Interceptor Weapons

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Searge-Major
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Interceptor Weapons

Post by Searge-Major »

I started this topic to provide updates and ask for help with the mod I'm making.

The mod, when finished, should provide about half a dozen new weapons, designed specifically for aerial combat.

I'll give descriptions and stats of the weapons as I create them. :)

In advance, thank you anyone who helps in any way. :D
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
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Re: Interceptor Weapons

Post by Searge-Major »

First question: Ok, I've copied mp.wz and unzipped in another location. I've converted to .csv weapons.txt, modified MG1Mk1 to fire 8 shots at a time (just to test, not intended to be in the final mod ;) ), converted back to .txt, zipped up the copy, renamed, and pasted in mods/autoload. The mod show up as loaded, but there's no effect. Any insight?

Regards, Searge :)
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Iluvalar
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Re: Interceptor Weapons

Post by Iluvalar »

You should start with another test, I believe there is many stats to control the ROF : firePause, numRounds, reloadTime, numAttackRuns ...

My guess is you increased the number of round, but didn't added the reloadTime.
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Reg312
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Re: Interceptor Weapons

Post by Reg312 »

@Searge-Major if you are Windows user, i recommend to use my utility for editing stats
viewtopic.php?f=5&t=8726
yes, it has bugs, but i think it better than csv :)

better way for experiments:
1) open warzone stat editor (my utility)
2) open any warzone map file in this program
3) use function "load original stats"
4) change something
5) compile it as map under different name
test your new map-mod


why my mod is not working, steps
1) check WZ log (you can have loading error)
2) Check you have empty line in each stat file
3) ... forgot... by there is more steps to determine error in mod :)
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Re: Interceptor Weapons

Post by Searge-Major »

Reg312 wrote:@Searge-Major if you are Windows user, i recommend to use my utility for editing stats
viewtopic.php?f=5&t=8726
yes, it has bugs, but i think it better than csv :)
Thanks for the link, but I had heard of it before, and downloaded it last night. :D
better way for experiments:
1) open warzone stat editor (my utility)
2) open any warzone map file in this program
3) use function "load original stats"
4) change something
5) compile it as map under different name
test your new map-mod


why my mod is not working, steps
1) check WZ log (you can have loading error)
2) Check you have empty line in each stat file
3) ... forgot... by there is more steps to determine error in mod :)
Currently, I'd rather not do map-mods atm, but once I've got a working mod, that sounds like a good idea to test it on mp. :wink:

Iluvalar wrote:You should start with another test, I believe there is many stats to control the ROF : firePause, numRounds, reloadTime, numAttackRuns ...

My guess is you increased the number of round, but didn't added the reloadTime.
You'd be right. :wink: Could you perhaps explain what each one does? It's not completely obvious to me, I'm afraid. :(
I guessed that numRounds was what I needed to change, as mrl fired 8, lancer fired two, so that part was easy, but there are a lot of stats that aren't quite so obvious. :wink:

Thank you for your help. :3
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Reg312
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Re: Interceptor Weapons

Post by Reg312 »

@Searge-Major you can edit mp.wz directly in my utility :)
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Re: Interceptor Weapons

Post by Searge-Major »

Still having trouble with the mod, I'm uploading a copy with this post. Could someone please test it? The only change should be the rof of mg, which at the start of the game should be 300 instead of 120. Also, I have attached the log of the game when I tested it. I couldn't find anything at all that shed any light, but I thought at least it may by elimination rule out other problems.

All help appreciated, Searge
Attachments
netplay-0213_201701.log
(7.22 KiB) Downloaded 207 times
mod1.wz
(168.76 KiB) Downloaded 264 times
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Reg312
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Re: Interceptor Weapons

Post by Reg312 »

your problem is first problem which i had when tried edit stats manually
with your mod you got following structure: warzone1200\mp\mp\stats...
game cannot find any files in your mod
wz-file should not contain mp folder, only contents of mp or base folders
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Re: Interceptor Weapons

Post by Searge-Major »

Thought that might be a problem, however when I had tried it previously, the game simply crashed. For some reason I forgot to look at the logs, the problem now appears to be that somehow the weapons.txt file does not work. Maybe I did something and forgot to undo or simply didn't realise what I had done... :oops:
WZlog-0214_070702.txt
(777 Bytes) Downloaded 210 times
Anyway, now to replace it with the original, and start again.

