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Delta Force Anything to do with the Delta Force series of games, DF1, DF2, LW, TFD, BHD, DFX, AF etc.

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  #1  
Old 10-10-2008, 01:05 PM
skinny killer is offline skinny killer
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HappyGoLucky

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Sad weapon adding

hey all,

I'm trying to add a new weapon. but it won't show in the weapon list. just point out all the parts I screwed up on LOL.

weapon "WPN_AK47AUTO"
category 3
rank 31
statid 317

teamfilter red blue

charfilter rifleman
charfilter medic
charfilter engineer

loadout_selectable 1
loadout_subclasses 1

maxclips 10
clipweight 1.5
weaponweight 9.4

loadout_menu_icon M_AK47.tga
loadout_menu_textid WEAP_SHORT_saw
loadout_menu_ttdesc WEAP_DESC_saw
weapon_class primary

round_type "AMMO_AK47_556MM"
clipsize 30
startrounds 300
error 0.032 0.3 0.35 0.032 0.04 0.047
targetpitchmax 22
targetpitchmin 50
targetyawrange 120
ammoclass CLASS_AK47 1
ammobucket 2
launchuserpoint bullet

flags auto
flags Sighted
flags WhileSwimming
scope_max_mag 2

sights ak47_irn.tga 152 48 871 767 blend

crosshair coma20mm.tga
hudicon H_ak47.tga

hudclipgfx 0 0 H_clip.tga
hudrndgfx 6 0 4 0 1 H_round.tga

animadm ak47_1st

gfx1 ak47_1st
gfx1a armsG
gfx1b armsGb
gfx3 ak47_3RD
pos -19.46, 21.19, -161.31 5.000, 3.750, 353.000
tpos -62.33, 29.19, -152.56 5.000, 3.750, 353.000

action "idle"
delayend auto
anim anim_wpn_idle
function wpn_std_idle
end

action "emptyidle"
delayend auto
anim anim_wpn_idle
function wpn_std_idle
end


action "fire"
delayend 6 \\auto
soundsetend GS_AK47
anim anim_wpn_fire
function wpn_std_fire
particle Effect_CAR15MF
particleuserpoint mflash01
end

action "recoil"
delayend 0
anim anim_wpn_recoil
function wpn_std_recoil
particle Effect_CAR15Cas
particleuserpoint bcasing
end

action "reload"
delaystart 100
delayend auto
soundset GF_AK47_RL
anim anim_wpn_reload
function wpn_std_reload
end

action "empty"
delaystart 0
delayend auto
soundset DRY_OICW
anim anim_wpn_empty
function wpn_std_empty
end

action "switchto"
soundset GF_M4_ST
delaystart 1
delayend 1
anim anim_wpn_switchto
function wpn_std_switchto
end

action "switchfrom"
soundset GF_M4_SF
delaystart 1
delayend 1
anim anim_wpn_switchfrom
function wpn_std_switchfrom
end

action "switchrank"
delaystart 1
delayend 1
anim anim_wpn_switchrank
function wpn_std_switchrank
end
end


as you see I tried to use the saws loadout text.

Thanks.
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  #2  
Old 10-10-2008, 04:08 PM
Chrispy is offline Chrispy

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Location: Peria, New Zealand
Posts: 6,770

Possible error:

teamfilter red blue

It should be:

teamfilter red
teamfilter blue

Also, you used:

category 3

Try "category 1" for primary.
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  #3  
Old 10-10-2008, 08:12 PM
skinny killer is offline skinny killer
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Nope still doesn't work. I even tried it with the /D you showed me. still nottin.......???

is there not a menu text I need to change or somthing?
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  #4  
Old 10-10-2008, 08:52 PM
Chrispy is offline Chrispy

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What I suggest you do, is compare this with another primary weapon, such as the M4.

Get those two entries and compare them heavily.
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  #5  
Old 10-10-2008, 11:00 PM
skinny killer is offline skinny killer
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dang it Chrispy I don't know how you do it.

Just start messing with all the values that I didn't know the functions to and matched them with the ones to the M4 and it worked. LOL I was just winging it so I still have no idea what the heck I did to make it work. but I'm sure I'll figure it out LOL.

THX!!!!!!!!

one prob tho. for some reason the 3DI models won't work. all it shows is the guys arms stretched way out in front of him. (I guess that's his arms LL) I have all of it's textures and stuff in the directory. so that's kind odd. I'll have to mess around with it and see if I can get it to work.
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Last edited by skinny killer; 10-10-2008 at 11:17 PM.
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  #6  
Old 10-11-2008, 12:16 AM
Chrispy is offline Chrispy

Join Date: Sep 2005
Location: Peria, New Zealand
Posts: 6,770

Here's the AK47AUTO entry from SO mod:

You might as well get those entries from the .defs. WTF squad won't mind, just as long as ya credit them.

