thanks by replying.
Transfering weapons from Project Reality Vietnam to EoD mod
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Transfering weapons from Project Reality Vietnam to EoD mod
ok, since i found that project reality vietnam had not ps/coop support (and i love prv's), i was wondering if i could transfer prv's weapons to EoD cause it has sp/coop support, i have tried some tutorials (i did everything they told me) but it crashes while loading map,
please help me, i really want to play sp with that weapons, pd: its only for my personal use
thanks by replying.
thanks by replying.
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Stemplus
- Posts: 333
- Joined: 2011-06-25 17:31
Re: Transfering weapons from Project Reality Vietnam to EoD mod
You shouldn't do it unless you've asked the developers for permission.. 
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
and how could i ask them? TnT cause it aint work anywayStemplus wrote:You shouldn't do it unless you've asked the developers for permission..![]()
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Transfering weapons from Project Reality Vietnam to EoD mod
You shouldn't do it unless you've asked the developers for permission..![]()
Permission isn't needed for personal use.pd: its only for my personal use
Anyway, try running it in windowed mode. Right-click your EOD 2 shortcut, and go to "Properties". Make sure the "Shotcut" tab is selected, and find the box labeled "Target:". Add this at the end of that box: +fullscreen 0 +szx 1024 +szy 768
Then run the game and load a map. You will probably get an error message during loading. Post this if you get one. If you don't get an error message, find out at what percent of loading it crashes at, and post that.
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lucky.BOY
- Posts: 1438
- Joined: 2010-03-03 13:25
Re: Transfering weapons from Project Reality Vietnam to EoD mod
AFAIK you need certain AI files for those weapons to work with bots.
You might want to read this:
https://www.realitymod.com/forum/f388-p ... co-op.html
You might want to read this:
https://www.realitymod.com/forum/f388-p ... co-op.html
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
i did what you told me, it crashes at 14% an i got an error message:M42 Zwilling wrote:Permission isn't needed for personal use.
Anyway, try running it in windowed mode. Right-click your EOD 2 shortcut, and go to "Properties". Make sure the "Shotcut" tab is selected, and find the box labeled "Target:". Add this at the end of that box: +fullscreen 0 +szx 1024 +szy 768
Then run the game and load a map. You will probably get an error message during loading. Post this if you get one. If you don't get an error message, find out at what percent of loading it crashes at, and post that.
Debug assertion failed!
Version: 1.5.3153-802.0 Build date:2009-8-20 17:8
Module: Game
File: C:\dice\Projects\BF2Branches\Patch_1_50\Code\BF2\Game\Objects\Game\kit.cpp
line: 691
Text: sf_Assault2 addBlundleChilds() template not found:m14a
Current confile:
Last edited by MineJumper on 2012-11-04 21:06, edited 2 times in total.
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
i tried to run the weapon without objects client (no model) that obviously make a "ghost weapon", the AI seems to work, bots use the weapon correctly, but when i put objects client files in their place, the game crashes while loading map at 14%lucky.BOY wrote:AFAIK you need certain AI files for those weapons to work with bots.
You might want to read this:
https://www.realitymod.com/forum/f388-p ... co-op.html
Last edited by MineJumper on 2012-11-04 21:48, edited 1 time in total.
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Transfering weapons from Project Reality Vietnam to EoD mod
Your error message indicates that the game cannot find the weapon "m14a". That weapon should be in EOD 2; it exists in my install. Check your weapons folder, and make sure it didn't get deleted somehow.
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
its deleted!!, because i was transfering prv's m14 to EoD2 then i thought i wasnt going to need it so i deleted itM42 Zwilling wrote:Your error message indicates that the game cannot find the weapon "m14a". That weapon should be in EOD 2; it exists in my install. Check your weapons folder, and make sure it didn't get deleted somehow.
what should i do?, download again EoD2? D:
Last edited by MineJumper on 2012-11-05 00:43, edited 2 times in total.
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Transfering weapons from Project Reality Vietnam to EoD mod
Either that, or open the kit called "sf_Assault2", and change ObjectTemplate.addTemplate m14a to something else, like ObjectTemplate.addTemplate usrif_m14iron_wood_vn, if you've already got that gun in the mod.
