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 Post subject: Insolvable problem with .gear, some weapons disapear
PostPosted: Sun Sep 12, 2010 8:12 am 
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Sharp Shooter
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Posts: 40
Hi everybody !

I have localised the problem but I can't solve it.

All custom weapons.pk3 are ok and available in the tcetest folder of the server.

Here my working custom .gear :

Code:
gear_manager
{
   gm_playerSkinGroup   "temperate"   //models\players\temperate\...
   gm_playerVoiceGroup   "default"   //scripts\voice\temperate\...
   gm_playerIconGroup   "default"   //gfx\limbo\temperate\...
   
   gm_custom_weaponGroup   "default"     //custom\default\weapons\...

   // Powered By =]NyX[= Karnaj GEAR GENERATOR v1.00


   gm_weapon
   {
      weaponID       "SH1"
      weaponFile       "p226"
      team          "both"
      slot          "secondary"
      requiredSkill       1 0 0
      startClips       3
      equivalentWeaponID    "SH1"
   }
   gm_weapon
   {
      weaponID       "SH2"
      weaponFile       "colt_python"
      team          "both"
      slot          "secondary"
      requiredSkill       2 0 1
      startClips       5
      equivalentWeaponID    "SH2"
   }
   gm_weapon
   {
      weaponID       "SH3"
      weaponFile       "sak_m93r"
      team          "both"
      slot          "secondary"
      requiredSkill       2 0 0
      startClips       3
      equivalentWeaponID    "SH3"
   }
   gm_weapon
   {
      weaponID       "SH4"
      weaponFile       "blaster"
      team          "both"
      slot          "secondary"
      requiredSkill       0 0 2
      startClips       3
      equivalentWeaponID    "SH4"
   }
   gm_weapon
   {
      weaponID       "SH5"
      weaponFile       "vz61"
      team          "both"
      slot          "secondary"
      requiredSkill       0 0 3
      startClips       2
      equivalentWeaponID    "SH5"
   }
   gm_weapon
   {
      weaponID       "SH6"
      weaponFile       "cougar"
      team          "both"
      slot          "secondary"
      requiredSkill       0 1 0
      startClips       3
      equivalentWeaponID    "SH6"
   }
   gm_weapon
   {
      weaponID       "SH7"
      weaponFile       "sak_btmp9"
      team          "specops"
      slot          "primary"
      requiredSkill       0 1 0
      startClips       4
      equivalentWeaponID    "SH8"
   }
   gm_weapon
   {
      weaponID       "SH8"
      weaponFile       "uzi"
      team          "terrorists"
      slot          "primary"
      requiredSkill       0 1 0
      startClips       4
      equivalentWeaponID    "SH7"
   }
   gm_weapon
   {
      weaponID       "SHA1"
      weaponFile       "sak_m951r"
      team          "specops"
      slot          "secondary"
      requiredSkill       3 2 0
      startClips       3
      equivalentWeaponID    "SHA2"
   }
   gm_weapon
   {
      weaponID       "SHA2"
      weaponFile       "sak_glock18c"
      team          "terrorists"
      slot          "secondary"
      requiredSkill       3 2 0
      startClips       3
      equivalentWeaponID    "SHA1"
   }
   gm_weapon
   {
      weaponID       "SHA3"
      weaponFile       "akimbo_sak_m951r"
      team          "specops"
      slot          "secondary"
      requiredSkill       0 3 0
      startClips       2
      equivalentWeaponID    "SHA4"
   }
   gm_weapon
   {
      weaponID       "SHA4"
      weaponFile       "akimbo_sak_glock18c"
      team          "terrorists"
      slot          "secondary"
      requiredSkill       0 3 0
      startClips       2
      equivalentWeaponID    "SHA3"
   }
   gm_weapon
   {
      weaponID       "TH1"
      weaponFile       "sak_btmp9sd"
      team          "specops"
      slot          "primary"
      requiredSkill       0 2 0
      startClips       3
      equivalentWeaponID    "TH2"
   }
   gm_weapon
   {
      weaponID       "TH2"
      weaponFile       "p90"
      team          "terrorists"
      slot          "primary"
      requiredSkill       0 2 0
      startClips       3
      equivalentWeaponID    "TH1"
   }
   gm_weapon
   {
      weaponID       "TH3"
      weaponFile       "ump45sd"
      team          "specops"
      slot          "primary"
      requiredSkill       0 2 0
      startClips       3
      equivalentWeaponID    "TH4"
   }
   gm_weapon
   {
      weaponID       "TH4"
      weaponFile       "mp7sd"
      team          "terrorists"
      slot          "primary"
      requiredSkill       0 2 0
      startClips       3
      equivalentWeaponID    "TH3"
   }
   gm_weapon
   {
      weaponID       "TH5"
      weaponFile       "sak_hk53"
      team          "specops"
      slot          "primary"
      requiredSkill       0 3 0
      startClips       3
      equivalentWeaponID    "TH6"
   }
   gm_weapon
   {
      weaponID       "TH6"
      weaponFile       "sak_mc51"
      team          "terrorists"
      slot          "primary"
      requiredSkill       0 3 0
      startClips       3
      equivalentWeaponID    "TH5"
   }

