Setting up weapons problem (Solved for now)

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Par3210
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Setting up weapons problem (Solved for now)

Post by Par3210 »

Hi! I'm trying to add a M16 to my unit. Although I don't know how to do it. Please could someone tell me how/direct me to a topic? Yes I know how to set up custom sides, I just don't know how to make the M16 a unit's weapon.
Thanks a lot.
Last edited by Par3210 on Mon Jul 27, 2009 7:54 am, edited 1 time in total.
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:Hi! I'm trying to add a M16 to my unit. Although I don't know how to do it. Please could someone tell me how/direct me to a topic? Yes I know how to set up custom sides, I just don't know how to make the M16 a unit's weapon.
Thanks a lot.
hello sir, well what do you like create a new odf for that weapon or only change the model of an existent weapon for example rep_weap_inf_rifle or whatever
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Re: Setting up weapons problem

Post by Par3210 »

well it says it includes odfs but I don't know how to set them up to add them to a character.
And also my new skin won't appear ingame as well.
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:well it says it includes odfs but I don't know how to set them up to add them to a character.
And also my new skin won't appear ingame as well.
well so begin:
for only change the weapon model for example you use the republic rifle so modify the next files:

rep_weap_inf_rifle.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"

[Properties]
GeometryName = "YOUR_WEAPON_MODEL_MSH_NAME"
HighResGeometry = "YOUR_WEAPON_MODEL_MSH_NAME"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"


FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
i suggest you make the same with his AWARD weapon:
rep_weap_award_rifle.odf
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_award_rifle"

[Properties]
GeometryName = "YOUR_WEAPON_MODEL_MSH_NAME"
HighResGeometry = "YOUR_WEAPON_MODEL_MSH_NAME"
OrdnanceName = "rep_weap_award_rifle_ord"
FirePointName = "hp_fire"

//******************************************************
//*************** SOUND ****************
//******************************************************

FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
understood?? :D

and for the Skin, well is skin for weapon or unit? in case of for model, you want overload with the original or add it as new unit??
Last edited by Deviss on Mon Jul 27, 2009 6:58 am, edited 1 time in total.
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Re: Setting up weapons problem

Post by Par3210 »

thanks for the odf, and yes I want to overload it.
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:thanks for the odf, and yes I want to overload it.
oks so change your new skin.tga name to the same name have the original texture (for overload it), for example you want overload the rep_inf_ep3trooper.tga so your skin must to be rep_inf_ep3trooper.tga paste it in the same location for overload the old skin
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Re: Setting up weapons problem

Post by Par3210 »

i thought i saw OverloadTexture"" in a odf file.. ok. But if I do that the old skin will be lost. Copied over. So what can I do?
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:i thought i saw OverloadTexture"" in a odf file.. ok. But if I do that the old skin will be lost. Copied over. So what can I do?
well if your new skin use rep_inf_trooper.msh so yes you can use the override_texture line in your odf, i needed you say me if the new skin is for that model, so i say you if is possible add that line :D
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Re: Setting up weapons problem

Post by Par3210 »

ok thank you very much :) :D
So to get things straight I need to add Override_Texture"" to my odf? or is it something else.
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:ok thank you very much :) :D
So to get things straight I need to add Override_Texture"" to my odf? or is it something else.
you are welcome :D , yeah if you use rep_inf_trooper.msh model so this is your unit's odf setting:
Par3210_soldier.odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"

[Properties]
GeometryName = "rep_inf_trooper"
GeometryLowRes = "rep_inf_trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"

OverrideTexture = "YOUR_NEW_SKIN_NAME"

then the weapons section you like for example:
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_pistol"
WeaponAmmo = 0

WEAPONSECTION = 3
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 4
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_rifle"
WeaponAmmo = 4

WEAPONSECTION = 5
WeaponName = "rep_weap_award_pistol"
WeaponAmmo = 6
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Re: Setting up weapons problem

Post by Par3210 »

thank you! :D Just one more question - when I make a change to the weapons section of the odf and munge it none of the changes appear ingame - it makes my unit crash the game! Why? Please help!
Thanks :D
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:thank you! :D Just one more question - when I make a change to the weapons section of the odf and munge it none of the changes appear ingame - it makes my unit crash the game! Why? Please help!
Thanks :D
please post your unit odf , and your inf rifle and award rifle odfs :) this to be useful
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Re: Setting up weapons problem