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
i fixed it :3 but now i got a error mesage at 50%:M42 Zwilling wrote:Either that, or open the kit called "sf_Assault2", and change ObjectTemplate.addTemplate m14a to something else, like ObjectTemplate.addTemplate usrif_m14iron_wood_vn, if you've already got that gun in the mod.
Debug assertion failed!
Version: 1.5.3153-802.0 Build date:2009-8-20 17:8
Module: RendDX9
File: C:\dice\Projects\BF2Branches\Patch_1_50\Code\BF2\RendDX9\TextureManager.cpp
Line: 761
Text: Texture not found /objects/weapons/handheld/common/scopeinner_blackgrandient
Current confile
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Transfering weapons from Project Reality Vietnam to EoD mod
It's strange that it would crash at 50%, it's not even loading textures then...
In any case, copy objects/weapons/handheld/common/scopeinner_blackgrandient.dds (located in mods/pr/objects/weapons_client.zip) into EOD 2, making sure to match the path for the texture in whatever zip file you put it in. Then run it again.
In any case, copy objects/weapons/handheld/common/scopeinner_blackgrandient.dds (located in mods/pr/objects/weapons_client.zip) into EOD 2, making sure to match the path for the texture in whatever zip file you put it in. Then run it again.
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MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
now map loads 100% and the model shows wellM42 Zwilling wrote:It's strange that it would crash at 50%, it's not even loading textures then...
In any case, copy objects/weapons/handheld/common/scopeinner_blackgrandient.dds (located in mods/pr/objects/weapons_client.zip) into EOD 2, making sure to match the path for the texture in whatever zip file you put it in. Then run it again.
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Transfering weapons from Project Reality Vietnam to EoD mod
It's missing a projectile. PR's projectiles use special materials, so I recommend copying an existing projectile in EOD 2 and using that instead.
Open the weapon's tweak and find ObjectTemplate.projectileTemplate [projectile name]
Change that to ObjectTemplate.projectileTemplate [weapon name]_Projectile
Then copy over a projectile from another weapon, naming it [weapon name]_Projectile
If you find ObjectTemplate.addTemplate S_[weapon name]_Projectile_Looping in the coding for the projectile you've copied, delete it. It's not neccessary coding anyway.
As an example, here's the coding for PR's iron sight M14, with projectile coding copied from EOD 2's M14. This example assumes that you have ported the icons as well. The new/changed stuff is in red.
Open the weapon's tweak and find ObjectTemplate.projectileTemplate [projectile name]
Change that to ObjectTemplate.projectileTemplate [weapon name]_Projectile
Then copy over a projectile from another weapon, naming it [weapon name]_Projectile
If you find ObjectTemplate.addTemplate S_[weapon name]_Projectile_Looping in the coding for the projectile you've copied, delete it. It's not neccessary coding anyway.
As an example, here's the coding for PR's iron sight M14, with projectile coding copied from EOD 2's M14. This example assumes that you have ported the icons as well. The new/changed stuff is in red.