Code:
weapon "WPN_AK47AUTO"
	category 3
	rank     17
	statid 317

	teamfilter		blue
	teamfilter		red
	
	charfilter		rifleman
	charfilter		gunner

	loadout_selectable	1	
	loadout_subclasses	1	

	maxclips		45			
	clipweight		0			
	weaponweight	0			

	loadout_menu_icon	M_AK47.tga
	loadout_menu_textid	WEAP_SHORT_AK47
	loadout_menu_ttdesc WEAP_DESC_AK47
	weapon_class	primary

	round_type		"AMMO_AK47_556MM"
	clipsize		30
	startrounds		450
	error 0.032 0.3 0.35 0.032 0.04 0.047
	targetpitchmax  22				
	targetpitchmin  50				
	targetyawrange  120				
	ammoclass		CLASS_AK47	1
	ammobucket		2
	launchuserpoint bullet

	flags auto
	flags Sighted
	flags WhileSwimming
	scope_max_mag	2

	sights  ak47_irn.tga  152   48 871 767 blend

	crosshair coma20mm.tga
	hudicon H_ak47.tga

	hudclipgfx 	 0  0		H_clip.tga			
	hudrndgfx	 6  0 4 0 1	H_round.tga	    

	animadm ak47_1st
// modified by BLACKJACK33-WTF and JET-WTF
	gfx1 ak47_1st
	gfx1a armsG
	gfx1b armsGb
	gfx3 ak47_3RD
  	pos  -19.46, 21.19, -161.31 5.000, 3.750, 353.000
	tpos -62.33, 29.19, -152.56 5.000, 3.750, 353.000

	action "idle"
		delayend				auto
		anim				anim_wpn_idle
		function			wpn_std_idle
	end	

	action "emptyidle"
		delayend				auto
		anim				anim_wpn_idle
		function			wpn_std_idle
	end	


	action "fire"
		delayend			6	\\auto
		soundsetend			GS_AK47
		anim				anim_wpn_fire
		function			wpn_std_fire
		particle			Effect_CAR15MF
		particleuserpoint	mflash01
	end

	action "recoil"
		delayend			0
		anim				anim_wpn_recoil
		function			wpn_std_recoil
		particle			Effect_CAR15Cas
		particleuserpoint	bcasing
	end

	action "reload"
		delaystart			100
		delayend			auto
		soundset			GF_AK47_RL
		anim				anim_wpn_reload
		function			wpn_std_reload
	end

	action "empty"
		delayend				auto
		soundset			DRY_OICW	
		anim				anim_wpn_empty
		function			wpn_std_empty
	end

	action "switchto"
		soundset		GF_M4_ST
		delaystart		1
		delayend		1
		anim				anim_wpn_switchto
		function			wpn_std_switchto
	end

	action "switchfrom"
		soundset		GF_M4_SF
		delaystart		1
		delayend		1
		anim				anim_wpn_switchfrom
		function			wpn_std_switchfrom
	end

	action "switchrank"
		delaystart		1
		delayend		1
		anim				anim_wpn_switchrank
		function			wpn_std_switchrank
	end
end


weapon "WPN_AK47SEMI"
	category 3
	rank     18
	statid 318
	
	charfilter		rifleman
	charfilter		gunner

	clipweight		0			
	
	round_type		"AMMO_AK47_556MM"
	clipsize		30
	startrounds		450
	error 0.032 0.3 0.35 0.032 0.04 0.047
	targetpitchmax  85				
	targetpitchmin  85				
	targetyawrange  120				
	ammoclass		CLASS_AK47 1
	ammobucket		2
	launchuserpoint bullet

	weaponweight	0
	
	flags Sighted
	flags WhileSwimming
	scope_max_mag	2

	sights  ak47_irn.tga  152   48 871 767 blend

	crosshair coma20mm.tga
	hudicon H_ak47.tga

	hudclipgfx 	 0  0		H_clip.tga			
	hudrndgfx	 6  0 4 0 1	H_round.tga	    

	animadm ak47_1st

	gfx1 ak47_1st
	gfx1a armsG
	gfx1b armsGb
	gfx3 ak47_3RD
  	pos  -19.46, 21.19, -161.31 5.000, 3.750, 353.000
	tpos -62.33, 29.19, -152.56 5.000, 3.750, 353.000


	action "idle"
		delayend			auto
		anim				anim_wpn_idle
		function			wpn_std_idle
	end	

