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  1. I was not aware of this, nor do I care because I prefer having everything unpacked. I am indeed, but the fc3_main.dat is not unpacking properly via the respective unpacker. Some error message thing.
  2. Well, the LPO/50 is the flamethrower you can buy in the stores already. So my guess is that And since that guy does not have any visible weapons, it sort of spits the flames at you. Which might explain why it seems to resemble an attachment, as it serves as an attachment to an npc, not a weapon. Good to know. Guess I'll remove that from the list. I've removed all my files for the Predator Bow, mainly due to the "double-equip" bug that I can't seem to resolve. I've started from scratch, this time on the Type-10 Flare Pistol, using the existing files in "data_win32\patch_unpack\worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties" and "data_win32\patch_unpack\worlds\fc3_main\generated\entitylibrary_converted\weapons", instead of creating custom files for the weapon using copies of the "Multi" (Multiplayer weapon XML files) like I did the first time. We'll see how this goes. As for the hidName (stupid hash32 crap) in the shoppingitems file for the weapon, I just copied the hidName of the XML file in the entitylibrary_converted files and pasted it in. Hopefully this works.
  3. I figured out the cause of the issue! I'm so stupid, I didn't realize there was a link between all the files! I ended up making some necessary linkages that all had to do with the IDs and everything compiled successfully. It all had to do with the ID's for the shopsubcategory2 file being different. Now that everything is properly linked together, this should also fix the bug I displayed in the video of me testing out the Predator Bow, where I had both the Recurve Bow and the "Recurve Bow Predator" equipped at the same time. (See my WIP thread for the video) First off was "C:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\data_win32\patch_unpack\generated\databases\generic\shopsubcategory1_converted\Buy\Specials.xml": <?xml version="1.0" encoding="utf-8"?> <object hash="72DE4948"> <field name="hidSingleObject" type="Boolean">False</field> <field name="bCanBeShared" type="Boolean">True</field> <field name="text_hidName" type="String">Buy/Specials</field> <field name="hidName" type="Hash32">C1F95858</field> <field name="disId" type="UInt8">165</field> <field name="locidDescriptionId" type="Int32">42854</field> <field name="iSortId" type="Int32">8</field> <field name="sIconName" type="String"></field> <object name="SubCategory2Dep"> <object name="Link"> <field name="disshpscatbId" type="UInt8">117</field> </object> <object name="Link"> <field name="disshpscatbId" type="UInt8">118</field> </object> <object name="Link"> <field name="disshpscatbId" type="UInt8">159</field> </object> <object name="Link"> <field name="disshpscatbId" type="UInt8">162</field> </object> <object name="Link"> <field name="disshpscatbId" type="UInt8">163</field> <!-- Remember this. 163 is the new ID for the Predator Bow --> </object> </object> <object name="ItemTypeDep" /> <object name="ItemSubTypeDep" /> </object> Then, in "C:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\data_win32\patch_unpack\generated\databases\generic\shopsubcategory2_converted\Special weapons\PredatorBow.xml" <?xml version="1.0" encoding="utf-8"?> <object hash="72DE4948"> <field name="hidSingleObject" type="Boolean">False</field> <field name="bCanBeShared" type="Boolean">True</field> <field name="text_hidName" type="String">Special weapons/PredatorBow</field> <field name="hidName" type="Hash32">6976E073</field> <field name="disId" type="UInt8">163</field> <!-- Added in the proper ID of 163 --> <field name="locidDescriptionId" type="Int32">82888</field> <field name="iSortId" type="Int32">4</field> <field name="sIconName" type="String"></field> <object name="ItemTypeDep" /> <!-- This means there won't be any attachments/camo --> <!-- <object name="ItemTypeDep"> <object name="Link"> <field name="disshpitpeId" type="UInt8">66</field> </object> <object name="Link"> <field name="disshpitpeId" type="UInt8">67</field> </object> <object name="Link"> <field name="disshpitpeId" type="UInt8">68</field> </object> </object> --> <!-- The above code that is commented out is for the attachments & camo options. Those, I'll be adding in later. --> <object name="ItemSubTypeDep" /> </object> Then, in "C:\Program Files (x86)\Steam\steamapps\common\Far Cry 3\data_win32\patch_unpack\generated\databases\generic\shoppingitems_converted\Special weapons\PredatorBow.xml" <?xml version="1.0" encoding="utf-8"?