="m61_thrower" clips="10" gui_slot="4"/> </xdefine> [/code] Now I just need to make a bunch more kits so I can use whatever weapons I really like: shotgun, mp5sd, M9, frags and a Zues! Edited February 27, 2008 by AJ59 Quote Link to comment Share on other sites More sharing options...
MadMike Posted February 27, 2008 Author Share Posted February 27, 2008 2) Weapon loadout You can edit the default kits for each soldier. It designates the default kits as used in SP when playing in Campaign Coop. But as long as 1 of you stay alive, the other will respawn without having to reselect the kit. Hmm, I dont get that one, Wolfsong. I am looking in "Team Selection" after launching a LAN COOP Campaign mission. There does not seem to any way to edit the default kit for each soldier throught the GUI interface? Was that what you meant or did you mean edit the default kits through some .xml files? Thanks. MadMike Quote Link to comment Share on other sites More sharing options...
Nutlink Posted February 27, 2008 Share Posted February 27, 2008 He means that if you have 2 people and one dies, when he respawns on the leader he'll have the same setup as before. Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 27, 2008 Share Posted February 27, 2008 The default kits in Campaign Coop are the same as in SP. So you edit the SP kits in the ghost_templates.xml file to change the default kits in Campaign Coop. Quote Link to comment Share on other sites More sharing options...
MadMike Posted February 27, 2008 Author Share Posted February 27, 2008 The default kits in Campaign Coop are the same as in SP. So you edit the SP kits in the ghost_templates.xml file to change the default kits in Campaign Coop. Dear Wolfsong. I am not a modder, så I have to understand the process correctly Let me guess; As I cant find the ghost_templates.xml file anywhere, this means that it is probably in the quick.bundle file, right? If so, is this the correct procedure: 1) unpack quick.bundle in temp folder (I can search for how to unpack) 2) find ghost_templates.xml in temp folder and put it in Local\English folder Now I should be able to edit the ghost_templates.xml file in Local\English and my changes would take precedence over any later changes in the embedded ghost_templates.xml file in quick.bundle? Does this seem reasonable? Tackar. MadMike Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted February 27, 2008 Share Posted February 27, 2008 Yes. And put it in local/english/libs/managers/xml... I think. It should be the same path as found inside the bundle but replace "data" with "english" and go from there. Quote Link to comment Share on other sites More sharing options...
MadMike Posted March 1, 2008 Author Share Posted March 1, 2008 Hi again, I am (as you can read from the this thread) trying to set the default kits for all players to my own fixed preferences in COOP LAN Campaign. I have tried the following: 1) Unpacked quick.bundle to temp folder 2) Copied ghost_templates.xml to "GRAW2\Ghost Recon Advanced Warfighter 2\Local\English\lib\managers\xml" 3) Edited ghost_templates.xml like this: <!-- Mission 01 --> <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"> </soldier> 4) Started GRAW2 and went into Multiplayer, Lan Only, Create Server, LAN Campaign Server, Mission 01 (Search and Destroy), Team Selection BUT, Mitchell (a.k.a me) still has the RX4 as primary weapon This is the same situation if I go into Campaign, Mission 01 also. Am I doing something wrong? I think the above steps make perfect sense Thanks. MadMike Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted March 1, 2008 Share Posted March 1, 2008 It should be something like that. I'll take a look at it to see if it works for me. I haven't tried to do this. I'll get back to you. EDIT: Looking at your code I think it doesn't read your file as it has syntax errors in it so you would crash. It should be: <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"/> </soldier> Are you running on XP or Vista? EDIT2: Worked for me when I tested to launch a LAN Campaign Coop server to test. Are you the server? Does the other player(s) have this file? Quote Link to comment Share on other sites More sharing options...
MadMike Posted March 1, 2008 Author Share Posted March 1, 2008 (edited) It should be something like that. I'll take a look at it to see if it works for me. I haven't tried to do this. I'll get back to you. EDIT: Looking at your code I think it doesn't read your file as it has syntax errors in it so you would crash. It should be: <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"/> </soldier> Are you running on XP or Vista? EDIT2: Worked for me when I tested to launch a LAN Campaign Coop server to test. Are you the server? Does the other player(s) have this file? Thanks for your reply, WolfSong. I am running XP and I am the server. For now, I am only trying things out on my own PC (the non-dedicated server). Its great that you have it running, that means that there is hope At first glance, I dont see the difference between your code and mine, but I just wanted to write this reply, and then go look more closely. EDIT: I see the difference in syntax now. I will try it out again with the correct syntax. MadMike Edited March 1, 2008 by MadMike Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted March 2, 2008 Share Posted March 2, 2008 The syntax is about opening and closing tags. Besides some errors in the closing it was ok. Quote Link to comment Share on other sites More sharing options...
