View Full Version : ***PRM 3.6 Release***
imported_PoolMaster
03-04-2004, 05:31 PM
Well we finally got this little guy out on the market.
The mod is being hosted off of our new website, E-Division(a modding team Wolfsbane and myself belong too). If you run a site, and wish too add it to your DL's section, then by all means be my guest :D
PRM 3.6 (http://ediv.codfiles.com/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=1)
P.S.-If the link will not work for you(no reason why it shouldn't), then try and get it off of someone via MSN or e-mail.
imported_Churchy
03-05-2004, 07:53 AM
Link dont work for me :cry:
anyone got it yet ::o):
Provider_oo1
03-05-2004, 02:24 PM
Worked fine for me - Thanks PM :!:
Kon_Klink
03-05-2004, 06:25 PM
Hey PM you have made us COD admins a great mod :!: and i thank you very much for this but i was jw how on earth do i change the ammount of ammo and grenade loadouts. Keep in mind that i am quit new at this but i would be greatly apreciated if you could give me as much help as possible
Thanks
imported_PoolMaster
03-05-2004, 08:48 PM
1 - Download the program pakscape(not sure where from, do a google search).
2 - Open the PRM 1.6 .pk3 file w/ pakscape, then copy the weapons folder to your desktop.
3 - Go into the weapons/mp folder. Open up the .tik files w/ notepad, then look for the lines of code maxAmmo and startAmmo... Change them too what you want.(NOTE: I for some reason couldn't get the max ammo and start ammo to work properly.. what ever the max ammo was setup, would be the start ammo... quite odd, so I just left both at the same number)
Also, in 4.0, we should have the feature whare you can change ammo via .cfg/rcon.
Kon_Klink
03-06-2004, 12:28 AM
THANKS ALOT already got pakscape figured it would have something to do with that cant wait for 4.0 GREAT MOD
keep up the good work
thanks
Provider_oo1
03-07-2004, 11:57 AM
Q2 Logic for "StartAmmo" & "MaxAmmo"
/ If the StartAmmo value is greater than the MaxAmmo Entry value, MaxAmmo setting used
imported_PoolMaster
03-07-2004, 09:17 PM
I know all that Provider, but when I would set it, I would have maxammo set to around say 300, and have start ammo at 150, but I'd go in-game and it'd be 300.
Provider_oo1
03-07-2004, 10:54 PM
PM,
That is odd because It worked for me:
ammoName\ppsh\maxAmmo\142\startAmmo\71\clipName\pp sh\clipSize\71\dropAmmoMin\71\dropAmmoMax\71\
I also reduced the maxAmmo on most weapons based on the soldiers typical load-out (historicaly).
It would be cool to have a "weapon scheme" that could be applied to a specific level or map.
Any ETA on 4.?
imported_PoolMaster
03-08-2004, 04:43 PM
I will try it again, but for 1.1, it did not work for me, couldn't figure out why :?
Banshee
03-10-2004, 06:49 AM
cant get the file, links been dead for 2 days, anyone got it and would be kind to email it to me. Ta
banshee@snafu-clan.co.uk
:oops: links working again :!:
OldDog
03-14-2004, 10:28 AM
Pool,
I can't get the number of grenades changed successfully. I followed your direction, above, and its not working. Not only that, but 3.6 has a default of 3 grenades for the Garand, and I'm only getting 1. Sniper gets no grenades. Is this another Windows server issue??? I have no other mods running except for HLCRcon 4.1.1, and a couple of custom maps.
Thx for the mod, though, aside from the grenade issue, it works great!
ctec1
03-14-2004, 12:33 PM
Hey Old Dog,
Even though you set it to 3, PRM has random load outs. Some may get 3 others less:
------------------------------
****Updates from 3.5****
-Fixed the server log issue
------------------------------
****Updates from 3.0****
-Shellshock added
-Players drop to prone when hit
-Bleeding fully redesigned
-No respawning with captured sniper rifles
-Grounding for those who don't obey server rules
-Random grenade and ammo loadouts
-Weapon settings changed
-Grenades set to 4 second fuse, explosion radius changed
-Gametypes RSD, OBJ and RB removed pending conversion for patch
-Switchteam has been removed
-Killcam removed (included in patch)
OldDog
03-15-2004, 10:10 AM
Ya, that's what I thought as well (I peeked at the code), but Pool said that you could change the loadout by altering the TIKs, hence my message. It seems to do no good whatsoever.