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2005/4/5 15:44]
GeometryTemplate.setMaterialReflectionScale 0 0 1 2
GeometryTemplate.setMaterialReflectionScale 1 0 0 0.25
GeometryTemplate.setMaterialReflectionScale 1 0 1 2
GeometryTemplate.setMaterialReflectionScale 1 1 1 2
GeometryTemplate.compressVertexData 1
GeometryTemplate.maxTextureRepeat 8
ObjectTemplate.activeSafe GenericFireArm usrif_m14iron_wood_vn
ObjectTemplate.creator MBA-1:mba
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.castsDynamicShadow 1
ObjectTemplate.cullRadiusScale 10
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\usrif_m14iron_wood_vn.tga
ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\usrif_m14iron_wood_vn.tga
ObjectTemplate.weaponHud.hudName "killed"
ObjectTemplate.weaponHud.guiIndex 9
ObjectTemplate.weaponHud.altGuiIndex 52
ObjectTemplate.weaponHud.deviationFactor 1
ObjectTemplate.weaponHud.disableOnSprint 1
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 600
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.addFireRate 2
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.ammoType 1
ObjectTemplate.ammo.magSize 20
ObjectTemplate.ammo.nrOfMags 9
ObjectTemplate.ammo.reloadTime 5.45
ObjectTemplate.ammo.reloadWithoutPlayer 0
rem ---EndComp ---
rem ---BeginComp:SoldierBasedRecoilComp ---
rem Long Barrel 762 Standard Recoil Precision Rifle
ObjectTemplate.createComponent SoldierBasedRecoilComp
ObjectTemplate.recoil.hasRecoilForce 1
ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3.6/3.6/0
ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.2/1.2/1
ObjectTemplate.recoil.zoomModifier 0.6
ObjectTemplate.recoil.goBackOnRecoil 1
rem ---EndComp ---
rem ---BeginComp:SoldierDeviationComp ---
rem Long Barrel 762 Optical Sight Standard Accuracy Assault Rifle
ObjectTemplate.createComponent SoldierDeviationComp
ObjectTemplate.deviation.minDev .333
ObjectTemplate.deviation.setFireDev 1.4 .7 .023
ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05
ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02
ObjectTemplate.deviation.setMiscDev 20 20 .15
ObjectTemplate.deviation.devModStand 1.5
ObjectTemplate.deviation.devModCrouch 1.0
ObjectTemplate.deviation.devModLie 0.9
ObjectTemplate.deviation.devModZoom .3
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
ObjectTemplate.animation.useShiftAnimation 1
ObjectTemplate.animation.shiftDelay .05
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.zoomDelay 0.4
ObjectTemplate.zoom.zoomLod 0
ObjectTemplate.zoom.addZoomFactor 0
ObjectTemplate.zoom.addZoomFactor 1.099
rem ---EndComp ---
ObjectTemplate.geometry usrif_m14iron_wood
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.aiTemplate marksman_rifle_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Fire1P
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Fire1P_Outdoor
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Fire3P
ObjectTemplate.setPosition 0/0.017/0.572
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_BoltClick
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_TriggerClick
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_SwitchFireRate
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Reload1P
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Reload3P
ObjectTemplate.setPosition 0/-0.034/-0.075
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Deploy1P
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Deploy3P
ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Zoom
ObjectTemplate.addTemplate e_muzz_g3a3
ObjectTemplate.setPosition 0/0.017/0.472
ObjectTemplate.addTemplate e_shellejection_556
ObjectTemplate.setPosition 0/0.015/-0.085
ObjectTemplate.setRotation -7.5/0/5
rem -------------------------------------
ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/usrif_m14iron_wood_vn/AnimationSystem1p.inc
ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/usrif_m14iron_wood/AnimationSystem3p.inc
ObjectTemplate.projectileTemplate [color=Red]usrif_m14iron_wood_vn_Projectile[/color]
ObjectTemplate.velocity 853
ObjectTemplate.itemIndex 3
ObjectTemplate.delayToUse 2.75
[color=Red]ObjectTemplate.create GenericProjectile usrif_m14iron_wood_vn_Projectile
ObjectTemplate.modifiedByUser "Phil"
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp 556 ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3001
ObjectTemplate.detonation.explosionRadius 1
ObjectTemplate.detonation.explosionForce 0.6
ObjectTemplate.detonation.explosionDamage 0