> <object hash="72DE4948"> <field name="hidSingleObject" type="Boolean">False</field> <field name="bCanBeShared" type="Boolean">True</field> <field name="text_hidName" type="String">Special weapons/PredatorBow</field> <field name="hidName" type="Hash32">81FE3BEE</field> <field name="disId" type="UInt16">9991</field> <!-- This stays the same. I didn't change this. --> <field name="locidItemNameId" type="Int32">151198</field> <field name="shpcatCategory" type="UInt8">11</field> <field name="shpscataSubCategory1" type="UInt8">165</field> <field name="shpscatbSubCategory2" type="UInt8">163</field> <!-- This is what I kept screwing up. This is now the proper ID for the new Predator Bow. --> <field name="shpitpeItemType" type="UInt8">66</field> <field name="shpisubtpeItemSubType" type="UInt8">255</field> <field name="locidDescriptionId" type="Int32">151197</field> <field name="selAttachmentType" type="Enum">None</field> <field name="text_ammoAmmoType" type="String">none</field> <field name="ammoAmmoType" type="Hash32">7F9000CF</field> <field name="iAmmoAmount" type="Int32">0</field> <field name="selGadgetType" type="Enum">None</field> <field name="arkArchetype" type="Id64">7676407210732</field> <field name="arkDisplayArchetype" type="Id64">7728318284954</field> <field name="fRotationSpeed" type="Float32">0.2</field> <field name="fRotationAmplitude" type="Float32">0.03</field> <field name="text_sName" type="String"></field> <field name="sName" type="Hash32">FFFFFFFF</field> <field name="iCost" type="Int32">925</field> <field name="fRefillAllAmmoCostMultiplier" type="Float32">1</field> <field name="iXPOnLoot" type="Int32">0</field> <field name="iSortId" type="Int32">2</field> <field name="UnlockOnMissionComplete" type="String"></field> <field name="UnlockFromScript" type="String">Tower3</field> <field name="bVisibleInInventory" type="Boolean">False</field> <field name="bShowCurrentCount" type="Boolean">False</field> <field name="sShopIconName" type="String">BOW</field> <field name="sHudIconName" type="String"></field> <field name="bIsLootItem" type="Boolean">False</field> <field name="bIsTreasureMap" type="Boolean">False</field> <field name="bIsRareItem" type="Boolean">False</field> <field name="selCollectibleType" type="Enum">Invalid</field> <field name="bIsWeaponStatistics" type="Boolean">True</field> <field name="sULC_Name" type="String"></field> <field name="wikiItemId" type="Int32">1370</field> <object name="WeaponStatistics"> <field name="iAccuracy" type="Float32">7</field> <field name="iDammage" type="Float32">8</field> <field name="iRange" type="Float32">7</field> <field name="iFireRate" type="Float32">6</field> <field name="iHandling" type="Float32">8</field> <field name="iStarRating" type="Float32">4</field> <field name="iStarRatingBonus" type="Float32">0</field> </object> <object name="DefaultPositionOnScreen"> <field name="vectorDisplayDefaultPosition" type="Vector3">-0.05,0.4,0.32</field> <field name="DisplayDefaultAngles" type="Vector3">-44.23,32.07,119.42</field> <field name="vectorDisplayDefaultPositionWithSilencer" type="Vector3">0,0,0</field> <field name="DisplayDefaultAnglesWithSilencer" type="Vector3">0,0,0</field> </object> <object name="CategoryPositionOnScreen"> <field name="bDisplayAsDefaultItem" type="Boolean">False</field> <field name="vectorDisplayDefaultCategoryPosition" type="Vector3">0,0,0</field> <field name="DisplayDefaultCategoryAngles" type="Vector3">0,0,0</field> <object name="DefaultAttachmentsNames"> <object name="DefaultAttachmentName"> <field name="text_Name" type="String"></field> <field name="Name" type="Hash32">FFFFFFFF</field> </object> </object> </object> <object name="PositionOnFullScreen"> <field name="FullscreenpAngles" type="Vector3">0,0,90</field> <field name="vectorFullscreenCenterOffset" type="Vector3">0,0,0</field> </object> </object>
  4. That guess is as good as mine. And good to know about the Japanese Tanto. I had a feeling it was unlocked with the WW2 collectibles. Guess I don't have to worry about modding that in. But hey, on the flip side, I finally got around to compiling everything for a test, and I've discovered that I have two bugs to fix (that I can see, any way. Due to Bug #1, I haven't done further testing yet). Here's a video of me checking if my modding worked properly in Single Player. This was re-filmed after I discovered that my modding did indeed work, and there was a nice little yellow circular ! indicator on the "Special weapons" part of the shop, indicating that there was a new weapon for me to check out! http://www.youtube.com/watch?v=i4-ArmfNhV4 I've been going over all the files I've modified/added for the Predator Bow, trying to figure out what is causing it to equip both the Recurve Bow and the Predator Bow at the same time (as seen in the video above), but I can't figure it out. It's really starting to annoy me.
