mangamakerz 10 Posted March 11, 2015 Hai, I have mfcti missions, and they were fun to play, until I got bored with the weapons choice. I have ww4 weapons included in my modpack, and I want to replace the older weapons in mfcti with those weapons from the modpack, or even add them in the loadout screen, so I can purchase both old and new weapons. Is there any way to do that? I hope you guys can guide me :) thanks, Share this post Link to post Share on other sites
vran. 13 Posted March 11, 2015 I don't know for mfCTI but in crCTI you have to depbo the missions with a tool (winpbo, unpbo, Eliteness, etc.) and look for a .sqs file called 'initEquipmentTypes' and change the type of weapons there and then make a .pbo file back again with a right tool (winpbo, makepbo, Eliteness, etc.). Your other option is to replace the weapons in the config.cpp file which has to be unbinarized if it's in a .bin file (I use binview and Eliteness) and under 'class CfgWeapons' you can change the weapons. Hope that helps. Share this post Link to post Share on other sites
mangamakerz 10 Posted March 12, 2015 hmm.., unfortunately I couldnt find 'initEquipmentTypes' in mfcti, :( but, I found config.cpp inside the mfcti Addon file (not the mission file), Is that the true file? I checked inside it, and yes I also found 'class CfgWeapons', It sounds like this: class CfgWeapons { class Default {}; class Gun73:Default {}; class Gun105:Gun73 {}; class Gun120:Gun105 {}; class Gun125:Gun120 {}; //West rifles. class MGun:Default {}; class Riffle:MGun {}; class G36aBase:Riffle {}; class MFCTI116G36aBase:G36aBase { class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="G36"; dispersion=0.000200; sound[]= {"\G36A\g36a.wss",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo="BulletSingleW"; multiplier=1; burst=3; displayName="G36 Burst"; dispersion=0.001000; sound[]={"\G36A\g36a_burst",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="G36 Auto"; dispersion=0.000300; sound[]={"\G36A\g36a_full",1.000000,1}; soundContinuous=0; reloadTime=0.070000; ffCount=1; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class MFCTI116G36aMag:MFCTI116G36aBase { scopeMagazine = 2; picture = "\G36a\m_G36.paa"; }; class MFCTI116G36a:MFCTI116G36aBase { scopeWeapon = 2; magazines[] = {"MFCTI116G36aMag"}; }; class SteyrBase:Riffle {}; class MFCTI116SteyrBase:SteyrBase { class Single { ammo="BulletSingleW"; multiplier=1 burst=1 displayName="$STR_DN_ADD_STEYR"; dispersion=0.000200; sound[]={"\Steyr\Steyr",1.000000,1}; soundContinuous=0 reloadTime=0.100000; ffCount=1 recoil="riffleSingle"; autoFire=0 aiRateOfFire=2.500000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; class FullAuto { ammo="BulletSingleW"; multiplier=1 burst=1 displayName="$STR_DN_ADD_STEYR_AUTO"; dispersion=0.000300; sound[]={"\Steyr\Steyr",1.000000,1}; soundContinuous=0 reloadTime=0.070000; ffCount=1 recoil="riffleBurst3"; recoilFixed="riffleSingleFixed"; autoFire=1 aiRateOfFire=0.500000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; }; class MFCTI116SteyrMag:MFCTI116SteyrBase { scopeMagazine = 2 picture = "\Steyr\m_steyr.paa"; }; class MFCTI116Steyr:MFCTI116SteyrBase { scopeWeapon = 2 magazines[] = {"MFCTI116SteyrMag"}; }; class GrenadeLauncher:Default {}; class Mm1Base:GrenadeLauncher {}; class MFCTI116MM1Base:Mm1Base { magazineType = "4 * 256"; }; class MFCTI116MM1Mag:MFCTI116MM1Base { scopeMagazine = 2; picture = "\MM-1\m_mm1.paa"; }; class MFCTI116MM1:MFCTI116MM1Base { scopeWeapon = 2; magazines[] = {"MFCTI116MM1Mag"}; }; so which one that I should replace? Thanks also for your reply :) Share this post Link to post Share on other sites
vran. 13 Posted March 13, 2015 Here's example: 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; displayName="M16"; displayNameMagazine="M16 Mag."; shortNameMagazine="$STR_SN_M16"; drySound[]={"weapons\M16dry",0.01,1}; magazines[]={"M16","Mortar"}; modes[]={"Single","Burst"}; In that config it seems only G36 and Steyr are present so maybe you should try to copy/paste the other weapons from original OFP/CWA .cpp file or make a new one and put into BIN folder within a mod folder. Share this post Link to post Share on other sites
Ulmann 45 Posted March 13, 2015 Unpack MFCTI mission and find script Stats.sqs in someone folders, this script contain classnames for units, weapons and maybe vehicles. If you\somebody know how replace Vehicles in MFCTI, please, tell me! Share this post Link to post Share on other sites
