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SCAF6e
11-18-2002, 11:27 PM
Looking for an assist with tweaking the SpearHead weapons. It was easy to create a weapons mod for MOH but I'm having trouble with SpearHead. Already pulled the weapons folder out of the pak file, already made the changes I want, now I need someone who's had a successful try at it to walk me through turning the weapons folder into a usable pk3 file. I've tried several times but the SpearHead server isn't recognizing the pk3.

It seems like the pk3 is not turned on ?

Any assistance would be greatly appreciated.

Thanx,
6e

thejerk
11-19-2002, 12:14 AM
Not sure how much this will help, but are you putting the pk3 into main or mainta?

SCAF6e
11-19-2002, 02:46 AM
Yes, of course. Tried both main and mainta, then both. I suspect now the problem might be that the pk3 is not turned on.

Thanx,
6e

Sitting_Duck
11-19-2002, 03:11 AM
What is the folder path you are using? Did you rename the wpn files with in the folder? If you did then that would be your problem. The game will only recognize the origional names for it to take to the changes. This is what the folder set up should be. models/player projectile weapons. (note the player projectile and weapons folders are all in the models folder, not one with in the other.) I have been running my SDR mod since this past saturday on DK666's =SDR= server. If you need to know more just ask.

UGC-Booter
11-19-2002, 08:07 AM
In SH there are three options to make changes to in the weapons tik files....which need to have the same name they started with. sp/Single Player, dm/Mutiplayer and Realism. Which did you make changes to....if it was to dm and you have realism on then it wouldn't work....if it was to realism and you didn't have it on then it wouldn't work....lol.....make you changes to both if you want to be sure.

FlyingWalrus
11-19-2002, 02:33 PM
also make sure you have the same folder structure inside your .pk3 file! Then name it user-......pk3 to ensure it is loaded after the original weapons. I did several modifications to spearhead, and all work fine!

AG1
11-19-2002, 05:28 PM
I modded some of the weapon tik files in Spearhead to adjust ammo and grenade count. I adjusted in both dm additionalstartammo "grenade" & dmrealism additionalstartammo "grenade". When I run the server with realism on the British & Russians end up with 1 more grenade than written in the tik file. American & Germans end up with the correct ammount. Does turning realism on reference another script file?

Sitting_Duck
11-19-2002, 05:56 PM
What I found was there are realism and non realism setting in each tik file located in the weapons folder. I adjusted both settings so they are the same. I have yet to see a change when realism is voted off or on. As far as I can tell that was all that needed. I just ran another test to be sure I am not making a mistake in my statement. Here is a piece of one of the files I modified for SDR. This particular excerpt is from the Kar98 sniper rifle. I also included modified data for the Kar98 mortar so incase we have future maps with the weapon included the adjustments are there waiting for it. Just like the kar98 sniper rifle. It is not a base weapon anymore, but it could be a random wpn in future maps.

//========================================//
// AMMO //
//========================================//

firetype bullet
ammotype "rifle"
meansofdeath bullet
semiauto
bulletcount 1
clipsize 5
ammorequired 1
bulletlarge 1

sp startammo 60 //SDR MOD 5
dm startammo 60 //SDR MOD 50
sprealism startammo 60 //SDR MOD 5
dmrealism startammo 60 //SDR MOD 50

// Additional DM Loadout
dm additionalstartammo "grenade" 2 //SDR MOD 1
dm additionalstartammo "pistol" 41
dm additionalstartammo "smokegrenade" 2 //SDR MOD 1

// Additional DM Realism Loadout
dmrealism additionalstartammo "grenade" 2 //SDR MOD 1
dmrealism additionalstartammo "pistol" 41
dmrealism additionalstartammo "smokegrenade" 2 //SDR MOD 1

//========================================//

AG1
11-19-2002, 06:45 PM
Sitting_Duck did you check when you play as a Russian or British skin. Thats the only time I see a difference with the amount of grenades with realism on or off.

Sitting_Duck
11-19-2002, 08:34 PM
Checking right now.

Sitting_Duck
11-19-2002, 09:40 PM
...................ok well the grenade ammo changed....darnit. I will start to look around too. I guess one option is to have the vote option for realism disabled. For now that is.

Sitting_Duck
11-19-2002, 09:46 PM
A quick fix for now is to remove the realism vote option. I just tested it and it works. The option to vote for it is removed too. Now to dig around somemore.

AG1
11-19-2002, 10:46 PM
Duck I added this line to the British & Russian Pistol:
dmrealism additionalstartammo "grenade" -1

This works it just subtracts the grenade when you choose either a British or Rusian skin.

SCAF6e
11-19-2002, 10:49 PM
Hey, SD - when you say remove the vote option, do you mean remove the entire command line, put the // at the front, or set the value to zero? Also, same question with realism ?

Also, there are a ton of files in the models folder - each tik file has a corresponding foler. Q: When creating the wpn mod are all these many folders included in the final pk3?

Finally, I guess the most important thing to compare would be the file path used to create the wpn mod. Okay guys, what does your file path look like?

For example:

User-mywpnmod-sh/models... where the model folder would contain player/projectiles/statweapons/weapons

Then, once I have the folder User-mywpnmod-sh/models prepared I use CuteZip to convert it into a pk3...

Does this process sound right because I can't get it to work !!!

arrrrrgggg !!!

Any specifics would be greatly appreciated, or if one of you guys would mail me a zip of your working mod so I could see how you packed it that would be great.

Thanx,
6e
7th Rangers

Sitting_Duck
11-20-2002, 01:22 AM
I did the quick fix and deleted the command line. Seeings how the origional is still in the pak file.

The files to be adjusted are in the main folder of each category. Weapons would be ex: models/weapons/kar98.tik (note: you do not modify any of the individual weapon folders, and you don't need to place them in the modified folder.) For the projectiles its the same thing, don't add the individual projectile folders ex: models/projectiles/bazookashell.tik (again do not add any files you are not modifying).
Now as for your folder path....you do not place the origional named folders into a new folder with your mods title on it. Look for "pakscape" at alliedassault.coms tools section, (or here, they may have it...sorry I am new to this site). With whatever tool you use to compile your pk3 file what you do is name that compilation with your mods name. The folder extension will be models/weapons/wpn.tik (now with in the models folder if you have modified any of the projectiles your folder extension would be) models/projectiles/wpn.tik Another way to look at it would be.

models/
weapons/ wpn.tik
projectiles/ projectile.tik
players/player.tik

when you go to "save as" you then give the file its name, (instead of just folder.) example: SDR-Mod.pk3

I hope thats what you needed to know.
Again I deleted the vote line. No don't add the seperate wpn folders. Don't save the modified folder path in another folder, just name the pk3 with your mod name once you have compiled them in the pk3.

SCAF6e
11-20-2002, 01:40 PM
SD,

Your suggestion to use PakScape did the trick - for some reason my machine didn't want to cooperate using CuteZip ??

Hope all this isn't wasted on SH only to have the server providers crank the prices beyond reason. From the other thread it sounds like that might be the direction they're headed.

I really do appreciate you taking the time to help out.

Thanx,
6e
7th Rangers

Sitting_Duck
11-20-2002, 01:47 PM
Its not a problem, I'm not a guru, just a guy trying to help and hopefully able to find help when its needed from this forum. Quack!