Post by Par3210 »

i don't know my elite rifle and pistol but here's the odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "all_inf_luke.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "all_inf_luke"
GeometryLowRes = "all_inf_luke_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"



JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 1
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "com_weap_inf_bulldog"
WeaponAmmo4 = 0
WeaponChannel4 = 0

WEAPONSECTION = 5
WeaponName5 = "com_weap_inf_chaingun"
WeaponAmmo5 = 0
WeaponChannel5 = 0

WEAPONSECTION = 6
WeaponName6 = "com_weap_inf_detpack"
WeaponAmmo6 = 0
WeaponChannel6 = 1

VOUnitType = 184
SoldierMusic = "all_hero_Luke_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"

FoleyFXClass = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "hero_luke_spawn"
SndHeroDefeated = "hero_luke_exhausted"
SndHeroKiller = "hero_luke_exhausted"

VOSound = "all_off_response_hero_command SC_Follow"
VOSound = "all_off_response_hero_command SC_StopFollow"
VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
VOSound = "all_off_response_hero_command SC_GetIn"
VOSound = "all_off_response_hero_command SC_GetOut"

VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:i don't know my elite rifle and pistol but here's the odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "all_inf_luke.msh"

[Properties]
AISizeType = "HOVER"

GeometryName = "all_inf_luke"
GeometryLowRes = "all_inf_luke_low1"
FirstPerson = "all\alllstrm;all_1st_stormtrooper"



JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 40.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WEAPONSECTION = 1
WeaponName1 = "all_weap_lightsaber"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1

WEAPONSECTION = 3
WeaponName3 = "com_weap_inf_force_push"
WeaponAmmo3 = 1
WeaponChannel3 = 1

WEAPONSECTION = 4
WeaponName4 = "com_weap_inf_bulldog"
WeaponAmmo4 = 0
WeaponChannel4 = 0

WEAPONSECTION = 5
WeaponName5 = "com_weap_inf_chaingun"
WeaponAmmo5 = 0
WeaponChannel5 = 0

WEAPONSECTION = 6
WeaponName6 = "com_weap_inf_detpack"
WeaponAmmo6 = 0
WeaponChannel6 = 1

VOUnitType = 184
SoldierMusic = "all_hero_Luke_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
//ShockFadeOutTime = "0.8"
//ShockFadeInTime = "2.0"
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"

FoleyFXClass = "all_inf_soldier"

SndHeroSelectable = ""
SndHeroSpawned = "hero_luke_spawn"
SndHeroDefeated = "hero_luke_exhausted"
SndHeroKiller = "hero_luke_exhausted"

VOSound = "all_off_response_hero_command SC_Follow"
VOSound = "all_off_response_hero_command SC_StopFollow"
VOSound = "all_off_response_hero_command SC_VehicleWaitUp"
VOSound = "all_off_response_hero_command SC_GetIn"
VOSound = "all_off_response_hero_command SC_GetOut"

VOSound = "hero_luke_AcquiredTarget AcquiredTarget"
VOSound = "hero_luke_KillingSpree4 KillingSpree4"
remove bulldog and chaingun weapons and try agian, and if continiuous crashing, so i needed you BF2errorlog :mrgreen:
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Re: Setting up weapons problem

Post by Par3210 »

but i really wanted the chaingun and bulldog :(
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:but i really wanted the chaingun and bulldog :(
please try, if work so when i will how put the chaingun and bulldog, but i wanna know which is the problem first :)
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Re: Setting up weapons problem

Post by Par3210 »

ok, but this unit wasn't working anyway because I got someone's luke camo skin and edited it over with no RLE compression as TGA format but then it stopped working. So i think ill stop and use a different unit. Thank you for your help! :) :) :)
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Re: Setting up weapons problem

Post by Deviss »

Par3210 wrote:ok, but this unit wasn't working anyway because I got someone's luke camo skin and edited it over with no RLE compression as TGA format but then it stopped working. So i think ill stop and use a different unit. Thank you for your help! :) :) :)
you are welcome, i hope can re working in luke again :wink:
offtopic: i added you to msn messenger
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Re: Setting up weapons problem (Solved for now)

Post by Par3210 »

Thankya!
Offtopic: what do you mean? How I work that? I have a msn account ...
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Re: Setting up weapons problem (Solved for now)

Post by Deviss »

Par3210 wrote:Offtopic: what do you mean? How I work that? I have a msn account ...
offtopic: well you agree or disagree to the person added you, for example i lol and then is similar to XFire :P
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