[Question] weapon codes
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MirindoR
- Posts: 125
- Joined: 2008-02-17 08:18
[Question] weapon codes
i would like to know if you could tell me where i can find all the weapon ''codes'' that is to say the things you have to put in the init.con file to determine the kits and ''shape'' of the soldier.
some can be found by just looking at the various init.con files, but i need to know the pickup ones, and especially the requestable ones, so that i need not request a determined kit in the single player. also i would like to know the 0.75 ones, especially the US special operations (given the new cool and finally realistic red dot sight, that seems to move inside the scope when 4 example moving in a heli) and i'd like to know if patch kits work on 0.7SP, and whether they cause AI problems
thx
some can be found by just looking at the various init.con files, but i need to know the pickup ones, and especially the requestable ones, so that i need not request a determined kit in the single player. also i would like to know the 0.75 ones, especially the US special operations (given the new cool and finally realistic red dot sight, that seems to move inside the scope when 4 example moving in a heli) and i'd like to know if patch kits work on 0.7SP, and whether they cause AI problems
thx
what we need is silenced weapons.
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
well it is not in init.con
you have to go to
C:\Program Files\EA GAMES\Battlefield 2\mods\pr\objects\objects_server_patch\kits\the faction that you want
then you find the kit you want
it should look somewhat like this
so the weapons are this code, change them to what you want
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate hgr_smoke_q1
ObjectTemplate.addTemplate tripflare
ObjectTemplate.addTemplate binocular_spotter
ObjectTemplate.addTemplate medikit_dressing
now to find the gun you want you have to go to
objects_server_patch/weapons/handheld/the gun that you want
copy and paste the name like this
ObjectTemplate.addTemplate (name of gun here)
you have to go to
C:\Program Files\EA GAMES\Battlefield 2\mods\pr\objects\objects_server_patch\kits\the faction that you want
then you find the kit you want
it should look somewhat like this
Code: Select all
ObjectTemplate.create Kit us_sniper
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.setNetworkableInfo KitInfo
ObjectTemplate.kitType Sniper
ObjectTemplate.aiTemplate Sniper
ObjectTemplate.geometry US_kits
ObjectTemplate.geometry.kit 6
ObjectTemplate.geometry.dropGeom 16
ObjectTemplate.setHasCollisionPhysics 1
ObjectTemplate.setCollisionMesh kitcol
ObjectTemplate.cullRadiusScale 8
rem -------------------------------------
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate hgr_smoke_q1
ObjectTemplate.addTemplate tripflare
ObjectTemplate.addTemplate binocular_spotter
ObjectTemplate.addTemplate medikit_dressing
rem -------------------------------------
ObjectTemplate.createComponent AbilityHud
ObjectTemplate.abilityHud.ammoSound S_Resupply
ObjectTemplate.abilityHud.healingSound S_Heal
ObjectTemplate.abilityHud.repairingSound S_Repair
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "HUD_TEXT_MENU_SPAWN_KIT_SNIPERUS"
ObjectTemplate.vehicleHud.miniMapIcon "Ingame\Kits\Icons\kit_Sniper_outline.tga"
ObjectTemplate.vehicleHud.vehicleIcon "Ingame\Kits\Icons\kit_Sniper.tga"
ObjectTemplate.vehicleHud.spottedIcon "Ingame\GeneralIcons\empty.tga"
ObjectTemplate.vehicleHud.pantingSound S_SprintBreath
ObjectTemplate.vehicleHud.injurySound S_Injury
ObjectTemplate.vehicleHud.vehicleType 7
ObjectTemplate.sprintStaminaDissipationFactor 0.2ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_92FS
ObjectTemplate.addTemplate M40A3
ObjectTemplate.addTemplate hgr_smoke_q1
ObjectTemplate.addTemplate tripflare
ObjectTemplate.addTemplate binocular_spotter
ObjectTemplate.addTemplate medikit_dressing
now to find the gun you want you have to go to
objects_server_patch/weapons/handheld/the gun that you want
copy and paste the name like this
ObjectTemplate.addTemplate (name of gun here)
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MirindoR
- Posts: 125
- Joined: 2008-02-17 08:18
omg that is cool. custom kits without using the editor (that always crashes when i use it)!!!
will it cause problems with the ai?
nad how can i put the 0.75 M4 in the 0.7 single player mod? (without ai crashes)
i bet that can't be done
will it cause problems with the ai?
nad how can i put the 0.75 M4 in the 0.7 single player mod? (without ai crashes)
i bet that can't be done
Last edited by MirindoR on 2008-04-29 14:07, edited 1 time in total.
what we need is silenced weapons.
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ministanners
- Posts: 110
- Joined: 2007-05-06 17:05
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ministanners
- Posts: 110
- Joined: 2007-05-06 17:05
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zangoo
- Posts: 978
- Joined: 2007-09-01 03:42
icon? if you change the gun in the kit files it will change everything, i dont see why it wouldnt work.ministanners wrote:Could be done.
You would have alter the icon and maybe one or two other values, but it would probably just be a matter of putting the relevant files into SP and fiddling with the icon (As that normally causes problems).