  5. I've actually pushed this idea to the backburner for the time being, because I'm working on this little project :D But thanks for the info! Very useful indeed!
  6. Well I guess I'll do all my modding within common_unpack, then when I'm ready to actually compile, I'll paste the entirety of my common_unpack (which includes everything from patch_unpack) into patch_unpack and compile it. I'd still love to get a fresh, unmodified copy of all the unpacked files, simply because I'm using Swartz' Mod Compilation, unpacked, to get the entitylibrary.fcb file. Every time I unpack my patch.dat and common.dat, it never generates the entitylibrary.fcb file, among others.
  7. The 404 ID for disID is because I've been told to use custom IDs for new weapons, as having two weapons with the same disID can cause issues, so I just decided on 404 :P As for why I'm adding it to shopsubcategory2, it's because all the weapons in the game have their own XML files within "data_win32\common_unpack\generated\databases\generic\shopsubcategory2_converted\". So I figured I may as well make sure everything works properly and create a PredatorBow XML file in the shopsubcategory. I'm also trying to figure out why sometimes, custom weapons don't actually show the "EQUIPPED" text when you select them, like the Silver Dragon in that Swartz Mod Compilation. You can properly equip the Machete/Tribal Knife and it labels them as "EQUIPPED", but it doesn't do the same for the Silver Dragon. It may be a soft return. I'll try again from scratch. EDIT: Tried again from scratch, crashed. I'm dragging shopsubcategory2_converted.xml onto ConvertBinaryObject.xml, as I always do, so it converts it into a .FCB file that I can rename to shopsubcategory2.lib, and it crashes. Not sure if this matters, but I also have "data_win32\common_unpack\generated\databases\generic\shoppingitems_converted\Special weapons\PredatorBow.xml", and the line "<object external="Special weapons\PredatorBow.xml" />" in shoppingitems_converted.xml, and that compiled without crashing just fine. EDIT 2: What I'm going to try to do, is compile everything without the addition of the PredatorBow.xml file in ShopSubCategory2, and see if there are any issues. I've noticed that the ShopSubCategory2 folder doesn't have any Melee Weapons subfolder in it, nor does it have any linkage to melee weapons. That, and it also has linkage to "Vehicle\Scavenger.xml" which is a vehicular weapon, so I'm thinking I'm not supposed to modify anything in this folder.
