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View Full Version : Modding the Kar98 Motar Rifle?


kpmfmj
05-01-2003, 07:55 PM
Greetings all! I was doing some modding to my server side weapons and I can't seem to figure out how to give the mortar rifle 5 mortar rounds... :? ... Does anyone know how this is done? Also, I'm looking for some tools used to do some of the game mods... :D ... Does anyone know which are the best to use and where to get them? Thanks in advance!!

GaSplat
05-01-2003, 09:04 PM
I don't know much about the tools used, but I can suggest you do the following:

Use winzip to extract a file called kar98_mortar.tik from the pak3.pk3. TO keep things simple, I would drop it in the harddrive root (like c: ) but be sure to check the option to use folder names so it will create a models/weapons directory and put the file in there for you. Edit that file in Notepad or some other basic text editor (if your editor lets you make things bold, or does other formatting, you have to be very careful to save the edited file as text only). Notepad is safer. Edit these lines in the Rifle Butt/ Secondary Fire section:

sp secondary startammo 3
dm secondary startammo 3
sprealism secondary startammo 3
dmrealism secondary startammo 3

dm and dmrealism are the two lines your server will care about (one for normal and one for Spearhead realism). Load that bad boy up and you'll have a super n00b stick that everyone can envy (or despise) ;)
Then create a new zip file called zRifleGrenadeMod.pk3. You can create it as zip and just change the file name extension afterwards. Be sure when you add your modified file, you select to save the folder information as well. If in the new zip/pk3, it does not show the kar98_mortar.tik file is in the models/weapons directory, it may not work.
Then upload your new pk3 to the server's mainta directory. Just be sure the new pk3 has a file name that alphabetically comes after pak3.pk3. This allows it's version of a tik (or other file) to override the original versions. If you get tired of it, simply remove the new pk3 (the original versions will no longer be overridden).

Others may know easier ways/tools, but this should do the job for you.

kpmfmj
05-02-2003, 02:07 AM
Greetings GaSplat, thanks for the reply. I've done that and it still doesn't work. Now what I'm doing is taking the MPSH realism mod and editing it to my preferred tastes. I edited the Kar98_mortar.tik in the specified areas and tried it and it didn't work. So then I unzipped the Pak3.pk3 file within the mainta folder and found the Kar98_mortar.tik in there. Thinking that it was overiding the new MPSH weapons mod I was trying to use, I moved that file out and then recompressed the Pak3.pk3 file. I then put the new Pak3.pk3 file into the mainta folder along with the new MPSH mod and it still didn't work. Any other suggestions?
Also, I was wondering....? Most of the weapons for spearhead seem to be located in the Pak1.pk3 folder. But the Kar98_mortar & Shotgun are located in the Pak3.pk3 folder. Why? Can I extract those 2 particular tik files in the Pak3.pk3 folder, edit them, recompress the folder and add it to my mainta folder along with the new MPSH realism mod? This stuff is difficult to say the least, but fun!!
Plus....are there any good resources out there where I can find info on how to do these mods? Any help is alway's appreciated!! Thanks again!!

GaSplat
05-03-2003, 03:06 AM
Normally, http://modtheater.com/ is the place to go for this, but only the forums are up at the moment. Still, you are more likely to get good help there since this is more of an admin than a modding forum.

I never change what is in the original pak files. I copy out what I want to change and save it in my own pk3s. If you start the dedicated server, the console will list its search path. make sure the file with your changes comes ahead of everything else in the list. Inside the pk3, make sure they have the right subdirectory. If it still doesn't "take" then they may have put in features elsewhere. For example, if you zero out grenades in a weapons file, Russians and Brits will usually still get a grenade, but not Americans or Germans. Apparently they put more grenade logic elsewhere. Hopefully this is not one of those cases where they squirreled away what you need.

Pak3 looks like a catch all of stuff that did not make it into pak1 or pak2. Sometimes when they create and test a set of files, they will save off that version so they know it does not have to be retested before releasing it. Later paks end up having everything that got added later, including minor fixes to some of the stuff in the original paks (since they are in the later pak, their version will be used). I'm guessing its just a QA and configuration management issue.

I would try the mod theater for more help. Afraid this is about all I have.