Interceptor Weapons
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Interceptor Weapons
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.
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.
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
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
Regards, Searge
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: Interceptor Weapons
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.
My guess is you increased the number of round, but didn't added the reloadTime.
Heretic 2.3 improver and proud of it.
Re: Interceptor Weapons
@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
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
Thanks for the link, but I had heard of it before, and downloaded it last night.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
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.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
You'd be right. Could you perhaps explain what each one does? It's not completely obvious to me, I'm afraid.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.
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.
Thank you for your help.
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: Interceptor Weapons
@Searge-Major you can edit mp.wz directly in my utility
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Re: Interceptor Weapons
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
All help appreciated, Searge
- Attachments
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- netplay-0213_201701.log
- (7.22 KiB) Downloaded 207 times
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- mod1.wz
- (168.76 KiB) Downloaded 264 times
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: Interceptor Weapons
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
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
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...
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. 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.
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. 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.
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: Interceptor Weapons
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"
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"
Re: Interceptor Weapons
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.
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
Thank you very much indeed, the problem is solved!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"
When opening the csv file, LibreOfficeCalc wanted to use semi-colons instead of commas, and also used "text delimiters" whatever they are...
Anyway, I now feel ready for the real stuff.
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.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.
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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- Trained
- Posts: 182
- Joined: 10 Sep 2011, 03:36
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Re: Interceptor Weapons
Ok, I now also know (from experience ) 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.
Also, a question. Will sharing a model result in an error?
Thank you.
I fully realise my input is just another drop in the proverbial bucket. It is my goal to make each drop count.
Re: Interceptor Weapons
you need weapon stats in weapons.txtSearge-Major wrote:Ok, I now also know (from experience ) 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.
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
Thank you Reg312.
Here is version 0.0.1 of my mod, this is just so I can test it on mp .
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.
Here is version 0.0.1 of my mod, this is just so I can test it on mp .
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
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- 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.