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Problems With Modding


Aralez

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Looking at the cyborg-in-crewpool-than-crash-to-desktop problem, i don't have any more clues. Here's what i tried:

 

First i replaced an existing crewmember (face, model and sound) and it worked without problems.

 

Then i tried to add the graphic files instead of replacing old existing ones. Worked (after some renaming and addition of new folders) , too.

 

Then i tried to add the sound files instead of replacing existing ones. Worked, but i had to regard a special name pattern in the files. (I tried e.g. : US_CYB_F_USD...., where CYB was supposed to stand for Cyborg, but i had to rename it to US_SCI_F_USD.... sci maybe for scientist, to make it work without CTD's) It seems that part of a sound's name is also referred to in the listofpeople.txt-file and maybe hardcoded. (SCI for scientist, there are also SIL,DMB,DIR,CPL and some others) Maybe SIL for silly and DMB for dumb, :power: , i don't know.

 

Ok, i renamed the files to this pattern, replaced the guys of the tutorial mission with cyborgs and it worked flawlessly!

 

Then i added the cyborgs to the crewpool (remember: Everything worked!) and the CTD's appeared. So, any ideas?

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I have little experience with modding, save for Star Trek Armada where that thing is modded out of sight, but what little I do know is that it is always easier to replace than to create new pathways.

 

You've done it admirably with several of the new weapons but I think just this once you can be forgiven for a replace :power:

 

Keep up the good work

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Maybe i should do a poll....

 

Oh, btw, i have made some new weapons:

 

-A single-handed Mini-Uzi

-A Staiga12 Shotgun

-A XM8 Assault rifle

-An AK101 Assault rifle

-A G-41 Assault rifle

-A S&W 0.5 Revolver

 

I'll test them and send them to fnurg asap, maybe he can include them in the RB4.2 Mod he was talking about...

 

Or maybe someone is willing to make them ALPINE-compatible? Volunteers, please! Post here i'll send the files to you.

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New guns sounds great. I'm a big fan of the new items in Reblanace 4.1b although I made the mistake of fighting Plasma guns with the "Standard" armour (the one with 50% res to all bullets etc but none to energy)........Bad move :)

 

I am using Alpine's mod wrapper to add the Rebalance Mod into UFOA but it would be great if individual guns were made as mods (Like stunrod)...but I haven't found a new weapon i don't like yet....Grenada-o-mania seems to have taken over :power:

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The new guns use new sounds, new icons and new model textures, BUT existing models. But as the G41 is identical looking to the G3 and the Staiga 12 is identical to the Ak47 amd the XM8 is identical to the G36 etc. this is no big problem :power: (You see, i was lazy, but made some research) :)

 

Btw, nice link: https://world.guns.ru/main-e.htm

 

Oh and Fnurgs Gamma weapons will also be included (I used the plasma weapon models for them, but with new sounds, graphics etc.)

 

Btw, BlackAlmaz, are you volunteering for making new models, they will be of great help :):D Ok, just kidding, the model modding thing is some horror to me, just remember what the stunrod model guy wrote...

 

The files have been already sent to fnurg, hope he likes them. Maybe he will upload the new mod (including his changes) soon. He's very busy and seems to work on adding something, too. But i don't have any informations yet.

 

bye guys!

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"The stunrod model guy" here :power:, just wanted to say that f anyone is trying to make ALPine compatible plugins and having problems I'm happy to try and help.

 

Regarding Aralez' new weapons, I think Rebalance is the mod most people use so if you're adding to it then there isn't much need to make ALPine plugins out of the weapons as well. Doing so would allow people using a different mod to add your weapons though.

 

Fulby

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id love to know how to make gun mods....i have too much free time on my hands untill i can find a new job....a new interview pops up here and there...so untill than if some one can explain how to do it....i would spend alot of my time to getting those guns in
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thanx i'll have a look...i think i can get a hang of it....i hope....i realy want those new weapons....even if i have to make them my self....i'm planing on the OICW and m4 with the m203....if posible they will be the first to be made.....

 

i'll consentrate on making a new armour...like a tank except better but slower...to make it real.....and what i ment is by doing more than juct a power suit and moding the velous....

 

it going to look like a gugenot...or close to it....if any one knows what that is....???

 

i wonder if it posible to make a choper at the start of the mission...maybe not...but maybe in the wildernas....i want to see if the plane inside the base can be changed....if so i'll make something new....

 

here goes wish me luck i'll use all the stuff uhave....thanks u guys....if anything i'll ask u okey...and we can make a great mod

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:power:  its...well i cant explain it...sorry but i'll make or find a pick of one soon...hey Aralez can we make a mod were its man Vs man???

https://fulby.v21hosting.co.uk/pics/pilots.jpg

Three mad pilots attack Brian (he should have rescued them earlier).

 

Human Looters plugin soon (unless Aralez beats me to it) :)

 

Fulby

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Almost finished? :power:

 

I changed a few lines in listofenemies.txt to see if it would work:

  ENEMY
   TEAM "Zero1"
   TYPE M
   STRENGTH 0
   SUB_ENEMY
     NUMBER 5
     UNIT_TYPE MALE
     LEVEL 3
     ARMOUR PIB0
     EQUIPSET "Tactical\Configs\Equipsets\pis1.txt"
   END_OF_SUB_ENEMY
 END_OF_ENEMY

Now you know as much as I do :D

Missions where you attack raider bases would be cool.

 

 

I tried a flapper with a weapon copied from the firetick but couldn't get it to work. It had the DUMMY AI and non-zero times for TakingAim, ReleasingAim, Targeting and Firing. Maybe try changing the flapper's ID? I'll give that a go. EDIT: Didn't work, I'm stumped :)

 

Fulby

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