MadMike Posted March 2, 2008 Author Share Posted March 2, 2008 The syntax is about opening and closing tags. Besides some errors in the closing it was ok. Yep - I had to find the rules of where to use the closing "/" BUT, I have tried with my own corrections first and have tried copying/pasting your suggestion above directly, but it still does not work My entire "ghost_templates.xml" now looks like this: <!-- ---- GHOST templates ------------ --> <!-- sniper rifles: barrett - mods: sniper_scope (always) m14 - mods: m14_scope, qd_suppressor msg90 - mods: msg90_scope (always), silencer_primary rifles: m416 - mods: eglm , m416_ironsight , m416_frontgrip, qd_suppressor rx4 - mods: xl7 , rx4_combat_sight, m416_frontgrip, qd_suppressor crye - mods: crye_ironsights (default) , crye_combatsight , crye_grenade_launcher, silencer_primary m8 - mods: m8_ironsight (default), m8_combatsight, silencer_primary, eglm scar_heavy - mods: scar_ironsight (default), aimpoint, scarh_grenade_launcher, scarh_tactical_grip, silencer_primary scar_light - mods: scar_ironsight (default), aimpoint, scar_grenade_launcher, scar_tactical_grip , silencer_primary g36 - mods: g36_ironsights (default), m96_flashlight, silencer_primary ---(no frontgrip, no GL) support: saw hk21e secondary: m8_compact - mods: m8_ironsight (default), silencer_primary mp5sd - mods: aimpoint mp5a4 - mods: aimpoint g36_compact - mods: g36_ironsights (default), aimpoint, silencer_primary sidearms: beretta - mods: silencer_secondary mk45 - mods: silencer_secondary glock grenades: m61_thrower anm8_thrower others: predator m32 - mods: m32_sight (always) rpg7 - mods: pgo7 (always) --> <to_include> <!-- camos Standard-ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.83 0.95 1.011"/> Multicam-camo (GRAW1 ghosts) <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_03/camo_multicam_xy_df"/> <color_switch material="camo" color="base_color" value="1.32 1.15 0.85"/> Woodland-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_04/camo_woodland_camo_xy_df"/> <color_switch material="camo" color="base_color" value="1.12656 0.97813 0.751563"/> Brown ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_05/camo_brown_xy_df"/> <color_switch material="camo" color="base_color" value="1.12 0.97 0.75"/> Green ACU camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_06/camo_green_xy_df"/> <color_switch material="camo" color="base_color" value="0.8 0.8 0.6"/> Grey ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_07/camo_grey_xy_df"/> <color_switch material="camo" color="base_color" value="0.5 0.6 0.6"/> Coyote ACU-camo <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_08/camo_coyote_xy_df"/> <color_switch material="camo" color="base_color" value="0.820313 0.78125 0.625"/> --> <xdefine name="xp_values(stealth, awareness, stamina, long_range_weapons, short_range_weapons, aggressiveness, tactical_ability, morale)"> <var name="xp_stealth" value="$stealth"/> <var name="xp_awareness" value="$awareness"/> <var name="xp_stamina" value="$stamina"/> <var name="xp_long_range_weapons" value="$long_range_weapons"/> <var name="xp_short_range_weapons" value="$short_range_weapons"/> <var name="xp_aggressiveness" value="$aggressiveness"/> <var name="xp_tactical_ability" value="$tactical_ability"/> <var name="xp_morale" value="$morale"/> </xdefine> <!-- Mitchell(Player) Joe Ramirez (Rifleman) Matt beasley (Rifleman) Paul Smith (Rifleman) Marcus Brown (Support) Bo Jenkins (Demolition) Richard Allen (Sniper) Derrick Parker(Support Specialist) John Hume(Sniper Specialist) Miguel Rivera (Demo Specialist)--> <!-- XDEFINE KITS FOR ALL CAMPAIGN CHARACTERS --> <xdefine name="mitchell()"> <!--Customization units--> <unit name="teammate_mitchell"/> <head_unit name="acu_ghost_head_mitchell"/> <gear_unit name="acu_ghost_back_strap_mitchell"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_01"/> <gear_unit name="acu_ghost_torso_gear_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="0"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_mitchell"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_01"/> <var name="public_name" value="MITCHELL"/> </stats> <bio local="bio_mitchell"/> </xdefine> <xdefine name="ramirez()"> <!