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sanctuary

WW4 Modpack 2.1

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To unpack and pack again addons I'm using Eliteness or UnPBO. Eliteness is much better (can unpack files with password or something). Magazines classes to M4 and M16 are different because... Because it's OFP;) They have different values (M4 - auto fire, M16 only single and burst).

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They should use the same ammo and mags, like in real life.
They should. But in OFP, weapon's characteristics depend on it's magazine, not on the weapon itself.

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Yes. Nimravus explained this better than me. I forget to write something. If you will using UnPBO you need to have MakePBO to pack changed addons.

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Addonis, yes Eliteness... forgot the name, that's all.

Works like a charm, thanks.

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They should use the same ammo and mags, like in real life.

They should. But in OFP, weapon's characteristics depend on it's magazine, not on the weapon itself.

How about making the current M16 with full auto firing mode, so it can share magazines with the M4? There is a full auto version of M16A2 in real life (M16A3), so full auto M16A4 wouldn't be a bad idea in my opinion, especially when many other things aren't entirely accurate in the mod compared to real world variants. Could you consider that Sanctuary? :)

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Yes, that's a good idea i'll make the update for the WW4 M16 (i will edit the original mag to have the same firemode as a M4 mag, so missions using the WW4 M16 will be able to continue to work), it has always been annoying to me to be forced to make a M16 and M4 unable to share their magazines due to their different firemodes, that M16A3 is a good solution i ddn't thought about.

Though there will be no change in the model, only in the naming (and magazines definition) :)

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Yeah good idea. But make sure that Both weapons can share Both mags(30mag & 30Bmag)

and SD counterparts.

I dont know what's JAM's ballistic, but it would be best to keep that of M16, to keep balance between M16 and AK74M.

[edit]

Oh great, I looked into GRAA config to see how does it replace BI weapons...

...and damn, I dont understand it at all.

Guess that my plans have just gone south.

Edited by Vultar

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Ok.Quick example.

Look at the config,in the WW4 folder.Find the entry for class SoldierWB.

If you have all the WW4 addons,then the weapons are defined already.

Go to the "weapons[]" entry.Instead of M16,put in a WW4 class.For example,

WW4_M16.The class names can be found in the "Classes" folder of the mod.

weapons[]={"WW4_M16","Throw","Put"};

Then change the magazine type to a WW4 class.

magazines[]={"WW4_W556_30Bmag","WW4_W556_30Bmag","WW4_W556_30Bmag","WW4_W556_30Bmag","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};

The default soldier is now armed with a WW4 M16 and magazines.

Obviously you'll need to change more entries to balance things out.

But technically it's not a complicated process,just a lengthy one.

:)

Edited by Macser

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Thanks, but what I wanted to do is replace BI weapons, so that they disappear from the game. Not just default soldier's loadout.

And not only model, but every setting along with magazines.

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Well.That's what that "loadout" did.If I was to play a BIS campaign,the basic

west soldier would have a WW4 M16 and magazines,instead of the default versions.

Any class is editable.You can edit any existing class and give that to the default units.

Or create a completely new class to equip them.It's up to you.

But if you want to change the fundamental settings of every weapon/ammo class in a

config,your in for a very long haul. :)

Edited by Macser

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Well.That's what that "loadout" did.If I was to play a BIS campaign,the basic

west soldier would have a WW4 M16 and magazines,instead of the default versions.

Any class is editable.You can edit any existing class and give that to the default units.

Or create a completely new class to equip them.It's up to you.

But if you want to change the fundamental settings of every weapon/ammo class in a

config,your in for a very long haul. :)

Maybe you are right. But this is exactly what GRAA did.

Using "this addweapon "M16"" gives you GRAA weapons

and there's no way to put your hands on BI m16.

What does this do? Not only every default soldier is equiped with new weapons, but in Resistance missions, where soldiers are equiped manually, they still have new weapons instead.

BI ammoboxes feature GRAA weaps, instead of default.

The solution you gave me works only for soldiers, and not for Res and ammoboxes.

This is why I would like to have a replacement of weapons - like this in GRAA.

Something like this

class AK47CZ:AK47

{

scopeWeapon=2;

scopeMagazine=0;

model="AK_47_v58_proxy";

modelOptics="\EST_Weapons\EST_optic_aks74u.p3d";

optics=1;

opticsZoomMin=0.35;

opticsZoomMax=0.35;

displayName="$STR_DN_AK47_CZ";

drySound[]={"weapons\AK74Dry",0.01,1};

modes[]={"Single","Burst","FullAuto"};

magazines[]={"AK47"};

};

Edited by Vultar

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The search engine up there is able to locate individual posts too, not only thread anymore like in the old forum.

So just look there :

http://forums.bistudio.com/showthread.php?p=1714491#post1714491

I've read that post before and I know about that.

But it replaces ONLY model.

The sound, optics, mags etc. stay the same. :(

I would like it to be Exactly like ww4_m16.

Thanks for effort.