   
   // some so far hardcoded weapons DO NOT REMOVE
   // knife
   gm_weapon
   {
      weaponID      "K1"
      weaponFile      "knife"
      team         "both"
      slot         "none"
      requiredSkill      1 1 1
      startClips      0
   }
   // frag grenade
   gm_weapon
   {
      weaponID      "G1"
      weaponFile      "mk32a"
      team         "both"
      slot         "none"
      requiredSkill      1 1 1
      startClips      0
   }
   // smoke grenade
   gm_weapon
   {
      weaponID      "G2"
      weaponFile      "m83"
      team         "both"
      slot         "none"
      requiredSkill      1 1 1
      startClips      0
   }
   // flash grenade
   gm_weapon
   {
      weaponID      "G3"
      weaponFile      "m84"
      team         "both"
      slot         "none"
      requiredSkill      1 1 1
      startClips      0
   }
   // demolition charge
   gm_weapon
   {
      weaponID      "DC1"
      weaponFile      "dynamite"
      team         "both"
      slot         "none"
      requiredSkill      1 1 1
      startClips      0
   }
}



This .gear is OK and work perfectly.

Now, if I ADD this to .gear
(just before line "// some so far hardcoded weapons DO NOT REMOVE", of course, and after other content) :

Code:
   gm_weapon
   {
      weaponID       "TH7"
      weaponFile       "g36c"
      team          "specops"
      slot          "primary"
      requiredSkill       1 0 0
      startClips       3
      equivalentWeaponID    "TH8"
   }
   gm_weapon
   {
      weaponID       "TH8"
      weaponFile       "type89"
      team          "terrorists"
      slot          "primary"
      requiredSkill       1 0 0
      startClips       3
      equivalentWeaponID    "TH7"
   }
   


Here there is the bug, when I add assault weapons :

vz61 and sak_m93r disapear in weapon choosable list of the game.
And player can't choose it anymore as secondary weapon (or even primary weapon).

I don't know why it work before adding TH7 -> TH20 weapons, and fail when I add it.

And I would like to know how make it work, or if I must do a modification in these 2 weapons files in order to make it work.


I desesperatly need experts advices...
Thanks


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 Post subject:
PostPosted: Sun Sep 12, 2010 8:37 am 
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Sharp Shooter
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Joined: Sat Sep 03, 2005 7:46 pm
Posts: 40
SHIT, I suck !

After posting, I've spent time here, and I've read one more time the Rang3r1_v2 tuto.
And it give me a idea.

I've changed this in .specs of problematic weapon :

weapClass "SMG"

become :

weapClass "P"

Now it work !!
It don't explain me why it worked before add assault weapons, but my problem is partialy solved.

Now, I have to make new m93r and new vp71 .pk3


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 Post subject:
PostPosted: Sun Sep 12, 2010 1:52 pm 
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Sharp Shooter
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Joined: Sat Sep 03, 2005 7:46 pm
Posts: 40
NO !
It don't work, after many tests.

The fact is :
How to use automatic pistols, and akimbo automatic pistols in secondary ?
only vp61 work now..
M93r don't shoot burst but single and I can't change fire mode if class is "P".
and if I put "AP" or "SMG", weapon is not available.

and now, akimbos isn't centered, and I don't know why...

fffffffff


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 Post subject:
PostPosted: Sun Sep 12, 2010 8:07 pm 
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Expert
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Joined: Mon Jul 06, 2009 11:22 pm
Posts: 157
Hmm, let me do some research, I remember trying to get dual mac10s working but it wouldn't let me for some reason.


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PostPosted: Sun Sep 12, 2010 8:11 pm 
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Master
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Posts: 477
Have a look at this custom pack : http://s3k-base.bplaced.net/tce/zzzzz_FORCE_MOD_v-2.pk3
You will be able to compare with your pack (in that pack akimbo glock is auto).
You can check several modifications were done in that pack.

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PostPosted: Mon Sep 13, 2010 5:23 pm 
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Sharp Shooter
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Joined: Sat Sep 03, 2005 7:46 pm
Posts: 40
Hello, I solved like this :
Weapclass "P"
"auto" only
but there is strange things : only half left clips reload.
and use SHA1 or SHA2
with SHA3, SHA4, weapon is not centered.

I discovered many others stranges things.
some weapons make player "change" class, not really change.
example : give m700 to assault class.
in game, player get smoke nad, and loose frag.
But he's still a sniper and keep is secondary weapon.

At beggining of next map, game become erratic and give to that player a weapon of the other class, even a weapon with AA3, even if AA of player is AA 1.

And many many others things.
Weapclass seem to be hardcoded for some things.
you can't use SMG in secondary.
Or you can, but in certains conditions (like in my first post, without TH).

