Eukatae Posted December 12, 2003 Report Share Posted December 12, 2003 Also an armor I have created, and seems to work fine, cannot be removed with the remove buttons in the squad managment screen. I can remove it by replacing it with another armor type, but it then disapears from my inventory and seems to be lost forever. Any help would be greatly apericiated, thank for reading! PS fixed the text bug, still having trouble with magic disapearing armor. Link to comment Share on other sites More sharing options...
Eukatae Posted December 13, 2003 Author Report Share Posted December 13, 2003 Ohh one more thing, how do my make weapons research only? i have an idea it is done by dropping the "tech level #x" under the weapon description, is this the case? Link to comment Share on other sites More sharing options...
Slaughter Posted December 13, 2003 Report Share Posted December 13, 2003 Hmm, is this the same Eukatae that I remember from a long long time ago? Anyway, I don't know much about the modding. Anyone? Link to comment Share on other sites More sharing options...
Eukatae Posted December 13, 2003 Author Report Share Posted December 13, 2003 Yes it is! I have one more modding question if someone is up to answering it. I have, as a test, created a firearm with identical stats to the G11. But the funny thing is when i equip it on the same soldier as the g11 aimed at the same target my chance of hitting is is less than half of that as the g11. Anyone know why? Link to comment Share on other sites More sharing options...
Fulby Posted December 13, 2003 Report Share Posted December 13, 2003 Ohh one more thing, how do my make weapons research only? i have an idea it is done by dropping the "tech level #x" under the weapon description, is this the case?I think as long as tech level isn't 1 it will work as you want it to, it might even work with tech level 1. To make a weapon that is produced by manufacturing, set its TECHNOLOGY field to the name of the technology. For the hybrid laser rifle (ID = AR-HLAZR) this is LASER_RIFLE_MFG. I'm not sure about the other two questions. Are you sure the ID for your armour is unique? That might cause the problem you describe but I'm just guessing. Fulby Link to comment Share on other sites More sharing options...
Slaughter Posted December 13, 2003 Report Share Posted December 13, 2003 And have you looked at the documentation we have here? Or in our reference forum? You might find something useful there... Link to comment Share on other sites More sharing options...
Eukatae Posted December 13, 2003 Author Report Share Posted December 13, 2003 Yes i have, no it is of no help. Link to comment Share on other sites More sharing options...
Aralez Posted December 13, 2003 Report Share Posted December 13, 2003 Try to take a look at the different mods and unpack them to see how the other modders applied their additions. And maybe you could post the text file passage of your new armour and weapon here, so we can all take a look at it. Link to comment Share on other sites More sharing options...
Eukatae Posted December 14, 2003 Author Report Share Posted December 14, 2003 I have solved all my problems but the problem of making items research only and preventing them from dropping during missions. Its not really a problem, other than the asteitic element. I mean if you invented the weapon, and are the only ones manufacturing it how the hell did that cudgel get one! I cranked the tech level up on the stuff i want to be research only, so it doesnt drop often, but it still drops. maybe if i made "ORIGIN HYBRID" rather than "ORIGIN HUMAN" that would do the trick. Anyone know how to make researchable techs that alter the stats in \gamedata\strategic\configs\geosphere, like listofweights.txt, and config.txt? I want to make researchable techs to upgrade chinnok speed, improve biomass repulshion, retard biomass growth, and a few other things. I know how to do it by simply altering the config files, but i would like to have them as techs in the game. Link to comment Share on other sites More sharing options...
Deejax Posted December 15, 2003 Report Share Posted December 15, 2003 maybe if i made "ORIGIN HYBRID" rather than "ORIGIN HUMAN" that would do the trick.Yep, that should do the trick. As far as I know there are three 'types' of weapon: Alien weapons: can only be found on aliens and transgenants. (strangely, not in alien bases )Human weapons: the 'old' weapons from before aftermath. These are used by some trangenants and can be found in bases. (including alien base, LOL)Hybrid weapons: The weapons you invent. These are solely for you. Unfortunately you'll have to manufacture them (I think) What do you want exactly? Do you want to make a weapon that can be researched at some point in the game and then becomes available without manufacturing)? Link to comment Share on other sites More sharing options...
Aralez Posted December 15, 2003 Report Share Posted December 15, 2003 Btw, if you didn't change anything in the pis1.txt and rif1.txt (and similar names) your new weapons won't show up as a loadout of the enemies. Those files control the armament of the retis and transis, BUT they are read from the gamedata.vfs file ONLY, so if you add them to a mod , they will be NOT used by the game. This was discovered by sigget. Link to comment Share on other sites More sharing options...
sigget Posted December 15, 2003 Report Share Posted December 15, 2003 That issue will most likely be resolved with the upcoming patch. My guess is that its not long until it will be released. Link to comment Share on other sites More sharing options...
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