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Giving a default unit a new weapon

Posted: Mon Apr 06, 2009 11:21 am
by YTGTangerine
NOTE: I did look for an answer to this, but I couldn't really find one. But it is probably somewhere.

Okay. What I'm trying to do here is replace the clone commander's chaingun with a different weapon. How might I do that? I looked in the unit's ODF and the weapons ODF and there is nothing to say what weapon to use/ what unit to be used by. Thanks in advance.

Re: Giving a default unit a new weapon

Posted: Mon Apr 06, 2009 11:35 am
by DarthD.U.C.K.
let me help you to use the searchfunction: search for "change weapons"
(just one exmaple of the countles topics about this issue you will find)

Re: Giving a default unit a new weapon

Posted: Mon Apr 06, 2009 12:55 pm
by sampip
If you wanted to change the Clone Commanders weapon, look in the rep sides folder (which you should have copied across from assets, it should now be in *SWBFModTooldirectory*\Data_***\Sides\rep), and go to the rep_inf_default_officer.odf. Open it up and find the part which says:

Code: Select all

         WEAPONSECTION =    1
         WeaponName = "rep_weap_inf_chaingun"
         WeaponAmmo = 0
You can change "rep_weap_inf_chaingun" to "rep_weap_inf_rifle", or something like that. Now munge rep, and it should show up the clone commander with the rifle ingame. You can edit any unit like this, it's just in the default units odf. You can also edit the amount of ammo the rifle has. The number you put in the "WeaponAmmo" section, is the number of clips the weapon has. You can edit "RoundsPerClip"(the number of shots the weapon has per clip) in the weapons odf. Hope this helps.
Note: You may notice that the zero in WeaponAmmo means Infinity.

Re: Giving a default unit a new weapon

Posted: Mon Apr 06, 2009 8:22 pm
by YTGTangerine
Thanks and sorry for forgetting about search.

Re: Giving a default unit a new weapon

Posted: Tue Apr 07, 2009 8:32 am
by Xterminator
sampip wrote:If you wanted to change the Clone Commanders weapon, look in the rep sides folder (which you should have copied across from assets, it should now be in *SWBFModTooldirectory*\Data_***\Sides\rep), and go to the rep_inf_default_officer.odf. Open it up and find the part which says:

Code: Select all

 WEAPONSECTION = 1
WeaponName = "rep_weap_inf_chaingun"
WeaponAmmo = 0
You can change "rep_weap_inf_chaingun" to "rep_weap_inf_rifle", or something like that. Now munge rep, and it should show up the clone commander with the rifle ingame. You can edit any unit like this, it's just in the default units odf. You can also edit the amount of ammo the rifle has. The number you put in the "WeaponAmmo" section, is the number of clips the weapon has. You can edit "RoundsPerClip"(the number of shots the weapon has per clip) in the weapons odf. Hope this helps.
Note: You may notice that the zero in WeaponAmmo means Infinity.
I tryed doing this and nothing happened . I munged the rep side and the commander still had a chaingun...
I did have common checked if that was the problem?

Re: Giving a default unit a new weapon

Posted: Tue Apr 07, 2009 12:09 pm
by destos
@xterminator

when u update a side you have to select it to be munged. if you look at the top right corner you will see something that says SIDES: (i think it was in all caps on the munge screen) then theres a option of sides you would like to munge, click on the folder of sides you made (it will only show you the name of the folder) and munge that, then it shouyld show up

if it didnt show up or you already selected the side correctly then idk why its not working.

Re: Giving a default unit a new weapon

Posted: Tue Apr 07, 2009 2:00 pm
by Xterminator
I munged the rep side and the commander still had a chaingun...
yes i clicked rep in the munge sides section