ObjectTemplate.detonation.detonateOnWaterCollision 0
ObjectTemplate.detonation.detectionRadius 1
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultRicochetComp ---
ObjectTemplate.createComponent DefaultRicochetComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 38
rem -------------------------------------
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.material 38
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 30
ObjectTemplate.maxTracerScaler 30
ObjectTemplate.minTracerScaler 25
ObjectTemplate.tracerSizeModifier 5
ObjectTemplate.tracerTemplate p_tracer_r
ObjectTemplate.tracerInterval 3
ObjectTemplate.minDamage 0.2
ObjectTemplate.damage 37[/color]
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Fire1P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m14iron_wood_vn/sounds/m14_auto_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Fire3P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m14iron_wood_vn/sounds/m14_auto_fire_3p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.95
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.95/1/
ObjectTemplate.position 0/0.017/0.572
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 15
ObjectTemplate.soundRadius 1.5
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_BoltClick
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_gp30/sounds/gp30_bolt_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.56
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.5
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_TriggerClick
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/uspis_92fs/sounds/mono/trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.35
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_SwitchFireRate
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/handheld/chrif_type95/sounds/type95_firerate.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.3
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Reload1P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m14/sounds/m14_reload_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.48
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Reload3P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/Weapons/Handheld/usrif_m14/sounds/m14_reload_3p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.48
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.position 0/-0.034/-0.075
ObjectTemplate.minDistance 2
ObjectTemplate.halfVolumeDistance 4
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Deploy1P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m14/sounds/m14_deploy_1p.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.49
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Deploy3P
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/chsni_type88/sounds/type88_deploy.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.46
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 0.5
ObjectTemplate.halfVolumeDistance 1
ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Zoom
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_bizon/sounds/zoom_generic.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.35
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1-
MineJumper
- Posts: 9
- Joined: 2012-11-02 23:46
Re: Transfering weapons from Project Reality Vietnam to EoD mod
hey thanks dude!!!!! i have successfully transferred the prv's m14 to EoD, but i have a final qestion, where are the icons of weapons of Project Reality?,cause they are not in "menu\menu_client\HUD\Texture\Ingame\Weapons\Icons\Hud" where could i found them?, because ill like to transfer more weaponsM42 Zwilling wrote:It's missing a projectile. PR's projectiles use special materials, so I recommend copying an existing projectile in EOD 2 and using that instead.
Open the weapon's tweak and find ObjectTemplate.projectileTemplate [projectile name]
Change that to ObjectTemplate.projectileTemplate [weapon name]_Projectile
Then copy over a projectile from another weapon, naming it [weapon name]_Projectile
If you find ObjectTemplate.addTemplate S_[weapon name]_Projectile_Looping in the coding for the projectile you've copied, delete it. It's not neccessary coding anyway.
As an example, here's the coding for PR's iron sight M14, with projectile coding copied from EOD 2's M14. This example assumes that you have ported the icons as well. The new/changed stuff is in red.
Code: Select all