Other things : number of clips don't work with some weapons. I write 4 or 5 in .gear, but real starting clips is always 3.

Again other strange things :
You can't chose secondary pistol ("P") in SH7 or SH8 (original mac10).
If you do, pistol become primary, even you write secondary in .gear.

If you try to use SHA3 with a weapon and write "primary" in .gear, then, weapon become secondary and become invisible (in real weapon is totaly at left of screen and out of the screen).


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PostPosted: Mon Sep 13, 2010 5:53 pm 
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Sharp Shooter
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Joined: Sat Sep 03, 2005 7:46 pm
Posts: 40
]Wo0[ wrote:
Have a look at this custom pack : http://s3k-base.bplaced.net/tce/zzzzz_FORCE_MOD_v-2.pk3
You will be able to compare with your pack (in that pack akimbo glock is auto).
You can check several modifications were done in that pack.


Yes I allready look at this (but I will relook again..).
I took the "menu system" from this file, and quickchat of nyx bc use for now all quickchat (including the 5 menu, with "hi", "good bye", etc..)
Thanks to FORCE !


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PostPosted: Mon Sep 13, 2010 9:01 pm 
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long time ago i did that pack, but look into the weapons files, there is something like weapon specs where u can define the caliber, change auto/burst/pump/etc ...
and keep in mind u cant mix all (weapons/class/slots) or it would break some animations etc ...
Begin to get the weapons u want, then edit it (like i did with the darkside weapons for exemple) if needed.
and finally get a .gear file for the maps ;) which can be a way to load specific weapons depending on maps for exemple.

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PostPosted: Tue Sep 14, 2010 2:00 am 
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This is actually a pretty big issue that coroner should look at when he gets the time. I don't know if it is the result of forced hardcoding, or he wanted it that way, but it makes things very sloppy when adding custom weapons that are outside of the default range.

His idea of using .spec and .weap files was actually a very smart move on his part, makes adding new weapons to TC:E easy compared to other games of a similar type. *cough*css*cough*

For now you just need to realize there is only so much you can change, unless coroner decides to fix some things up in the future, which doesn't look too good due to time constraints.


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PostPosted: Tue Sep 14, 2010 3:01 pm 
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Sharp Shooter
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Joined: Sat Sep 03, 2005 7:46 pm
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I don't understand why in Force .pk3, the AKSUD darkside work well, and for me , if I use the MP7sd, the game made the "change class" bug.
With MP7sd, recon loose flash & smoke, and gain frag.
The same if I write the .gear to give HK53 to recon class.

Is there a importance of WeaponsID ?
I mean : if I give MP7sd TH9 it don't work but work with TH6 (it 's just a example).

I will end at psychiatric hospital....


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PostPosted: Tue Sep 14, 2010 6:07 pm 
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Sharp Shooter
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Re-HI !
Me again !! :lol:
With good news....... listen!

I discovered the secret of weapclass...
Weapclass is not only a description of weapon, it determine what class you will play.
If there is a no adequation between weapclass and class, it produce the bug I described before.

Now, it's possible to give any weapon to any class, but weapclass need to be changed.

Exemple : mp7sd
Original mp7sd made by Matilda in z_MP7_allweapons1.pk3 is weapclass "CAR".
Then, only Assault class can wear "CAR". So the bug trigger : player is still Recon but loose flash and smoke and gain Frag.

Now, I schearched in some pack, I found the AK47pl pack working fine.
In this, weapclass of mp7sd is "SMG".
I've made a new .pk3 named z_MP7_allweapons1_Recon.pk3.
In this, I changed weapclass and writed "SMG".
And it work well !

After that I've made another test with HK53.
Go to a armory website, description of HK53 is the Close quartet battle version of HK33.
http://world.guns.ru/assault/as13-e.htm
The website say that firepower of HK53 is comparable to firepower of AKSU, but 5.56 nato.
It's a small weapon, perfect for specop Recon, it's classified as "compact (or short) assault rifles". I will unlock this weapon at AA3 because it give the best firepower a Recon can have.

I've changed weapclass and write "SMG", then, HK53 work well and Recon don't get Frag nad.

Final test, I used zzz_m16acogV2.pk3 and made a zzz_m16acogV2_Sniper.pk3
It's a m16 burst fire with scope. The weapon work well only if choosing assault class.
I removed old weapclass and write "SR".
Then, it work well too.

I hope this will help some people to know that, because I spendt many many many hours to try, test, retry, etc..........

K.

ps : I didnt tested Force .pk3, but I saw in it that AKSud darkside is "CAR". I don't understand how it can work without the "nad bug" ! (if it work).


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PostPosted: Wed Sep 15, 2010 10:02 am 
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Hehe karnaj call the doctor woo for some psychedelic products ;)
yes test the pack i did u will see ; but about the MP7 its not a bug its a feature, in the .weap or .spec files there is a way to modify the grenade associated with weapons (as u can change the caliber, amount of ammo, etc ...).

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