By the way, you said

"There are other replacement mods"

Yes there are... but after playing with ww4 I cant imagine using any other mod, tbh.

Even Graa goes to hell.

[edit]

Today I have no more time, but tomorrow I will look into it. I know how to change optics and mags, still looking for sound.

I think I can handle it...

From what I see, SOUND is depending on magazine.

Then, to get WW4 ballistic and sound all I need is to replace "M16mag" with "WW4_W556_30Bmag" ?

Then load this mag into basic M16 (but with new model, optics, picture) and everything is done?

Edited by Vultar

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In the case of the BIS config, the weapon sounds are defined in the firemodes.

BIS M16 :

	class Single
		{
		ammo="BulletSingleW";
		multiplier=1;
		burst=1;
		displayName="$STR_DN_M16";
		dispersion=0.0002;
		sound[]={"Weapons\M16Single",1.0,1};
		soundContinuous=0;
		reloadTime=0.07;
		ffCount=1;
		recoil="riffleSingle";
		autoFire=0;
		aiRateOfFire=5.0;
		aiRateOfFireDistance=500;
		useAction=0;
		useActionTitle="";
		};

	class Burst
		{
		ammo="BulletBurstW";
		multiplier=1;
		burst=3;
		displayName="$STR_DN_M16_BURST";
		dispersion=0.0004;
		sound[]={"Weapons\M16Burst",1.0,1};
		soundContinuous=0;
		reloadTime=0.1;
		ffCount=3;
		recoil="riffleBurst3";
		autoFire=0;
		aiRateOfFire=5.0;
		aiRateOfFireDistance=500;
		useAction=0;
		useActionTitle="";
		};

sound[]={"Weapons\M16Single",1.0,1};

define where the engine pick the sound.

replace this by

sound[]={"\nameofPBO\yoursound.wss",1.0,1};

And the engine will look for yoursound.wss that is found inside of nameofPBO.pbo from your mod\Addons\ folder.

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Reloading BI M16 with "ww4_w556_30bmag" added WW4_M16 sound.

The name next to ammo count changed to "5.56 Semi", but remained "M16" in action menu.

Perhaps I just need to replace:

"M16mag" with "ww4_w556_30bmag"

And that should do the trick.

This is all I changed:

	class M16:Riffle
	{
	scopeWeapon=2;
	scopeMagazine=2;
	valueWeapon=0;
	valueMagazine=1;
	model="\ww4_wpn\ww4_M16.p3d";
	modelOptics="\ww4_wpn\mi\optic_m16.p3d";
	optics=1;
	opticsZoomMin=0.35;
	opticsZoomMax=0.35;
	reloadMagazineSound[]={"\WW4_Sounds\sounds\M16Reload.wss",0.010316,1};
	picture="\WW4_Magazines\gear\m16.paa";
	displayName="$STR_DN_M16";
	displayNameMagazine="$STR_MN_M16";
	shortNameMagazine="$STR_SN_M16";
	drySound[]={"weapons\M16dry",0.01,1};
	magazines[]={"WW4_W556_30Bmag","WW4_W556_30BHDmag","Mortar"};
	modes[]={"Single","Burst"};

Class single and Class burst are left unchanged.

When a "ww4_w556_30bmag" is loaded, as I said, the only difference between "m16" (M16) and "ww4_m16" (M16A4) is the name.

Btw:

[bug] SpecOp and ShadowOp armor too high.

They are able to survive .50cal shot. It's impossible.

I think that Recon's armor should be the limit.

[optional] USMC sniper should use M40 and not M24.

Edited by Vultar

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The armor values are not too high as it is balanced with what kind of fictional armor i had in mind for the gameplay, it's the 50cal damage that will need a little increase as it is a bit too low.

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I have changed classes "single" and "burst" with ones from ww4_magazines.

Everything is fine. M16 is replaced, default soldier is able to use it and so on.

But since "M16" is class for both weapons and mag, they share the same picture. I have no idea how to change it.

Picture of what I managed to do So Far.

Help, anyone? :)

Haha, to think that I still have hope you will change your mind :P

[edit]

Sanc, could you tell me why floating zone has been removed?

Edited by Vultar

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Open the dta folder and copy file dtaext.pbo from there to your mod's dta folder (if it does't exist - create it).

Depbo the dtaext. There is 'equip' folder inside. There you can see HTML docs with technical data and information/history of the weapons in different languages. You can modify it freely.

And there are two folders inside: 'w' and 'm'. W-folder for weapon icons, and M - for magazines icons. Just replace standard icons with yours of the same name and that's all.

For example, w_m16.paa - means, that it is M16's icon. Make or get a new icon, name it w_m16.paa and replace the standard one with it. And delete that 'picture' line, if you have one, from your m16's config.

That's the way it should be done for STANDARD OFP weapons like M16, AK74, PK, M60 and so on. Config is not used to assign picture for them.

Edited by Nimravus

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Yeah so basically I am done. Pictures are all that's left.