rem *** Generated with Bf2Editor.exe [created: 2005/4/5 15:44] GeometryTemplate.setMaterialReflectionScale 0 0 1 2 GeometryTemplate.setMaterialReflectionScale 1 0 0 0.25 GeometryTemplate.setMaterialReflectionScale 1 0 1 2 GeometryTemplate.setMaterialReflectionScale 1 1 1 2 GeometryTemplate.compressVertexData 1 GeometryTemplate.maxTextureRepeat 8 ObjectTemplate.activeSafe GenericFireArm usrif_m14iron_wood_vn ObjectTemplate.creator MBA-1:mba ObjectTemplate.modifiedByUser dsu ObjectTemplate.saveInSeparateFile 1 ObjectTemplate.castsDynamicShadow 1 ObjectTemplate.cullRadiusScale 10 rem ---BeginComp:WeaponHud --- ObjectTemplate.createComponent WeaponHud ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\usrif_m14iron_wood_vn.tga ObjectTemplate.weaponHud.selectIcon Ingame\Weapons\Icons\Hud\Selection\usrif_m14iron_wood_vn.tga ObjectTemplate.weaponHud.hudName "killed" ObjectTemplate.weaponHud.guiIndex 9 ObjectTemplate.weaponHud.altGuiIndex 52 ObjectTemplate.weaponHud.deviationFactor 1 ObjectTemplate.weaponHud.disableOnSprint 1 rem ---EndComp --- rem ---BeginComp:SingleFireComp --- ObjectTemplate.createComponent SingleFireComp ObjectTemplate.fire.roundsPerMinute 600 ObjectTemplate.fire.addFireRate 0 ObjectTemplate.fire.addFireRate 2 ObjectTemplate.fire.fireInCameraDof 1 rem ---EndComp --- rem ---BeginComp :D efaultAmmoComp --- ObjectTemplate.createComponent DefaultAmmoComp ObjectTemplate.ammo.ammoType 1 ObjectTemplate.ammo.magSize 20 ObjectTemplate.ammo.nrOfMags 9 ObjectTemplate.ammo.reloadTime 5.45 ObjectTemplate.ammo.reloadWithoutPlayer 0 rem ---EndComp --- rem ---BeginComp:SoldierBasedRecoilComp --- rem Long Barrel 762 Standard Recoil Precision Rifle ObjectTemplate.createComponent SoldierBasedRecoilComp ObjectTemplate.recoil.hasRecoilForce 1 ObjectTemplate.recoil.recoilForceUp CRD_UNIFORM/3.6/3.6/0 ObjectTemplate.recoil.recoilForceLeftRight CRD_UNIFORM/-1.2/1.2/1 ObjectTemplate.recoil.zoomModifier 0.6 ObjectTemplate.recoil.goBackOnRecoil 1 rem ---EndComp --- rem ---BeginComp:SoldierDeviationComp --- rem Long Barrel 762 Optical Sight Standard Accuracy Assault Rifle ObjectTemplate.createComponent SoldierDeviationComp ObjectTemplate.deviation.minDev .333 ObjectTemplate.deviation.setFireDev 1.4 .7 .023 ObjectTemplate.deviation.setTurnDev 2 .15 .15 .05 ObjectTemplate.deviation.setSpeedDev 3 .02 .02 .02 ObjectTemplate.deviation.setMiscDev 20 20 .15 ObjectTemplate.deviation.devModStand 1.5 ObjectTemplate.deviation.devModCrouch 1.0 ObjectTemplate.deviation.devModLie 0.9 ObjectTemplate.deviation.devModZoom .3 rem ---EndComp --- rem ---BeginComp :D efaultSoundComp --- ObjectTemplate.createComponent DefaultSoundComp rem ---EndComp --- rem ---BeginComp :D efaultAnimationComp --- ObjectTemplate.createComponent DefaultAnimationComp ObjectTemplate.animation.useShiftAnimation 1 ObjectTemplate.animation.shiftDelay .05 rem ---EndComp --- rem ---BeginComp :D efaultZoomComp --- ObjectTemplate.createComponent DefaultZoomComp ObjectTemplate.zoom.zoomDelay 0.4 ObjectTemplate.zoom.zoomLod 0 ObjectTemplate.zoom.addZoomFactor 0 ObjectTemplate.zoom.addZoomFactor 1.099 rem ---EndComp --- ObjectTemplate.geometry usrif_m14iron_wood ObjectTemplate.hasMobilePhysics 0 ObjectTemplate.aiTemplate marksman_rifle_ai rem ------------------------------------- ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Fire1P ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Fire1P_Outdoor ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Fire3P ObjectTemplate.setPosition 0/0.017/0.572 ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_BoltClick ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_TriggerClick ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_SwitchFireRate ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Reload1P ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Reload3P ObjectTemplate.setPosition 0/-0.034/-0.075 ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Deploy1P ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Deploy3P ObjectTemplate.addTemplate S_usrif_m14iron_wood_vn_Zoom ObjectTemplate.addTemplate e_muzz_g3a3 ObjectTemplate.setPosition 0/0.017/0.472 ObjectTemplate.addTemplate e_shellejection_556 ObjectTemplate.setPosition 0/0.015/-0.085 ObjectTemplate.setRotation -7.5/0/5 rem ------------------------------------- ObjectTemplate.animationSystem1P Objects/Weapons/Handheld/usrif_m14iron_wood_vn/AnimationSystem1p.inc ObjectTemplate.animationSystem3P Objects/Weapons/Handheld/usrif_m14iron_wood/AnimationSystem3p.inc ObjectTemplate.projectileTemplate [color=Red]usrif_m14iron_wood_vn_Projectile[/color] ObjectTemplate.velocity 