Iron Spine wrote...
blazin419 wrote...
...
Is there any way of separating the gethpulserifle from the base SFX? Can't I just tell it not to take the data from the base line and add the necessary data it needs to work in game? Please, I really want to modify this gun.
Any setting in the sub class should always override the same setting defined in the base class, so adding the setting as both myself and zBobG have theorized should do it, as long as the change is well-formed. I.e the addition of the setting entry should precisely match other entries of its kind as seen throughout the classes. Then a rebuild and check the results in game.
Do not use regular notepad, wordpad or any other editor that doesn't fully support leaving the binary data as-is in the file. That's why Notepad++ is the prefer method of externally editing the file. It will leave the formatting structures alone (nulls and other binary data describing the contents of the file to the game parser, and to my editor for that matter).
Just remember though any place were the game instantiates the weapon, either be it for you, or for any NPC, those settings will apply. So if you do this, and it wors, and the game creates that weapon for an NPC, and you don't change anything to prevent that like I describe in the big ass text at the bottom here,then you will face that weapon in battle.
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I think I initially misread your question and I typed all this junk out and then reread what you asked. Leaving it here as possibly useful info to someone else:
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Probably. If I read you correctly, what you're wanting to do is not just add a Damage setting to the weapons subclass to override the base class value, but to create a new base / subclass entirely?
If that's the case I can imagine a few ways to do it but I'll not try to theorize to much about that since it will likely be very wrong and missing chunks that would cause the game to puke badly until it's figured out.
But a general theory probably applies. The game appears to define a generic base class lets say assault rifle. It also defines explicit sub classes that inherit from the base class. Any setting name in the sub class matching a setting name in the base class should necessarily override the base class setting returning the sub class settings value instead.
If that is true, and if I understand your intent (not just modifying the existing sub class for that weapon), then you would have to create a new base class and a new sub class, althought you could just use the base class if no other weapon will be modified to use this new class.
You'll also need tell (change settings where it instantiates the weapon) the game to use this new base class when it creates that particular weapon.
There's still a problem here (if not more than 1...) though. Even if you do this, unless you go through and reassign any NPC that gets that weapon a different weapon, then any NPC that normally gets that weapon will still get it because the code will simply be assigning a new base class (and potentially new sub class if you create that too) when it creates the weapon .But in this case your should be able to just change the weapon for any NPC that normally gets that weapon to another weapon.
Or, leaving the original base / sub class assigned as it is now and figure out where to change it so when the game creates a weapon specifically for the player it uses the new base / sub class instead of the original. But I don't know if that exsts to that degree. If the game has different logic to assign a weapon to NPC -and- logic to explicitly assign a weapon to the player then you could change it.
But I have not, in any way, thoroughly explored the minutiae of game logic involved in doing this and there's also plenty of chance the game will actually expect a particular type of weapon for some task or scripting so who knows.
But if you or anyone else does attempt it keep us informed how it goes. That'll be an essential part of any real modding projects that might crank up for the game at some point.
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Ugh, I didn't think about the NPCs. GAHHHHHHHHHHHHHHHH WhY DID THEY MAKE IT THIS WAY?!
I can't think of any other way to modify this weapon. Can you think of anything that might be possible?
BTW, I'm not a coder or anything like you are. I just downloaded coalesced like yesterday.
Edit : I GOT AN IDEA! Are the weapon models made in one package SFX file or is it in separate files? If they're separate would it be possible to make it as a DLC?
Edit : Forget what I said about the DLC part. I didn't read your posts clearly. So if I want to add onto the weapon's line with something like, "Damage=(x35,y35)" Would it work? I remember you saying that the weapon was tied in with the assaultrifle base SFX. So how would I add the damage if it's already tied in with the base line?
Modifié par blazin419, 07 février 2010 - 07:25 .





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