![]() ![]() About the second way - you will have to add wpn-weaponname_mnumber variable name to config\text\eng\string_table_enc_weapons.xml Of course you will probably want to give your weapon some fancy name, so you can bind it to those variables. Inv_name = wpn-weaponname_mnumber inv_name_short = wpn-weaponname_mnumber Inv_name = "This weapon really kicks ass" inv_name_short = "BIG Gun" Inv_name_short - short name of a new weapon You can use two values: on or offĭescription - description of new weapon (config\text\eng\string_table_enc_weapons.xml) $npc - it PROBABLY means: whether NPC can carry this type of weapon or not. $spawn - this is a name and section in level editor, whatever it means it goes in this manner: "weapons\wpn-baseweaponname" This means that: you created a new Obokan called wpn_abakan_m2 which inherited some features from wpn_abakan_m1 which inherits some features from the original Obokan (wpn_abakan) Now, if you want to create another one and use some features you enabled in wpn_abakan_m1, you can do this: Starting point of the new Obokan section will looks like this one: )įor example, say you want to create a new Obokan. :wpn_baseweaponname (m stands for modified) - new weapon section for programmers: it is something like object oriented approach (inheritance) for non-programmers: this is really helpful because we don't have to list all properties of our new weapon, we just inherit some properties from base weapon and then we can change base weapon properties by editing them in that way our new weapon will have "new features" (oh God, i hope this make sense. There are plenty such variables but I will cover only few, most valuable of them. But before we do this we have to know which variables can help us in this task. create and add weapon description in config\text\eng\string_table_enc_weapons.xmlĪs I said earlier we'll create new weapons by inheriting some properties from base weapons.create weapon properties file config\weapons\w_yourweaponname.ltx.create textures textures\wpn\wpn_yourweaponname.dds and bumps for it.create it somehow in ogf file - use the tutorials here: Weapon import and Weapon model creation (HUD).enable weapon (stash/task reward/trader's stock).(optional) create new textures and meshes (ogf files sucks so much!).(optional) create hud icon (inventory icon) of your weapon.inherit some properties from base weapon, add new features.create section with your weapon in config\misc\unique_items.ltx.This tutorial will describe this approach: (optional) edit weapon description in config\text\eng\string_table_enc_weapons.xml.if you want, you can reskin this weapon - textures are located in textures\wpn\, file name: wpn_weaponname.dds (FT 200M example: wpn_fn2000.dds) look at editing *.dds files below.edit file using information provided below to modd your weapon. ![]() your weapon is located in config\weapons\, file name: w_weaponname.ltx (example: w_fn2000.ltx for FT 200M).This is the simplest way, however you can't edit unique weapons: I will give you a short description for each way: Make frequent use of officers/snipers as forward observer to make it easier to reveal enemy position in the fog of war, Use of tanks and Artillary to support your advancing infantry and vice versa.There are three ways to mod weapons in stalker. ![]() Would Recommend playing on a very long campaign with this while using mods that increases unit vision/combat ranges and if possible with fog of war turned ON. This mod should work with pretty much any other mod as long as it doesn’t change the Dynamic Campaign difficulty settings file. Conquest_Enhanced and any other mods that changes the dynamic campaign difficulty files Plus some changes to enemy AI veterancy per difficulty and Resource rewards per map type. Increases Unit Cap in Dynamic Campaign Mode and Increase Enemy AI Army size/veterancy to balance out the increase in Player Army, Makes it more challenging.ĪI Max Resource Factor (Affects AI Army Size) : 4 (default is 1) ![]()
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