853 ObjectTemplate.itemIndex 3 ObjectTemplate.delayToUse 2.75 [color=Red]ObjectTemplate.create GenericProjectile usrif_m14iron_wood_vn_Projectile ObjectTemplate.modifiedByUser "Phil" ObjectTemplate.createNotInGrid 1 ObjectTemplate.createdInEditor 1 rem ---BeginComp :D efaultCollisionComp --- ObjectTemplate.createComponent DefaultCollisionComp rem ---EndComp --- rem ---BeginComp :D efaultDetonationComp 556 --- ObjectTemplate.createComponent DefaultDetonationComp ObjectTemplate.detonation.explosionMaterial 3001 ObjectTemplate.detonation.explosionRadius 1 ObjectTemplate.detonation.explosionForce 0.6 ObjectTemplate.detonation.explosionDamage 0 ObjectTemplate.detonation.detonateOnWaterCollision 0 ObjectTemplate.detonation.detectionRadius 1 ObjectTemplate.detonation.maxDepthForExplosion 2 rem ---EndComp --- rem ---BeginComp :D efaultProjSoundComp --- ObjectTemplate.createComponent DefaultProjSoundComp rem ---EndComp --- rem ---BeginComp :D efaultRicochetComp --- ObjectTemplate.createComponent DefaultRicochetComp rem ---EndComp --- rem ---BeginComp :D efaultPenetrateComp --- ObjectTemplate.createComponent DefaultPenetrateComp rem ---EndComp --- ObjectTemplate.floaterMod 0 ObjectTemplate.hasMobilePhysics 1 ObjectTemplate.hasCollisionPhysics 1 ObjectTemplate.physicsType Point ObjectTemplate.collisionGroups 8 ObjectTemplate.material 38 rem ------------------------------------- rem ------------------------------------- ObjectTemplate.timeToLive CRD_NONE/1/0/0 ObjectTemplate.material 38 ObjectTemplate.hasOnTimeEffect 1 ObjectTemplate.tracerScaler 30 ObjectTemplate.maxTracerScaler 30 ObjectTemplate.minTracerScaler 25 ObjectTemplate.tracerSizeModifier 5 ObjectTemplate.tracerTemplate p_tracer_r ObjectTemplate.tracerInterval 3 ObjectTemplate.minDamage 0.2 ObjectTemplate.damage 37[/color] ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Fire1P ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m14iron_wood_vn/sounds/m14_auto_fire_1p.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 1 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Fire3P ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename 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0.48 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Reload3P ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename "objects/Weapons/Handheld/usrif_m14/sounds/m14_reload_3p.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.48 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.position 0/-0.034/-0.075 ObjectTemplate.minDistance 2 ObjectTemplate.halfVolumeDistance 4 ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Deploy1P ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename "objects/weapons/handheld/usrif_m14/sounds/m14_deploy_1p.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.49 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1 ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Deploy3P ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename "objects/weapons/handheld/chsni_type88/sounds/type88_deploy.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 1 ObjectTemplate.stopType 0 ObjectTemplate.volume 0.46 ObjectTemplate.pitch 1 ObjectTemplate.reverbLevel 1 ObjectTemplate.minDistance 0.5 ObjectTemplate.halfVolumeDistance 1 ObjectTemplate.activeSafe Sound S_usrif_m14iron_wood_vn_Zoom ObjectTemplate.modifiedByUser dsu ObjectTemplate.soundFilename "objects/weapons/handheld/rurif_bizon/sounds/zoom_generic.wav" ObjectTemplate.loopCount 1 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 1 ObjectTemplate.volume 0.35 ObjectTemplate.pitch 1 ObjectTemplate.pan 0.5 ObjectTemplate.reverbLevel 1
Last edited by MineJumper on 2012-11-09 20:43, edited 1 time in total.
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M42 Zwilling
- Retired PR Developer
- Posts: 613
- Joined: 2012-06-10 11:27
Re: Transfering weapons from Project Reality Vietnam to EoD mod
Icons for PR:V weapons are in mods/pr/levels/prv_base/menu/menu_client.zip/HUD/Texture/Ingame/weapons/icons/Hud.
Note that icons for weapons in normal PR won't be under mods/pr/menu/menu_client.zip/HUD/Texture/Ingame/Weapons/Icons/Hud. They are actually in texture atlases, but you won't need those unless you want to port normal PR weapons.
Note that icons for weapons in normal PR won't be under mods/pr/menu/menu_client.zip/HUD/Texture/Ingame/Weapons/Icons/Hud. They are actually in texture atlases, but you won't need those unless you want to port normal PR weapons.

