7Ramhat Posted June 9, 2018 Share Posted June 9, 2018 I have a question - how to add additional (customs) words to my own weapon after the main name of the weapon when adding some modification (barrel or something like that). Something like: "rifle BLACK WIDOW" or "rifle SANDSTORM".I know that all such records are stored in the object "CommonGun". It specifies the priority (number), strings with additional words and keywords, that should be used in the modification to the weapon. But where is it indicated that a new additional word should be placed AFTER the main name, but NOT BEFORE (not "BLACK WIDOW rifle", but "rifle BLACK WIDOW")?? Link to comment Share on other sites More sharing options...
LeahTheUnknown Posted June 9, 2018 Share Posted June 9, 2018 Check the Ruleset (the little dropdown menu under Target Type). You'll find one with an asterisk (*) somewhere in the main window. For dn_CommonGun, it's ruleset 3. The asterisk tells the game to use the item's name at that instance. Any higher-numbered Rulesets will apply after the name. Incidentally, it's not a great idea to modify the vanilla instance naming rules. Create your own and add a quick quest with a script like below. Scriptname MergeINNR extends Quest InstanceNamingRules Property OldList Auto InstanceNamingRules Property NewList Auto Event OnQuestInit() OldList.MergeWith(NewList) EndEvent Link to comment Share on other sites More sharing options...
7Ramhat Posted June 11, 2018 Author Share Posted June 11, 2018 (edited) Check the Ruleset (the little dropdown menu under Target Type). You'll find one with an asterisk (*) somewhere in the main window. For dn_CommonGun, it's ruleset 3. The asterisk tells the game to use the item's name at that instance. Any higher-numbered Rulesets will apply after the name. Incidentally, it's not a great idea to modify the vanilla instance naming rules. Create your own and add a quick quest with a script like below. Scriptname MergeINNR extends Quest InstanceNamingRules Property OldList Auto InstanceNamingRules Property NewList Auto Event OnQuestInit() OldList.MergeWith(NewList) EndEvent Thanks!. Now I had time to chek your words, and I'm very surprised that I missed it, when I looked at the properties of the object. Once again - thank you very much! And do not worry - I creat a copy of dn_Commonwealth, with WidowMaker and lyncher! Edited June 11, 2018 by VigVam33 Link to comment Share on other sites More sharing options...
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