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ministanners
- Posts: 110
- Joined: 2007-05-06 17:05
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MirindoR
- Posts: 125
- Joined: 2008-02-17 08:18
ok but hoe do i get a 0.75 M4 in 0.7
the code is probably the same in both version anyways, the difference would be somewhere in the game files that determine how a gun is
this is what the kit looks like in version 0.7:
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_P226
ObjectTemplate.addTemplate USRIF_M4
ObjectTemplate.addTemplate c4_SLAM
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate nshgr_flashbang
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing
rem ObjectTemplate.addTemplate hgr_smoke_signalgreen
this is what its like in .75:
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate uspis_92fs_silencer
ObjectTemplate.addTemplate USRIF_M4
ObjectTemplate.addTemplate c4_SLAM
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate c4_large_idx6
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
ObjectTemplate.addTemplate nsrif_grapplinghook
its always usrif_m4, now what id like to do is swap the 0.7 M4 with the o.75 one. how do i do that?
the code is probably the same in both version anyways, the difference would be somewhere in the game files that determine how a gun is
this is what the kit looks like in version 0.7:
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate USPIS_P226
ObjectTemplate.addTemplate USRIF_M4
ObjectTemplate.addTemplate c4_SLAM
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate nshgr_flashbang
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing
rem ObjectTemplate.addTemplate hgr_smoke_signalgreen
this is what its like in .75:
ObjectTemplate.addTemplate kni_kabar
ObjectTemplate.addTemplate uspis_92fs_silencer
ObjectTemplate.addTemplate USRIF_M4
ObjectTemplate.addTemplate c4_SLAM
ObjectTemplate.addTemplate hgr_smoke
ObjectTemplate.addTemplate c4_large_idx6
ObjectTemplate.addTemplate SIMRAD
ObjectTemplate.addTemplate medikit_dressing_3
ObjectTemplate.addTemplate nsrif_grapplinghook
its always usrif_m4, now what id like to do is swap the 0.7 M4 with the o.75 one. how do i do that?
Last edited by MirindoR on 2008-04-30 20:02, edited 1 time in total.
what we need is silenced weapons.
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MirindoR
- Posts: 125
- Joined: 2008-02-17 08:18
hmmm k i'll try it right now, i found the tweak files, let me see if it works.
EDIT: nope, putting the
C:\Program files\EA GAMES\Battlefield 2\mods\pr\objects\objects_server_patch.zip\Weapons\Handheld\usrif_m4
instead of the file i find in the same folder in objects_server (the SP mod has no patch) doesn't change anything, at least for what i can see... in any case the sights are the same as they used to be.
though if i go and check the ''...objects_client_patch.zip\Weapons\Handheld\USRIF_M4'' i find a texture folder that doesn't exist in my objects_server folder (in the SP client objects there is just a sound folder) anyways this texture folder contains usrif_m4_blurscope_c.dds (which i suppose could be the new sight??)
USRIF_m4_c.dds
and USRIF_m4_mini_c.dds
ill try to put this folder in the SPobjects_client, wonder what happens...
EDIT:
aaaaaaaaaand YES! it works!! new sights are on the 0.7SP mod! thanks all of you!!
now i think i'll create some cool kit, basically an assault with the M4 instead of the M16... btw how do u decide how many nades/medikits a certain slot has?
ObjectTemplate.addTemplate medikit_dressing_3 <<is adding a ''_[number]'' the way to do it, or was it just named that way?
EDIT: nope, putting the
C:\Program files\EA GAMES\Battlefield 2\mods\pr\objects\objects_server_patch.zip\Weapons\Handheld\usrif_m4
instead of the file i find in the same folder in objects_server (the SP mod has no patch) doesn't change anything, at least for what i can see... in any case the sights are the same as they used to be.
though if i go and check the ''...objects_client_patch.zip\Weapons\Handheld\USRIF_M4'' i find a texture folder that doesn't exist in my objects_server folder (in the SP client objects there is just a sound folder) anyways this texture folder contains usrif_m4_blurscope_c.dds (which i suppose could be the new sight??)
USRIF_m4_c.dds
and USRIF_m4_mini_c.dds
ill try to put this folder in the SPobjects_client, wonder what happens...
EDIT:
aaaaaaaaaand YES! it works!! new sights are on the 0.7SP mod! thanks all of you!!
now i think i'll create some cool kit, basically an assault with the M4 instead of the M16... btw how do u decide how many nades/medikits a certain slot has?
ObjectTemplate.addTemplate medikit_dressing_3 <<is adding a ''_[number]'' the way to do it, or was it just named that way?
Last edited by MirindoR on 2008-05-01 01:51, edited 4 times in total.
what we need is silenced weapons.
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ministanners
- Posts: 110
- Joined: 2007-05-06 17:05
Yes should, but from what is being said he is trying to import a whole new gun into 0.7, therefore unless he wants to try and do the whole .tga to .dds stuff, then he may have some trouble with the icon.Deadfast wrote:No, the weapon 'preview' you see in the weapon selection should correspond to the actual gun, no matter what gun you decide to equip the kit with.
You go to the tweak file for what you want to edit, say 'nades, and change the ammo count. Viola.
Last edited by ministanners on 2008-05-01 05:19, edited 1 time in total.
Reason: Saw above post.
Reason: Saw above post.
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ministanners
- Posts: 110
- Joined: 2007-05-06 17:05
