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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
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hey all,
I'm trying to add a new weapon. but it won't show in the weapon list. ![]() 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. ![]() |
#2
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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
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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? |
#4
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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
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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 L ![]() Last edited by skinny killer; 10-10-2008 at 11:17 PM. |
#6
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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
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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. |
#8
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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!! ![]() |
#9
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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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Intel Core Duo E7300 2.66GHz // SuperTalent DDR2 800 2GB // ASUS nVidia GeForce 8400GS 512MB // Western Digital 7200RPM 320GB SATA // LG GH-20LS 20X SATA DVD-RAM // Windows XP Pro 32-bit // Thermaltake XP550 NP 430W // Thermaltake SOPRANO SECC Black |
#10
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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 ![]() Last edited by skinny killer; 10-11-2008 at 10:49 PM. |
#11
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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
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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...... |
#13
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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. ![]()
__________________
Intel Core Duo E7300 2.66GHz // SuperTalent DDR2 800 2GB // ASUS nVidia GeForce 8400GS 512MB // Western Digital 7200RPM 320GB SATA // LG GH-20LS 20X SATA DVD-RAM // Windows XP Pro 32-bit // Thermaltake XP550 NP 430W // Thermaltake SOPRANO SECC Black |
#14
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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
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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).
__________________
Intel Core Duo E7300 2.66GHz // SuperTalent DDR2 800 2GB // ASUS nVidia GeForce 8400GS 512MB // Western Digital 7200RPM 320GB SATA // LG GH-20LS 20X SATA DVD-RAM // Windows XP Pro 32-bit // Thermaltake XP550 NP 430W // Thermaltake SOPRANO SECC Black |
#16
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Quote:
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! |
#17
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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. ![]()
__________________
Intel Core Duo E7300 2.66GHz // SuperTalent DDR2 800 2GB // ASUS nVidia GeForce 8400GS 512MB // Western Digital 7200RPM 320GB SATA // LG GH-20LS 20X SATA DVD-RAM // Windows XP Pro 32-bit // Thermaltake XP550 NP 430W // Thermaltake SOPRANO SECC Black |
#18
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lol I thanked all of ya.
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