  8. I'll be adding them to the stores for purchase and equip. I'm debating on whether or not to add a new category of weapons, where you can find all the new weapons, or just adding the weapons into their proper categories. I'll also edit my post above to remove some stuff that you've provided info on (except the Shiv, I'll be trying to add that in as an actual weapon) As for the Citra stuff, you are correct about the bow. There is the file for the bow itself, and the file for the explosive arrows as well. But this other weapon is supposedly an LPO-50, and I don't know where you use an LPO-50 in regards to Citra (as I haven't even completed the main SP campaign yet). It's a mystery! As well, I did find the file for the pistol used in the hallucination where you kill Vaas. That is labelled as "KW1911.1911VaasScene.xml", and it's got some funny settings, some of which could be the basis for setting up unlimited ammo for all weapons. As far as I can tell though, it doesn't have any huge damage modifiers to make it a one-hit kill gun. But here's some stuff I found in its file relating to how crazy it is: <field name="fLevel" type="Float32">55</field> <!-- Damage level 55, same as the base game KW1911, I checked. --> <object name="FireRate"> <field name="fBusyDuration" type="Float32">0</field> <field name="iFireRate" type="Float32">400</field> <!-- High fire rate --> <field name="bControlsSpeedOfShootAnims" type="Boolean">True</field> <field name="selFireRateMode" type="Enum">SingleShot</field> <field name="fPrepareShotTime" type="Float32">0</field> <field name="iMeleeSwingRate" type="Float32">60</field> </object> <object name="Ammo"> <field name="text_ammoAmmoType" type="String">pistol</field> <field name="ammoAmmoType" type="Hash32">A2D12CBB</field> <field name="iAmmoInClip" type="Int32">99999</field> <!-- A ton of ammo in the clip --> <field name="bUsesClips" type="Boolean">False</field> <!-- ...but it doesn't use clips... --> <field name="bIsAmmoVisible" type="Boolean">False</field> <!-- And no visible ammo! --> <field name="fAmmoRemainingRatioForReloadPrompt" type="Float32">0.3</field> <field name="iShopAmmoOverride" type="Int32">120</field> </object>
  9. I'm trying to compile shopsubcategory2_converted.xml using Gibbed.Dunia2.ConvertBinaryObject.exe, and it keeps crashing and giving me this error: http://img233.imageshack.us/img233/315/dunia2error.png I've modified the file itself to see if I can add the Predator Bow from Multiplayer into the shop for Single Player. I don't understand what the above error message is trying to tell me, but I've figured out that when I remove the "<object external="Special weapons\PredatorBow.xml" />" line from the "shopsubcategory2_converted.xml" file, the file compiles just fine. But when I re-add it, it gives me that error. Just a side note: I've successfully modified shoppingitems_converted.xml and added in "<object external="Special weapons\PredatorBow.xml" />", then created "PredatorBow.xml" in the "data_win32\common_unpack\generated\databases\generic\shoppingitems_converted\Special weapons" folder. I've tried renaming the files for shopsubcategory2_converted.xml to "PredatorBow2.xml" because I thought maybe it was a naming issue, but that did not fix the issue. Here's my modified file(s): data_win32\common_unpack\generated\databases\generic\shopsubcategory2_converted.xml <?xml version="1.0" encoding="utf-8"?> <object name="lib" def="ShopSubCategory2"> <object external="Special weapons\PredatorBow.xml" /> <object external="Assault rifles\P416.xml" /> <object external="Launchers\GM-94.xml" /> <object external="SMGs\MP5.xml" /> <object external="Sniper rifles\SVD.xml" /> <object external="Vehicle\Scavenger.xml" /> <object external="Handguns\6P9.xml" /> <object external="Shotguns\M133.xml" /> <object external="Special weapons\Repair tool.xml" /> <object external="SMGs\A2000.xml" /> <object external="Assault rifles\MK16.xml" /> <object external="Special weapons\Mine.xml" /> <object external="LMGs\MKG.xml" /> <object external="Special weapons\B300.xml" /> <object external="Shotguns\1887.xml" /> <object external="SMGs\BZ19.xml" /> <object external="Sniper rifles\R700.xml" /> <object external="Special weapons\Flare gun.xml" /> <object external="Handguns\D50.xml" /> <object external="Assault rifles\ACE52.xml" /> <object external="Launchers\RPG-7.xml" /> <object