Pool, eta on 4.0??
S1l3ntSt4lk3r
03-15-2004, 01:09 PM
Old Dog:
How many granades do you want per weapon class? Sniper, mg/smg, rifles.....
imported_PoolMaster
03-15-2004, 09:44 PM
Try and set your max ammo to your start ammo.
Eta on 4.0... not positive m8.
Codec
03-16-2004, 09:19 AM
I'm having the same problem as olddog.
Set maxammo = startammo = 2. Still only get 1 nade all the time unless sniper (dont get any)!
:cry:
OldDog
03-16-2004, 11:53 AM
Pool,
I have set my maxammo and startammo to the number I want (like Codec), and no joy. Still get 1 nade, and sniper nothing.
I noticed in your code that the loadout is dependent upon the primary weapon type, but don't know enough about it to drill down to where the nade setting is. Is there another place (like within the Garand wep type) where this is set?
S1l3ntSt4lk3r
03-16-2004, 03:08 PM
Here's my version I changed on my server:
Rifles have 3 nades.
Mg/Smg's have 2 nades.
Snipers have 1 nade.
http://roa.xgameservers.com/downloads/PRM_Realism_Ver_3.6.pk3
OldDog
03-17-2004, 10:00 AM
S1l3ntSt4lk3r,
Ok, found where you changed the loadouts, but, I have a question: the changes (seemingly) are only applied to the 2 Kar98s and the MP44...how does it apply to the other rifles, MGs, and sniper weapons? I'm a noob to this code, so please bear with me.
Thx...
S1l3ntSt4lk3r
03-17-2004, 02:32 PM
Heres what I changed in side of maps/MP/gametypes/_teams.gsc:
getWeaponBasedGrenadeCount(weapon)
{
if(getcvar("prm_rifle_nades") == "")
setcvar("prm_rifle_nades", "1"); //default 1 gives up to 2 grenades
if(getcvar("prm_mg_nades") == "")
setcvar("prm_mg_nades", "1"); //default 1 gives up to 2 grenades
if(getcvar("prm_sniper_nades") == "")
setcvar("prm_sniper_nades", "1"); //default 1 gives up to 1 grenade
rifleGrenadeLoadout = getcvarint("prm_rifle_nades");
mgGrenadeLoadout = getcvarint("prm_mg_nades");
sniperGrenadeLoadout = getcvarint("prm_sniper_nades");
switch(weapon)
{
case "m1carbine_mp":
case "m1garand_mp":
case "enfield_mp":
case "mosin_nagant_mp":
case "kar98k_mp":
return (randomint(rifleGrenadeLoadout)+3); //minimum of 1 grenade
case "thompson_mp":
case "sten_mp":
case "ppsh_mp":
case "mp40_mp":
case "bar_mp":
case "bren_mp":
case "mp44_mp":
return (randomint(mgGrenadeLoadout)+2); //minimum of 1 grenade
case "springfield_mp":
case "mosin_nagant_sniper_mp":
case "kar98k_sniper_mp":
return (randomint(sniperGrenadeLoadout)+1); //no minimum grenades
Thats all I did, and those numbers seem to give a good balance in-game..... :wink:
OldDog
03-19-2004, 02:26 PM
Ya, that's what I saw...ok, I'll give it a try (when my server comes back up... :cry: ) Thx...
S1l3ntSt4lk3r
03-19-2004, 10:53 PM
Well, if yours isn't up soon, yer' more than welcome to come play over at my house..lol..64.235.226.197 :!:
S1l3ntSt4lk3r
04-23-2004, 09:49 AM
Been running 3.6 with 1.4 patch sence day 1. No probs yet. Everything seems to be working well. :!:
OldDog
04-24-2004, 06:22 PM
Now that my server is back up, I'm trying out Total War 2.2 instead of PRM. Seems to have everything I want...still evaluating, tho.
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