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| PR Community Modding : Discussion on PR community mod projects. |
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#1 |
![]() Join Date: Feb 2008
Location: Rome
Posts: 103
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[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 |
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M16A4 ACOG FTW!!
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#2 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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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 Code:
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 0.2 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) |
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#3 |
![]() Join Date: Feb 2008
Location: Rome
Posts: 103
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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 |
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M16A4 ACOG FTW!!
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Last edited by MirindoR; 04-29-2008 at 11:07 AM..
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#4 |
![]() Join Date: May 2007
Posts: 37
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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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#5 |
![]() Join Date: Feb 2008
Location: Rome
Posts: 103
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hmm i guess i'll just wait for 0.8 to come out...
it will have a single player version won't it?? |
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M16A4 ACOG FTW!!
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#6 |
![]() Join Date: May 2007
Posts: 37
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Unless something terrible happens, yes, why wouldn't it.
The PR_SP team wouldn't just stop now, would they? |
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#7 |
![]() Join Date: Feb 2008
Location: Rome
Posts: 103
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outlaw we luv ya XD
something terrible you say huh? maybe the bots could go on strike... |
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M16A4 ACOG FTW!!
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#8 |
![]() Join Date: Sep 2007
Location: calgary,ab,canada
Posts: 982
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icon? if you change the gun in the kit files it will change everything, i dont see why it wouldnt work.
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#9 |
![]() Join Date: May 2007
Posts: 37
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I mean you may end up having the wrong icon for the M4 (I confess I don't have 0.75 installed), as from what the OP was saying there was a new model, in which case there would be a new icon. See where I'm going with this?
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#10 |
![]() Join Date: Jul 2007
Czech republicLocation: Prague
Posts: 1,941
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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.
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