external="SMGs\KSV.xml" /> <object external="Sniper rifles\Z93.xml" /> <object external="Handguns\KW1911.xml" /> <object external="Shotguns\SPAS 12.xml" /> <object external="SMGs\VZ61.xml" /> <object external="Assault rifles\AK47.xml" /> <object external="Special weapons\C4.xml" /> <object external="Handguns\Hunter.xml" /> <object external="LMGs\PKM.xml" /> <object external="Assault rifles\F1.xml" /> <object external="Assault rifles\STGW 90.xml" /> <object external="Sniper rifles\R700 Predator.xml" /> <object external="Special weapons\LPO 50.xml" /> <object external="LMGs\U100.xml" /> </object> data_win32\common_unpack\generated\databases\generic\shopsubcategory2_converted\Special weapons\PredatorBow.xml This is a copy of the B300.xml file found in the same folder, with the ID's tweaked for the Predator Bow. <?xml version="1.0" encoding="utf-8"?> <object hash="72DE4948"> <field name="hidSingleObject" type="Boolean">False</field> <field name="bCanBeShared" type="Boolean">True</field> <field name="text_hidName" type="String">Special weapons/PredatorBow</field> <field name="hidName" type="Hash32">6976E073</field> <field name="disId" type="UInt8">404</field> <field name="locidDescriptionId" type="Int32">151197</field> <field name="iSortId" type="Int32">1</field> <field name="sIconName" type="String"></field> <object name="ItemTypeDep"> <object name="Link"> <field name="disshpitpeId" type="UInt8">66</field> </object> <object name="Link"> <field name="disshpitpeId" type="UInt8">67</field> </object> <object name="Link"> <field name="disshpitpeId" type="UInt8">68</field> </object> </object> <object name="ItemSubTypeDep" /> </object>
  10. This project is simply a work in progress at this point in time, but it's a very easy to understand project. Basically, there are some weapons in the game files that are for Multiplayer only, and cannot be accessed in Single Player (well, legitimately anyway, as far as I can tell). Right now I'm basically debating on the best way to make this happen. I'm thinking of doing this one of two ways: Add in the ability to purchase the weapons in Single Player using the existing tagged "multi" weapon files, for example "BOW.Multi.ULC_PredatorBow.xml". I think this is the harder way simply because the ".Multi." files might cause issues in Single Player. Make copies of the files such as "BOW.Multi.ULC_PredatorBow.xml" and rename the copies to "BOW.ULC_PredatorBow.xml" (basically just removing the "multi" part), then change IDs as necessary, and add linkage into the shop to allow the equipping of the weapons. At this point in time, I'm using method #2, creating copies of the files as it seems to be the easiest, albeit more time-consuming method of achieving this. Hopefully, if I can get this first test to work, the first test being to see if I can make the Predator Bow accessible and usable in Single Player, then I'll have a good idea of how to get the other weapons into Single Player. As for the weapons I'll be trying to add, here's what I've planned out so far: Type 10 Flare Gun The Type 10 Flare Gun from Multiplayer. Currently working on this. Predator Bow The Predator Bow from Multiplayer. This is my starting point, and what I'm currently working on, to see if I actually am able to carry over multiplayer content into Single Player. Will include the Fire & Explosive arrows, as files for both types of arrows in Multiplayer are present. Currently put on hold due to bugs causing both the Recurve Bow and Predator Bow to equip at the same time. The Silver Dragon Already appears in Swartz' Mod Compilation, available here at the Nexus, except for some reason the bloody thing doesn't properly show up as "Equipped". Gonna try to fix that though. The other issue with this is that with Swartz' Mod Compilation, it shares the same icon as the machete or the tribal knife (I forget which at the moment). There should be a proper icon for it, so I'll search for it. SHIV.xml The Shiv from when you "return from the dead" before heading off to Vaas' island (thanks for the info Urwy!). This, as Urwy said, would be an interesting addition to the Melee weapons, though I don't know how well it would function when you try to skin a carcass....I'll give it the ol' college try anyway! Having some issues with this one. It appears as the Silver Dragon for me, for some reason, when meleeing or skinning corpses. Not sure why, but this one