krzychuzokecia 717 Posted March 13, 2015 hmm.., unfortunately I couldnt find 'initEquipmentTypes' in mfcti, :(but, I found config.cpp inside the mfcti Addon file (not the mission file), Is that the true file? I checked inside it, and yes I also found 'class CfgWeapons', Jedi mind trick:This is not the file You're looking for... OK, jokes aside - I don't know how CTI missions are made, but addon file only contains additional weapons/units/vehicles used in mission along with vanilla ones. Adding vanilla weapons to CTI addon won't do anything - You need to edit mission file, because that's were are listed weapons available in mission. Share this post Link to post Share on other sites
zulu1 145 Posted March 13, 2015 Nooby1 was half correct. You need to depbo a mission (not the addon). Once done there is a folder called "Loadouts", you need to edit the scripts found there and replace the weapons with the ww4 equivalent classnames. Save the scripts and re-pbo the mission. There maybe other scripts elsewhere that need the same edit. Share this post Link to post Share on other sites
krzychuzokecia 717 Posted March 13, 2015 there is a folder called "Loadouts", you need to edit the scripts found there Yup, however they don't contain "specialized infantry" like snipers and mgunners. I wonder were those are because I can't see them anywhere... Share this post Link to post Share on other sites
vran. 13 Posted March 13, 2015 I think easiest thing in his case would be to simply use the WW4 weapons replacement which can be found here. Just replace the WW4 config.cpp (found in BIN folder) with the one in this pack and you get the WW4 weapons replaced and configured in your mod. Share this post Link to post Share on other sites
nada 10 Posted June 22, 2015 since the downloads in the linked thread don't work anymore, does someone still have that file for WW4 2.5 or WW4Ext? Share this post Link to post Share on other sites
kenoxite 156 Posted June 24, 2015 (edited) To change the vehicles, infantry units and weapons used in MFCTI you need to edit the Stats.sqs file inside the Main folder (you have to dpbo the mission first). All the affected global variables you must edit end in "Names", but they are actually "Classes". Infantry units are defined in <side>SoldierNames (westSoldierNames, etc). Vehicles in <side>LightNames, <side>MiscNames, <side>HeavyNames and <side>AirNames (westLightNames, etc). For upgraded units (once the commander pays for it) you need to also edit the <side>UpgradedSoldierNames, etc. The names are similar to the variables from above. Weapons in <side>PrimaryWeapons (westPrimaryWeapons, etc), <side>Sidearms (westSidearms, etc), and all the ammo related global variables. Depending on what you change you might want to edit the stringtable.csv file so the mission uses proper names. As noted before, you will also need to edit most of the files in the Loadouts folder. You will also want to edit the mission.sqm so the playable units, civilian vehicles, etc already present in the mission are of the class you want. EDIT: To change the flags used by each side you must edit the entries around line 45 in the SetTownSideServer.sqs file, inside the Main folder. Anyway, it looks like MFCTI wasn't built with this kind of flexibility in mind. Changing one thing in stats.sqs requires further changes in the same file (related global variables) and others that use the global variables defined there (such as the buy scripts). A single edit can easily spread through several scripts that you should revise to avoid unwanted consequences. The only way to avoid all this would be to create a rewrite of that part of the mission, to make changing unit types more flexible and focused. But that's another whole deal and, if you want to reach that point, you might as well create a whole CTI mission yourself from the ground up. Edited June 26, 2015 by kenoxite Share this post Link to post Share on other sites
sanctuary 19 Posted June 25, 2015 Long time ago, i had made an adaptation of the everon MFCTI for WW4 using some WW4 stuff inside , you can depbo it with pbo decryptor 1.5 if you want, i don't remember which files are which, it's been so many years, so i can't help on how to implement different weapon/unit. I only tested this in solo in LAN MP with the AI , and it was working at the time, so i think it should still work :D dropbox download link Share this post Link to post Share on other sites