--Customization units--> <unit name="teammate_ramirez"/> <head_unit name="acu_ghost_head_ramirez"/> <gear_unit name="acu_ghost_back_strap_ramirez"/> <gear_unit name="acu_ghost_holster_02"/> <gear_unit name="acu_ghost_hips_gear_02"/> <gear_unit name="acu_ghost_torso_gear_02"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="1"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_02"/> <var name="public_name" value="RAMIREZ"/> </stats> <bio local="bio_ramirez"/> </xdefine> <xdefine name="beasley()"> <!--Customization units--> <unit name="teammate_beasley"/> <head_unit name="acu_ghost_head_beasley"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_beasley"/> <gear_unit name="acu_ghost_holster_02"/> <gear_unit name="acu_ghost_hips_gear_04"/> <gear_unit name="acu_ghost_torso_gear_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 8, 10, 8, 8, 13, 13) <var name="soldier_type" value="1"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_03"/> <var name="public_name" value="BEASLEY"/> </stats> <bio local="bio_beasley"/> </xdefine> <xdefine name="brown()"> <!--Customization units--> <unit name="teammate_brown"/> <head_unit name="acu_ghost_head_brown"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_brown"/> <gear_unit name="acu_ghost_holster_02"/> <gear_unit name="acu_ghost_hips_gear_03"/> <gear_unit name="acu_ghost_torso_gear_03"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="4"/> <!-- 0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_04"/> <var name="public_name" value="BROWN"/> </stats> <bio local="bio_brown"/> </xdefine> <xdefine name="jenkins()"> <unit name="teammate_jenkins"/> <head_unit name="acu_ghost_head_jenkins"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_jenkins"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_01"/> <gear_unit name="acu_ghost_torso_gear_02"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="2"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_05"/> <var name="public_name" value="JENKINS"/> </stats> <bio local="bio_jenkins"/> </xdefine> <xdefine name="hume()"> <unit name="teammate_hume"/> <head_unit name="acu_ghost_head_hume"/> <!-- Change --> <gear_unit name="acu_ghost_back_strap_hume"/> <gear_unit name="acu_ghost_holster_01"/> <gear_unit name="acu_ghost_hips_gear_04"/> <gear_unit name="acu_ghost_torso_gear_04"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_02/camo_ACU_test_xy_df"/> <color_switch material="camo" color="base_color" value="0.545098 0.509804 0.466667"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="3"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_06"/> <var name="public_name" value="HUME"/> </stats> <bio local="bio_hume"/> </xdefine> <xdefine name="ag_hume()"> <unit name="ag_teammate_hume"/> <gear_unit name="acu_ghost_holster_01"/> <texture_switch material="camo" texture="self_illumination_texture" file="data/textures/atlas_characters/mul_camo_xy/camo_04/camo_woodland_camo_xy_df"/> <color_switch material="camo" color="base_color" value="0.482353 0.509804 0.439216"/> <stats block="human_data"> @xp_values(10, 10, 9, 9, 9, 8, 13, 13) <var name="soldier_type" value="3"/> <!--0. All 1.Rifleman, 2.Demo, 3.Sniper, 4.Support --> <var name="cue_spotted" value="spot_easyenemy"/> <var name="has_explosive" value="1"/> <var name="bomb_planting_time" value="3"/> </stats> <stats block="base_data"> <var name="localize_id" value="ghost_06"/> <var name="public_name" value="HUME"/> </stats> <bio local="bio_hume"/> </xdefine> <!-- Mission 01 --> <!-- MITCHELL RAMIREZ BEASLEY BROWN JENKINS HUME (ag_HUME) --> <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="m61_thrower"/> <weapon_unit name="anm8_thrower"/> </soldier> <soldier name="RAMIREZ"> @ramirez() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="BEASLEY"> @beasley() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> <mod name="qd_suppressor"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BROWN"> @brown() <weapon_unit name="saw"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="JENKINS"> @jenkins() <weapon_unit name="scar_heavy"> <mod name="scarh_grenade_launcher"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="HUME"> @hume() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="ag_HUME"> @ag_hume() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <!-- Mission 02 --> <!-- MITCHELL_m02 RAMIREZ_m02 BEASLEY_m02 BROWN JENKINS_m02 HUME (ag_HUME) --> <soldier name="MITCHELL_m02"> @mitchell() <weapon_unit name="m14"> <mod name="m14_scope"/> </weapon_unit> <weapon_unit name="m8_compact"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="RAMIREZ_m02"> @ramirez() <weapon_unit name="scar_light"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> </soldier> <soldier name="BEASLEY_m02"> @beasley() <weapon_unit name="scar_light"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> </soldier> <soldier name="JENKINS_m02"> @jenkins() <weapon_unit name="m8"> <mod name="eglm"/> </weapon_unit> <weapon_unit name="mp5sd"/> </soldier> <!-- Mission 03 --> <!-- MITCHELL_m03 RAMIREZ_m03 BEASLEY_m03 BROWN JENKINS HUME (ag_HUME) --> <soldier name="MITCHELL_m03"> @mitchell() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> <mod name="qd_suppressor"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="predator"/> </soldier> <soldier name="RAMIREZ_m03"> @ramirez() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BEASLEY_m03"> @beasley() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <!-- Mission 04 --> <!-- MITCHELL_m04 RAMIREZ_m04 BEASLEY_m04 BROWN JENKINS HUME (ag_HUME) --> <soldier name="MITCHELL_m04"> @mitchell() <weapon_unit name="m416"> <mod name="m416_frontgrip"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="glock"/> <weapon_unit name="m61_thrower"/> <weapon_unit name="predator"/> </soldier> <soldier name="RAMIREZ_m04"> @ramirez() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="eglm"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="predator"/> </soldier> <soldier name="BEASLEY_m04"> @beasley() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="eglm"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="predator"/> </soldier> <!-- Mission 05 --> <!-- MITCHELL_m05 RAMIREZ_m05 BEASLEY_m05 BROWN JENKINS HUME_m05 (ag_HUME_m05) --> <soldier name="MITCHELL_m05"> @mitchell() <weapon_unit name="scar_light"> <mod name="aimpoint"/> <mod name="scar_grenade_launcher"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="m61_thrower"/> </soldier> <soldier name="RAMIREZ_m05"> @ramirez() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BEASLEY_m05"> @beasley() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> </weapon_unit> <weapon_unit name="beretta"/> <weapon_unit name="mp5sd"/> </soldier> <soldier name="HUME_m05"> @hume() <weapon_unit name="barrett"/> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="ag_HUME_m05"> @ag_hume() <weapon_unit name="barrett"/> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <!-- Mission 06 --> <!-- MITCHELL_m06 BEASLEY_m04 --> <soldier name="MITCHELL_m06"> @mitchell() <weapon_unit name="m8"> <mod name="m8_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"/> <weapon_unit name="predator"/> </soldier> <!-- Mission 07 --> <!-- MITCHELL_m07 RAMIREZ_m07 BEASLEY_m07 BROWN_m07 JENKINS_m07 HUME_m07 (ag_HUME_m07) --> <soldier name="MITCHELL_m07"> @mitchell() <weapon_unit name="rx4"> <mod name="rx4_combat_sight"/> <mod name="qd_suppressor"/> </weapon_unit> <weapon_unit name="mp5sd"/> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> </soldier> <soldier name="RAMIREZ_m07"> @ramirez() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="mp5sd"/> </soldier> <soldier name="BEASLEY_m07"> @beasley() <weapon_unit name="crye"> <mod name="crye_combatsight"/> <mod name="silencer_primary"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <wea Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted March 2, 2008 Share Posted March 2, 2008 OK you two, this back and forth with the code has gone on long enough ____ Regardless of whether or not you intend to make any changes to it, make sure to include the group_manager.xml along with the edited ghost_templates.xml in the dir. Some of these files dependencies are tough to fiqure out, or to track down. Quote Link to comment Share on other sites More sharing options...
