Clip problems with modded flamethrower...

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ThabounceR





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Post by ThabounceR »

i would like to see a blue print, of the map, an actual idea sort of say, then i would like to help (if its an worthy map ofcourse)
kaptainkommie




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Post by kaptainkommie »

Your picture is broken.
kaptainkommie




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Post by kaptainkommie »

Ok. I see it now. Had to right click and select "View Image".
kamakaze





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Post by kamakaze »

KaptainKommie banned cartime because of some stupid mix-up with 3ds Max evaluation versions. I have therefore decided to help cartime out by allowing you guys to PM me if you would like to be a part of this project. That way this interesting project can continue. However I must say, kaptainkommie should have looked a bit more into cartime's situation before banning him. Because cartime did not violate any rules. PM me if you are interested in signing a petition to unban cartime. PM me also if you would like more info on cartime's situation so you can decide whether or not to sign the petition.
Specter





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Post by Specter »

LOL it's bloodgulch, but rather peanut shaped and with an underground bit.
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Post by kamakaze »

It is actually designed to be similar to blood gulch. Though the area around the road will be that green coolant stuff from the campaign level Keyes and the road itself will be a steel bridge. Though it won't be to peanut shaped. That is just a quick sketch.
Deus





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Clip problems with modded flamethrower...

Post by Deus »

I decided to add the flamethrower to Two Betrayals and to replace the rocket launcher, but I'm running into a lot of errors with regards to the clip size of my modded weapons. For example, the Flamethrower always starts off with ammo ranging from 1-8, so it's still using the values from the rocket launcher.

I've checked through the clip information in the weapon tag, it seems like it should work fine. I have it set to about 200 starting ammo with a max of 600, and each piece of flamethrower ammo gives you 100 more shots.

I checked the rocket launcher to see it shared those values, and I still have no luck.

I also imported and swapped the flamethrower ammo with the rocket launcher ammo, but you can't pick any of it up. =( Whats the deal?
Deus





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Post by Deus »

Come on... someone has to be able to know something about this...
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Edwin





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Post by Edwin »

try modifying the RL to alo use same ammo info?
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Danke




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Post by Danke »

Set everything to the MP numbers and test it.
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Deus





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Post by Deus »

It's very weird, I changed the values of the rocket launcher and the flamethrower before I did the swap, and I still get the error.

I also cannot pick up any of the ammo.

For some reason the game thinks that I am still picking up a rocket launcher, ammo and all. And I can't pick up anymore ammo because it thinks that I'm holding a rocket launcher...
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ExileLord




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Post by ExileLord »

Set the ammo used per shot to 0 to see if it even fires correctly.
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Dark Cloud




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Post by Dark Cloud »

Hmm... are you sure that the flamethrower ammo is even coded correctly? After all, it was never used in SP.
Deus





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Post by Deus »

It happens to every gun that I swap it with. But here is how I remedied it.

Sure, no matter what flamethrower I pick up, the ammo isn't going to change, but I found a way to make it so that you can pick up the ammo, although I have no idea why the map functions in this way, but this is how it is.

I import the flamethrower, etc etc etc. I set all the appropriate values. I go to the equipment tags and swap the rocket launcher with the flamethrower ammos. However, doing this alone won't solve the problem, as I stated above. It seems for some queer reason the game is STILL thinking that the correct ammo for the flamethrower is the rocket launcher shells.

So I use HHT, and I swap the dependencies for the equipment tags from flamethrower to rocket launcher ammo. For some odd reason, this made the flamethrower able to pick up the flame thrower canisters, and everything runs smooth from then on out. For some reason, even if you swap, the game is still registering that the swapped ammo are rocket launcher shells, and you will only pick them up if the weapon is set to pick up rocket launcher ammo.

Pain in the ass, but somehow it worked. I still don't know how to change the values that the flamethrower starts with (that also seems like one of those odd hard coded things in the map). I think it's one of those situations where you pick up an assault rifle and it has, say, 24 bullets in it's clip. As far as I know, there is no way to edit something like that yet.
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Edwin





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Post by Edwin »

Deus wrote:
Pain in the ****, but somehow it worked. I still don't know how to change the values that the flamethrower starts with (that also seems like one of those odd hard coded things in the map). I think it's one of those situations where you pick up an assault rifle and it has, say, 24 bullets in it's clip. As far as I know, there is no way to edit something like that yet.

there is a plugin somewere that lets you do this. when a weapon is dropped/spawned a random value from x to y is selected for ammo count, where x is maker-defined and y in the maximum ammo for the weapon. so, get the plugin (don't remember where, sorry) and edit away!
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Overlord





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Post by Overlord »

same thing happened to me when i was doing my crazy elite mod for aotcr. i replaced the launcher with the ar at the start and had 300 shots on it. theres some dependency in hht that lets you change stuff like that, i think its one of the tags in the cyborg biped, but i could be wrong.
Deus





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Post by Deus »

What program is this plugin for, and what is the plugin called?
Overlord





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Post by Overlord »

dont know what the plug-in's called, probably sumthin like 'new wepoans plugin!!!', anyways it would be 4 HMT
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