It's just M16, though. Now time for approx. 20 other weapons.

Ouch.

Some of them I am going to replace with others, as their counterparts are not included in ww4modpack.

For example: M21 with M40 (As it was in service in '85)

or Bizon with AKSU SD, etc.

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Well I see I gotta reinstall my Goty.... Thanks Sanc for the update. Also Sanc is there anyway I can have the GRAA m16 iron sights? I love how those look vs the black box of the original.

Edited by njmatrix

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Well I see I gotta reinstall my Goty.... Thanks Sanc for the update. Also Sanc is there anyway I can have the GRAA m16 iron sights? I love how those look vs the black box of the original.

Read previous few pages. We are currently talking about it.

I am working on it and maybe soon I will upload this modification.

You can always do it yourself.

In ww4mod21\bin\CONFIG.cpp Find:

class M16:Riffle

and replace below

modelOptics="optika_m16";

with

modelOptics="\ww4_wpn\mi\optic_m16.p3d";

But this is just for M16.

Or perhaps if there are enough people to convince Sanc to do this...

...then maybe he will... damn, it's my dream...:p

[edit]

@njmatrix

	class M16:Riffle
	{
	scopeWeapon=2;
	scopeMagazine=2;
	valueWeapon=0;
	valueMagazine=1;
	model="\ww4_wpn\ww4_M16.p3d";
	modelOptics="\ww4_wpn\mi\optic_m16.p3d";
	optics=1;
	opticsZoomMin=0.35;
	opticsZoomMax=0.35;
	reloadMagazineSound[]={"\WW4_Sounds\sounds\M16Reload.wss",0.010316,1};
	displayName="$STR_DN_M16";
	displayNameMagazine="$STR_MN_M16";
	shortNameMagazine="$STR_SN_M16";
	drySound[]={"weapons\M16dry",0.01,1};
	magazines[]={"WW4_W556_30Bmag","WW4_W556_30BHDmag","M16"};
	modes[]={"Single","Burst"};

	class Single
	{
		ammo = WW4_West_556x45_Single_Bullet;
		multiplier=1;
		burst=1;
		displayName="5.56 Semi";
		dispersion=0.0002;
		sound[]={"\WW4_Sounds\sounds\M16Fire.wss",db0,1};
		soundContinuous=0;
		reloadTime=0.075;
		ffCount=1;
		recoil=WW4_556x45_RifleRecoil;
		autoFire = 0;
		aiRateOfFire=0.850000;
		aiRateOfFireDistance=500;

		useAction = false;
		useActionTitle = "";
	};
	class Burst
	{
		ammo = WW4_West_556x45_Burst_Bullet;
		multiplier=1;
		burst=3;
		displayName="5.56 Burst";
		dispersion=0.0004;
		sound[]={"\WW4_Sounds\sounds\M16Burst.wss",db0,1};
		soundContinuous=0;
		reloadTime=0.075;
		ffCount=3;
		recoil=WW4_556x45_Rifle_Burst_Recoil;
		autoFire = 0;
		aiRateOfFire=1.00000;
		aiRateOfFireDistance=500;			
		useAction = false;
		useActionTitle = "";
	};
};

This should replace default M16 COMPLETELY with new ww4_m16.

[edit]

Question. If I made a mission in editor and saved it as single mission, where can I find it?

It's in 'Single Missions' ingame, but can't find it anywhere on my disc.

I can't find answer on the forum.

[edit]

I just made myself a firefight using about 250 troops. Performance is great.

Firefight looks and feels outstanding, Sanc, what you do is just indescribable.

The new way of using binoculars is simply marvelous.

Edited by Vultar

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When you save a mission in the mission editor, your mission should be in :

...\Codemasters\Operation Flashpoint\Users\YourUserName\missions\

When you save as a Single Player mission from the mission editor, the mission should appear as a .pbo in :

...\Codemasters\Operation Flashpoint\Missions\

Now if you're running vista/window7 it is done a bit differently :

http://forums.bistudio.com/showthread.php?t=69433

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Aew, virutalstore.... Thanks.

I looked in the AppData but forgot about virtual store...

Can I upload missions for ww4 here?

I was messing around in editor looking for bugs and came across a nice idea:

Snowy weather, Kolgujev.

A group of 12 West ShadowOps was assigned a task.

Eliminate russian Specnaz team. Beware, locals call them "Ghosts". None of the previous forces returned home. You're already dead. Good luck.

Hint: There's just 8 of them.

http://www.mediafire.com/?dgt17b7bx7bb0b6

I hope the mission will work as it should. It's just a very simple mission. My first public.

Have fun. I have never managed to kill them.

Edited by Vultar

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Ok thank you Sanctuary.

Another question:

What I see is that ww4 config does not include RES weapons.

Does that mean I can simply ADD replacement for them to that config?

By the way, my work is going pretty smoothly, so far M16 and XM-177 replaced.

Thanks for all the help ;)

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