	action "emptyidle"
		delayend			auto
		anim				anim_wpn_idle
		function			wpn_std_idle
	end	

	action "fire"
		delayend			6	
		soundsetend			GS_AK47
		anim				anim_wpn_fire
		function			wpn_std_fire
		particle			Effect_CAR15MF
		particleuserpoint	mflash01
	end

	action "recoil"
		delayend			0
		anim				anim_wpn_recoil
		function			wpn_std_recoil
		particle			Effect_CAR15Cas
		particleuserpoint	bcasing
	end

	action "reload"
		delaystart			100
		delayend			auto
		soundset			GF_AK47_RL
		anim				anim_wpn_reload
		function			wpn_std_reload
	end

	action "empty"
		delayend				auto
		soundset			DRY_OICW	
		anim				anim_wpn_empty
		function			wpn_std_empty
	end

	action "switchto"
		soundset			GF_M4_ST
		delaystart		1
		delayend		1
		anim				anim_wpn_switchto
		function			wpn_std_switchto
	end

	action "switchfrom"
		soundset				GF_M4_SF
		delaystart		1
		delayend		1
		anim				anim_wpn_switchfrom
		function			wpn_std_switchfrom
	end

	action "switchrank"
		delaystart		1
		delayend		1
		anim				anim_wpn_switchrank
		function			wpn_std_switchrank
	end
end
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  #7  
Old 10-11-2008, 08:05 AM
skinny killer is offline skinny killer
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HappyGoLucky

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well no I have the entry all set up right but I'm having probs wit the AK47s animation.

I think I know why the 3DI is screwing up. I didn't add the AK47.ADM. but every time I do it causes an error in the game and causes it to crash.

so there must be something wrong with that .ADM file.

but anyway all this is not so much as adding a new weapon but a way to explore this thing and find all of the functions. this way I can stop bothering you about it LOL.
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  #8  
Old 10-11-2008, 08:16 AM
skinny killer is offline skinny killer
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HappyGoLucky

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yep. the prob is in the ADM. I used the "animadm M4_1st" for the weapons animation and the gun showed up.

so eather there is something wrong with that ADM file or there is something missing. here's a linst of all the files I've put in there so far......

AK47_1st.3DI
AK47_3rd.3DI
UAK47.DDS

AK47_1st.ADM

I don't have the ADM in the game right now because it causes that error. does it look like I'm missing anything?

thanx!!
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  #9  
Old 10-11-2008, 02:56 PM
Chrispy is offline Chrispy

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Location: Peria, New Zealand
Posts: 6,770

Hmm, .adm file is compressed? Not too sure.

Here's the files from SO for the AK47:

http://www.deltaforcegaming.com/chrispy/misc/ak47.zip

Oh, and the .mdt file is just a bump map file. It increases the detail of the AK47. Like a .dds enhancer, lol.
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  #10  
Old 10-11-2008, 10:40 PM
skinny killer is offline skinny killer
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yes I thought it might be because it was compressed but I decompressed it and I still got an error. I need to find out why it's not working because there's some others I plan to add.

even the files you sent me didn't work.

here's the modified entry. see if you spot anything wrong.


weapon "WPN_AK47AUTO"
category 3
rank 32
statid 716

teamfilter red

teamfilter blue

charfilter rifleman
charfilter medic
charfilter engineer

loadout_selectable 1
loadout_subclasses 0

maxclips 10
clipweight 1.5
weaponweight 9.4

run_anim 1

loadout_menu_icon M_AK47.tga
loadout_menu_textid WEAP_SHORT_AK47
loadout_menu_ttdesc WEAP_DESC_AK47
weapon_class primary

round_type "AMMO_CAR15_556MM"
clipsize 30
startrounds 300
error 0.032 0.3 0.35 0.032 0.04 0.047
targetpitchmax 22
targetpitchmin 50
targetyawrange 120
ammoclass CLASS_556MM 1
ammobucket 1
launchuserpoint bullet

flags auto
flags Sighted
flags WhileSwimming
scope_max_mag 2

sights ak47_irn.tga 152 48 871 767 blend

crosshair coma20mm.tga
hudicon H_ak47.tga

hudclipgfx 0 0 H_clip.tga
hudrndgfx 6 0 4 0 1 H_round.tga

animadm ak47_1st

gfx1 ak47_1st
gfx1a armsG
gfx1b armsGb
gfx3 ak47_3RD
pos -19.46, 21.19, -161.31 5.000, 3.750, 353.000
tpos -70.55,43.41, -147.75 2.500, 0.750, 356.000