might be a no-go. NPCKnife.ExoticMiniGameKnife.xml This is for the knife throwing minigame. Just imagine if we could use this in Single Player as an actual weapon. I am so going to test this and see if I can make it work. Right now, this is a "maybe". As well as those two weapons, there are also a few items that I've seen in both the "entitylibrary_converted\weapons\FC3" and "entitylibrary_converted\WeaponProperties\FC3" folders that I might try to port into Single Player....the only problem is that for some of them, I have no clue what they are. If you have any info on the weapons listed below, please post it, because I have no clue what the hell half this stuff is. Some of this stuff isn't even weapons, but things like ammo and attachments. Depending on what this stuff is, I may have the desire to convert it into usable stuff in Single Player. First off, the "E3" weapons! Information is needed on these. Were these used in demonstrations at E3? What is the main difference between these and their official counterparts, if any? I personally will be comparing their files to the non-E3 files using a diff viewer to see what the main changes are. BOW.BOW_E3.xml E3 version of the Recurve Bow? DesertEagle.D50_e3.xml E3 version of the Desert Eagle? A2000.A2000_E3.xml E3 version of the A2000? KSV.KSV_e3.xml E3 version of the KSV? KW1911.KW1911_ChopperE3.xml KW1911.KW1911_SilencerE3.xml Looks to be two attachments for the KW1911, or maybe two custom versions of the KW1911, but there's that E3 in the name again. P416.P416_E3.xml E3 version of the P416? Now some "CCE" labelled items which, for some reason, I think means they are some sort of left out or unused Collector's Edition content....not sure though. BOW.Multi.Aegir_CCE.xml "CCE" leads me to believe this is a Collector's Edition weapon for Multiplayer, and I know it's not the Predator Bow because the Predator Bow's XML file is named "BOW.Multi.ULC_PredatorBow.xml". Google yields no results whatsoever. 40mmGrenade.Multi.Idun_CCE.xml I think this is Grenade Launcher ammunition, but again, it has that CCE part in its name which leads me to believe it's Collector's Edition content. GM-94.Multi.Idun_CCE.xml Google brings up results suggesting this is actually supposed to be named GL-94, so I'm guessing this is the grenade launcher that goes along with the 40mmGrenade.Multi.Idun_CCE.xml up there. The only thing that throws me off is the CCE because there's also a normal file for the grenade launcher in Multiplayer named "GM-94.Multi.xml" PKM.Multi.Freyja_CCE.xml Another "CCE" weapon, this time nicknamed "Freyja". Name suggests it's a PKM. Still not sure what this is. RPG-7.Multi.Skadi_CCE.xml RPG-7_Rocket.Multi.Skadi_CCE.xml Another "CCE" weapon, this time an RPG-7 named Skadi, and an associated rocket ammunition. Again, not sure what this is. As for these, I honestly have no clue what the hell this stuff is. Any info at all would be swell. R700.R700_NPC.Coop_FPP_Hack.xml Ooh, a special R700....but the name suggests it's a co-op weapon...don't know what FPP stands for..."Hack"...ok now I'm lost.
  11. Actually, I just realized how I originally obtained the entitylibrary.fcb file inside my common_unpack folder. I had unpacked the Swartz Mod Compilation and copied the unpacked files into common_unpack. This leaves me with questions: 1. Does anyone have a clean, untouched entitylibrary.fcb file that I can download? 2. If I put the files from patch_unpack into common_unpack, mod the files and repack everything as common_unpack, am I doing it right, or should I keep the patch_unpack files in the patch_unpack folder and then pack up both the common and patch unpack folders separately?
  12. Since having to reinstall Far Cry 3, whenever I unpack common.dat, I appear to be missing some folders: common\Far Cry 3\data_win32\common_unpack\worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties common\Far Cry 3\data_win32\common_unpack\worlds\fc3_main\generated\entitylibrary_converted\weapons Actually, I seem to be missing entitylibrary.fcb... And the directory above is messed up... common\Far Cry 3\data_win32\common_unpack\worlds\worlds\_empty\levels\_empty\sdat common\Far Cry 3\data_win32\common_unpack\worlds\worlds\_empty\levels\_empty\worldsector I completely forget how to create/find the entitylibrary.fcb file. I think something got messed up when I reinstalled Far Cry 3.