MadMike Posted March 2, 2008 Author Share Posted March 2, 2008 OK you two, this back and forth with the code has gone on long enough ____ Regardless of whether or not you intend to make any changes to it, make sure to include the group_manager.xml along with the edited ghost_templates.xml in the dir. Some of these files dependencies are tough to fiqure out, or to track down. I hope this will continue to go back and forth until its solved as we need this I have not touched the group_manager.xml - its still untouched in the bundles. The only change I am after, is the default kit entries in the ghost_templates.xml and how to get the settings in Local\English to take effect over the bundles. WolfSong, I realize that the entire code was not included above, so I have zipped it and placed it here: ghost_templates.xml In hope of a solution. MadMike Quote Link to comment Share on other sites More sharing options...
NoQuarter Posted March 3, 2008 Share Posted March 3, 2008 I have not touched the group_manager.xml - its still untouched in the bundles.And therein lies the problem. In order for your changes in the ghost_templates.xml to be recognized by the game program, you must unbundle/extract and copy the group_manager.xml (again, regardless of whether or not you intend to make any changes to it) and then include it, as well as the (edited) ghost_templates.xml in your \Local\english\lib\managers\xml directory. ____ This is probably a result of the orphaned binary files (without companion .xmls') that are scattered thoughout the patches. The main program "sees" the *.xmb but not its associated .xml (or its xi:include pointer) along with it in the patch (or in this case the over-ride directory), so it reverts back to the quick.bundle contents (and the default settings) without the edited file(s) in question in the \Local\English directory being recognized. Or I could be totally wrong. Quote Link to comment Share on other sites More sharing options...
MadMike Posted March 3, 2008 Author Share Posted March 3, 2008 (edited) I have not touched the group_manager.xml - its still untouched in the bundles.And therein lies the problem. In order for your changes in the ghost_templates.xml to be recognized by the game program, you must unbundle/extract and copy the group_manager.xml (again, regardless of whether or not you intend to make any changes to it) and then include it, as well as the (edited) ghost_templates.xml in your \Local\english\lib\managers\xml directory. ____ This is probably a result of the orphaned binary files (without companion .xmls') that are scattered thoughout the patches. The main program "sees" the *.xmb but not its associated .xml (or its xi:include pointer) along with it in the patch (or in this case the over-ride directory), so it reverts back to the quick.bundle contents (and the default settings) without the edited file(s) in question in the \Local\English directory being recognized. Or I could be totally wrong. Hi NoQuarter, Thanks for your input. I will definately try to put the unmodified group_manager.xml in the \Local\english\lib\managers\xml directory. Do you think I need extract/copy other files to \Local\English.... like the ghost_templates.xmb file or such? EDIT: That was a breakthrough. By copying group_manager.xml to Local\English..., GRAW2 crashed! But at least it seemed to be reading my modified ghost_templates.xml file now. I must admit that I dont understand why it is needed to copy the group_manager.xml file to Local\English as it is not modified. Can anyone elaborate on that? It seems ilogical. But now I will go slowly ahead and do some small changes to ghost_templates.xml to see if I can avoid the game crashing MadMike Edited March 3, 2008 by MadMike Quote Link to comment Share on other sites More sharing options...
GRIN_Wolfsong Posted March 3, 2008 Share Posted March 3, 2008 Don't include any XMB files. Quote Link to comment Share on other sites More sharing options...
MadMike Posted March 3, 2008 Author Share Posted March 3, 2008 Hi there, Thanks to you guys, I am getting a lot further now I can get the following loadout to work in ghost_templates.xml: <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="beretta"> <mod name="silencer_secondary"/> </weapon_unit> <weapon_unit name="m61_thrower"/> </soldier> This is our preferred loadout however, but it crashes the game: :'( <soldier name="MITCHELL"> @mitchell() <weapon_unit name="scar_light"> <mod name="scar_grenade_launcher"/> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="mp5a4"> <mod name="aimpoint"/> </weapon_unit> <weapon_unit name="anm8_thrower"/> <weapon_unit name="m61_thrower"/> </soldier> I have tried to switch the order of the anm8 and m61, but the game still crashes I know that this particular loadout (having both anm8 and m61) is possible through the GUI as we uses it all the time, so its a mystery to me why it crashes the game when its specified in ghost_templates.xml. Any ideas? MadMike Quote Link to comment Share on other sites More sharing options...
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