PS. @Reg312, I'm not using your program for this because I'm currently using linux. However, I did start it on windows, and I found it much easier to understand. :D One little thing, though, adding the WZ directory wasn't as straight-forward as I assumed, unless I simply didn't understand the interface (which is not unlikely). The translation had a little to be desired as well, but I was able to follow it alright.
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Reg312
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Re: Interceptor Weapons

Post by Reg312 »

seems csv-file was saved in incorrect format
open weaponst.txt in txt-editor
1) open original version
2) open modified version
compare 2 versions and you will se what became wrong

csv-file is comma-separated file, in your error log i see " and ; as separators

wz-directory example "C:\Program Files (x86)\Warzone 2100-3.1_beta4"
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Iluvalar
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Re: Interceptor Weapons

Post by Iluvalar »

The firepause happen between each shot + some small random delay (maybe in 3.1)
After [numRound] shots, the turret enter in [reloadTime] with the white bar.
After [numAttackRuns]( if any) the unit have no more ammo and need to rearm to the nearest pad.
Heretic 2.3 improver and proud of it.
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Re: Interceptor Weapons

Post by Searge-Major »

Reg312 wrote:seems csv-file was saved in incorrect format
open weaponst.txt in txt-editor
1) open original version
2) open modified version
compare 2 versions and you will se what became wrong

csv-file is comma-separated file, in your error log i see " and ; as separators

wz-directory example "C:\Program Files (x86)\Warzone 2100-3.1_beta4"
Thank you very much indeed, the problem is solved! :D
When opening the csv file, LibreOfficeCalc wanted to use semi-colons instead of commas, and also used "text delimiters" whatever they are... O_o

Anyway, I now feel ready for the real stuff. :3
Iluvalar wrote:The firepause happen between each shot + some small random delay (maybe in 3.1)
After [numRound] shots, the turret enter in [reloadTime] with the white bar.
After [numAttackRuns]( if any) the unit have no more ammo and need to rearm to the nearest pad.
I followed instructions, and now have a machine gun that fires in bursts. Not very useful, but it's definitely a start. Thank you for explaining. :D

Regards Searge.
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
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Re: Interceptor Weapons

Post by Searge-Major »

Ok, I now also know (from experience :wink: ) that adding a new weapon is not just a matter of editing a single file. Could someone give me a heads-up on the files that are involved, and what to add?

Also, a question. Will sharing a model result in an error?

Thank you. :D
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Reg312
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Re: Interceptor Weapons

Post by Reg312 »

Searge-Major wrote:Ok, I now also know (from experience :wink: ) that adding a new weapon is not just a matter of editing a single file. Could someone give me a heads-up on the files that are involved, and what to add?

Also, a question. Will sharing a model result in an error?

Thank you. :D
you need weapon stats in weapons.txt
name of weapon in messages\strings\names.txt
for first probe better use exiting model

1) copy and add one line in weapons.txt
note all stat files shouls have 1 empty line (last line)
2) change ID and parameters
3) add name of weapon in names.txt

adding new models in games and more complex
(you need add model/texture file into one of *.wrf files)
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Re: Interceptor Weapons

Post by Searge-Major »

Thank you Reg312. :)

Here is version 0.0.1 :wink: of my mod, this is just so I can test it on mp :D.

It is compatible with 2.3.9. I do not know about beta, in any case, I would prefer to wait for the stable release. :)
Attachments
VTOLWeapons-0.0.1.wz
(189.71 KiB) Downloaded 240 times
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
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