  13. Ok so I found the entitylibrary.fcb file, unpacked it and found the files. I'm sitting here looking at two different SVD.xml files, not exactly sure what to change to increase the damage to the level of a one-hit kill. This appears to be the statistics: common\Far Cry 3\data_win32\common_unpack\worlds\fc3_main\generated\entitylibrary_converted\WeaponProperties\FC3\SVD.xml This appears to be the model/material information: common\Far Cry 3\data_win32\common_unpack\worlds\fc3_main\generated\entitylibrary_converted\weapons\FC3\SVD.xml I can already see that if I was to swap this line in the model/material information xml: <field name="text_ModelPath" type="String">graphics\__fc3_graphics\_common\weapons\svd\svd.xbg</field> With the same line from another gun, I could potentially make a weird "pistol that fires like a sniper rifle" gun. I also found lines relating to "reliability": <field name="fUnjamTime" type="Float32">1</field> <field name="selJamType" type="Enum">Jam</field> <field name="iClipsForSelfDestruct" type="Int32">240</field> <field name="bIsIndestructible" type="Boolean">True</field> <field name="bIsBreakable" type="Boolean">False</field> <field name="fForcedReliability" type="Float32">0</field> <field name="fInitialJamCounter" type="Float32">0</field> <field name="iJamBulletThreshold" type="Int32">0</field> <field name="iDudBulletThreshold" type="Int32">0</field> <field name="iSafeClipsAfterUnjam" type="Int32">1</field> <object name="Reliability"> <field name="fJamProbabilityPerReload" type="Float32">0</field> <field name="fMaxReliability" type="Float32">1</field> </object> I have read that in FC2, weapons could jam or blow up, and it seems like the "fJamProbabilityPerReload" line is always set to 0 for every weapon. We could potentially bring back weapon jamming. I'm going to mess around with these lines on the SVD, and see what I can accomplish. Here's my modifications that I'm going to try, for the SVD: <!-- Leaving these alone --><field name="fUnjamTime" type="Float32">1</field> <field name="selJamType" type="Enum">Jam</field> <field name="iClipsForSelfDestruct" type="Int32">240</field> <!-- Originally True, set to false so it is destructable --> <field name="bIsIndestructible" type="Boolean">False</field> <!-- Originally False, set to true so it is breakable --> <field name="bIsBreakable" type="Boolean">True</field> <!-- Not sure what this is, set it to 1 because whatever. --> <field name="fForcedReliability" type="Float32">1</field> <!-- Not sure what this is, keeping it at 0 because whatever. --> <field name="fInitialJamCounter" type="Float32">0</field> <!-- Not sure what these are, set them to 1 because whatever. --> <field name="iJamBulletThreshold" type="Int32">1</field> <field name="iDudBulletThreshold" type="Int32">1</field> <!-- Not sure what this is, keeping it at 1 because whatever. --> <field name="iSafeClipsAfterUnjam" type="Int32">1</field> <object name="Reliability"> <!-- No clue what "Float32" is, so I'm just setting these to values as if they were in % --> <field name="fJamProbabilityPerReload" type="Float32">35</field> <field name="fMaxReliability" type="Float32">70</field> </object> EDIT: Just found the lines for damage: <object name="Damage"> <object name="HitLocationMultiplier"> <field name="fHeadDamageMultiplier" type="Float32">2</field> <field name="fTorsoDamageMultiplier" type="Float32">1</field> <field name="fLegsDamageMultiplier" type="Float32">1</field> </object> <object name="MultiplayerHitLocationMultiplier"> <field name="fHeadDamageMultiplier" type="Float32">1</field> <field name="fNeckDamageMultiplier" type="Float32">1</field> <field name="fChestDamageMultiplier" type="Float32">1</field> <field name="fAbdomenDamageMultiplier" type="Float32">1</field> <field name="fArmDamageMultiplier" type="Float32">1</field> <field name="fHandDamageMultiplier" type="Float32">1</field> <field name="fLegsDamageMultiplier" type="Float32">1</field> </object> </object> I think increasing each line to like, 500 would be good enough to accomplish making a 1-hit kill weapon.
  14. I was gonna do that myself, but because I haven't actually added in a new gun yet, I haven't made a tutorial. I just want to do two things: 1. Make a handgun, shotgun, assault rifle and sniper rifle that all have maxed out stats and can one-hit kill anything, and also have enormous clips. 2. Look into the possibility of making a gun that looks like a pistol, but fires like an SMG/Assault Rifle (maybe an AK-47 replacement that uses the Cannon pistol's model, that would be cool)
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