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what is the correct way to duplicate grenades and weapons
Posted: Tue Oct 02, 2007 8:13 am
by bumlove
I've finally got my mod to the point where there are only 2 broken idents both of them in the hlmt tag both for duplicated grenades I didn't dup the projectile recursively, I just dup'd the proj and them dup'd a hlmt for each on as recusive duping only points back to the initial hlmt and I wanted one to have a different model and coll and the other was a mistake
if I null out everything in the mistake hlmt that won't cause problems will it?
(nothing points to it)
the one I would like to keep the hlmt its in strings where the problem is it should be bone/marker and it just says unknown and has the same ofset as the string(bone/marker)above it (592) I could just go and copy over the header now I have the tag in a state where it will allow me to chunk clone from another map but I do worry that it will have me chasing broke idents round the map again
but I think also Im going to have problems with my shotguns too I just dup'd a shotty (which I modded the proj for it) as a weapon (non recursively) and then switched the itcm of the plasma riffle back to the shotgun so it spawns on the map but no I realise that if a player is carrying each shotgun and he comes across another dropped gun which gun gets the ammo or more likely ZZZZZZZZZZZ crash
could someone please either tell me what I need to search for or just quickly explain
Posted: Tue Oct 02, 2007 11:38 am
by AFuzySquirrel
you dont need to dupe the hmlt fo it.
Posted: Tue Oct 02, 2007 5:41 pm
by bumlove
sorry to disagree fuzzy but surely I do have to dup at least one hlmt, I could be wrong, I'll explain my understanding ,
In my game there is 3 frag grenades
(frag0) is a frag all the way it looks, bounces, acts like normal (it is normal)
(frag1) is used as weapon projectile to fire a bloc (C4) it isn't a problem Its a clone of frag0 but its detination timer has gone way up and material responses are changed and the Hlmt points to fusion coil (this isn't the problem)so it gets its model from the hmlt
(frag2) is used as 10 second frag (this is the problem here) its a frag used a weapon projectile with a 10s timer but it wants to have model and collision of assault bomb now (I just spotted that there is a mode tag pointer in frag2 proj tag(I have never changed anything with resource as a discription ever) but there is no reference to coll so where does it get its collision from? as a standard it gets its collision and model from Hlmt from Frag0 (normal) but I wanted it as said, so I thought you would just clone Frag0's hlmt do the model and coll reference swap and point your dup'd projectile to it have I got something in my understanding massively wrong
Posted: Tue Oct 02, 2007 5:43 pm
by JacksonCougAr
I would say extract the tags, rename EVERYTHING in the extracted tag to the same relevance... Then build it in and it should be 100% proper! Then again...
Posted: Tue Oct 02, 2007 6:15 pm
by bumlove
sorry jacksoncougar I don't understand I'm cursed with having just enough knowable to think I know what I'm doing when I don't, do you mean just save tag (recusive/parsed/sounds) and rename (rename to what) then build back in and then just null the old copy
(it think I understand now I could rename to anything eg turdburglar renaming every last file and when it is built in it will have all the info it needs under that name)
Posted: Tue Oct 02, 2007 6:17 pm
by JacksonCougAr
Si
Posted: Tue Oct 02, 2007 7:09 pm
by CaptainPoopface
Why is it important to fix broken idents?
The only reason I can think of is that it's required to encrypt a patch, or it used to be. From your other posts, I'd infer that you don't care about encrypting your patches.
(frag1) is used as weapon projectile to fire a bloc (C4) it isn't a problem Its a clone of frag0 but its detination timer has gone way up and material responses are changed and the Hlmt points to fusion coil (this isn't the problem)so it gets its model from the hmlt
So to dupe this one cleanly, you need a copy of the [proj] tag to change the timer, and a copy of the [foot] to change the material effects, and that's it. Everything else can be linked without duplication.
(frag2) is used as 10 second frag (this is the problem here) its a frag used a weapon projectile with a 10s timer but it wants to have model and collision of assault bomb now
You just need another copy of the [proj] to change the timer. Nothing else needs to be duplicated here.
I think the absence of a [coll] reference only means the object can't be shot - bullets pass through it. If you want the object to be sensitive to bullet collision, you might be able to swap in any [coll] reference, but I'm not certain that works. I think it does.
Posted: Tue Oct 02, 2007 8:59 pm
by bumlove
Ah right for nade 1 I just changed the material responses in the proj tag with the meta editor
and for nade 2 where can I tell it to use the assault bomb model do I just change the ident named resource to point to the right mode
As for why fixing broken idents well its going to be a bsp conversion I was doing all the modding first as it can be a byatch to work with after the conversion