action "idle"
delayend auto
anim anim_wpn_idle
function wpn_std_idle
end

action "emptyidle"
delayend auto
anim anim_wpn_idle
function wpn_std_idle
end


action "fire"
delayend 6 \\auto
soundsetend GS_AK74
anim anim_wpn_fire
function wpn_std_fire
particle Effect_CAR15MF
particleuserpoint mflash01
end

action "recoil"
delayend 0
anim anim_wpn_recoil
function wpn_std_recoil
particle Effect_CAR15Cas
particleuserpoint bcasing
end

action "reload"
delaystart 100
delayend auto
soundset GF_AK47_RL
anim anim_wpn_reload
function wpn_std_reload
end

action "empty"
delaystart 0
delayend auto
soundset DRY_OICW
anim anim_wpn_empty
function wpn_std_empty
end

action "switchto"
soundset GF_M4_ST
delaystart 1
delayend 1
anim anim_wpn_switchto
function wpn_std_switchto
end

action "switchfrom"
soundset GF_M4_SF
delaystart 1
delayend 1
anim anim_wpn_switchfrom
function wpn_std_switchfrom
end

action "switchrank"
delaystart 1
delayend 1
anim anim_wpn_switchrank
function wpn_std_switchrank
end
end

thanx bro
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Last edited by skinny killer; 10-11-2008 at 10:49 PM.
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  #11  
Old 10-12-2008, 01:08 PM
Chrispy is offline Chrispy

Join Date: Sep 2005
Location: Peria, New Zealand
Posts: 6,770

Well you have two line breaks:

action "emptyidle"
delayend auto
anim anim_wpn_idle
function wpn_std_idle
end


action "fire"
delayend 6 \\auto
soundsetend GS_AK74
anim anim_wpn_fire
function wpn_std_fire
particle Effect_CAR15MF
particleuserpoint mflash01
end

------------------

And here at the end you have:

action "switchrank"
delaystart 1
delayend 1
anim anim_wpn_switchrank
function wpn_std_switchrank
end
end
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  #12  
Old 10-12-2008, 02:57 PM
skinny killer is offline skinny killer
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but that's how all of the weapon scripts are. they have two "END" commands and the end of the script.

and as for the one with the "delayend 6 \\auto"; that's how it was in the JO script. so I figured thats how it was suposed to be.

this is weird! I even tried a reinstall....... still screws up....

oh well....... I don't want to wory you about it......
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  #13  
Old 10-12-2008, 09:48 PM
Chrispy is offline Chrispy

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Location: Peria, New Zealand
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Oh yes you're right. There are two ends at the end.

I'd go to the WTF site forums and ask. I know of a few guys that are way better than me at .defs.

http://wtf-squad.com/PHP-Nuke/modules.php?name=Forums

GL.
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  #14  
Old 10-12-2008, 10:17 PM
Hellfighter is offline Hellfighter
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you know chrispy

would be funny to add something to a mod so you know you have a hand in it, a bet like a trade mark thing. ever shot heard like 200 rounds going off a small fart is heard! its smaller at first then get louder and very loud till it sounds like a grenade blowing up right next to the person using the weapon you added to the mod sound for that weapon, you see greenish black smoke coming out of the person rearend too lmfao
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  #15  
Old 10-13-2008, 02:21 AM
Chrispy is offline Chrispy

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Location: Peria, New Zealand
Posts: 6,770

I have weapon templates from LoA (dunno if Nova passed them onto him or if he created them himself). There's templates for pistols, assault rifles, etc.

I've done a stick before as a melee weapon and all the original files are available for download on my site (see signature -> DFX section on my site).
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  #16  
Old 10-13-2008, 02:00 PM
skinny killer is offline skinny killer
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Quote:
Originally posted by Chrispy
Oh yes you're right. There are two ends at the end.

I'd go to the WTF site forums and ask. I know of a few guys that are way better than me at .defs.

http://wtf-squad.com/PHP-Nuke/modules.php?name=Forums

GL.
I posted there like you said and BuLL pointed out the prob. I was missing the ".BAD files.

if you decrypt the AK47_1st.ADM you'll see a list of files. those files are the actual animations. sense I didn't have those files in the game the ADM file couldn't find them so it caused the game to crash!

I placed those files in the game and it worked great!

Well now I know.,,,,,,,,, and so do you.

thanks a million Chris!
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  #17  
Old 10-13-2008, 10:29 PM
Chrispy is offline Chrispy

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Lol I actually thought the .adm was the animation file. Then I remember the .bad is the actual animation file (.bad = Bone Animation Data).

NPs. Thank BuLL.
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  #18  
Old 10-14-2008, 09:35 AM
skinny killer is offline skinny killer
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lol I thanked all of ya.
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