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04-04-2018, 07:05 AM #1
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Thanked: 0HOW TO ...Half life 2 Mod (Editing Weapon Stats )
File Name; Weapon_#NAME#.txt
Location Weapon_#NAME#.txt Notes; File Location (Default Install ) Steam/Steamapps/Common/#STOCK MOD#/hl2/Scripts/ Will be in stock directory no need to open GCF/PAK File Location (SDK Built Directory) Mod Directory(Dev Build)/src/cl-dll/ Must be created or copied from HL2 or other mods, Might not have all options in stock u may need to add them from here
Cvars;
//WeaponData (Include everything in the table in (orange)/(Pink)Indicates Variable Location/Type Of Input Required )
Setting Value Note; I.E./ Default "printname" "#****" Name As Show In Text In the Game "viewmodel" "models/weapons/v_******.mdl" Model The Player See's "playermodel" "models/weapons/w_******.mdl" World Model What Others See You Holding "anim_prefix" "*****" Animation Prefix (Anamations To Use ) "bucket" "*Number*" ?Unknown At this Moment? Shotgun
/3"bucket_position" "*Number*" ?Unknown At this Moment? Shotgun
/0"bucket_360" "*Number*" ?Unknown At this Moment? Shotgun
/1"bucket_position_360" "*Number*" ?Unknown At this Moment? Shotgun
/1"clip_size" "*Number*" Rounds Per Magazine "primary_ammo" "*Ammo-Class*" Type of ammo used "secondary_ammo" "*Ammo-Class*" Type of ammo used (Not Sure If It's Functioning Currently But I.E. Assault Rifle With Grenade Attachment ) "weight" "*Number*" Weight to move gun around effects speed and movement (I.E. a shotgun is default at 4) Shotgun
/4"rumble" "*Number*" ?Unknown At this Moment? Shotgun
/5"item_flags" "*Number*" ?Unknown At this Moment?
/Admin Restriction ?Shotgu (Note You can have up to 16 diff sounds for each gun and sound type I.E. 16 sounds for empty for a pistol so u dont have the same one over and over)
//SoundData(Include everything in the table in (orange)/(Pink)Indicates Variable Location/Type Of Input Required )
Setting
Value Note; I.E/
Default"reload" "Weapon_*Name*_Reload" (See Right Side and below For More INFO) "reload_npc" "Weapon_*Name*_Reload_npc" (See Right Side and below For More INFO) "empty" "Weapon_*Name*_empty" (See Right Side and below For More INFO) "single_shot" "Weapon_*Name*_single_shot" (See Right Side and below For More INFO) "single_shot_npc" "Weapon_*Name*_single_shot_npc" (See Right Side and below For More INFO) "special1" "Weapon_*Name*_special1" (See Right Side and below For More INFO) "special2" "Weapon_*Name*_special2" (See Right Side and below For More INFO) "burst" "Weapon_*Name*_burst" (See Right Side and below For More INFO)
SOUND NOTES;
Where Are The Stock Sounds ?....
They Are In the Vpk folder (Really Just a Folder that Steam Tried to Hide From You )and to open it you need to get a program that can extract the contents , i use GCF Scape But it has to be a newer version to open vpk's steam used to use gcf files but for some reason to be a pain in the ass they moved them and changed the file type here is a link to GCFScape's home page
http://nemesis.thewavelength.net
MUSY BE 1.7.1Or Better To Open.VPK files
BUTTT if your lazy u can just download some zip folders i have on my private webspace (Half-Life Source .Gcf Contents Not Half-Life 2 and they are from back when steam used Gcf Around Nov 17, 2016)that might be a bit outdated but u can pick out of the list of .zip folders and just grab the section you need but id still recommend getting gcf scape its great being able to look around in all the files steam tried to hide from you
Custom Gun Sounds? (Test Needed)i haven't tried this yet but will be soon so im not 100% sure im assuming the cfg would go like this----------------------------
"reload" "hl2/custom/weaponfx/Gunfx.wav"
//(more than likley will have to make these files and they have to be here when your adding anything custom(Models-Sounds-Materials) idk why but its annoying as fuck )
[COLOR=#ffa500]----------------------------
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04-04-2018, 09:36 AM #2
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- Feb 2017
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- cleveland ohio
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Thanked: 0File Name; Weapon_#NAME#.cpp
Location Weapon_#NAME#.txt Notes; File Location (Default Install ) Not Located In Stock Game Only found in DEV-Build Mod Dir. File Location (SDK Built Directory) Mod Directory(Dev Build)/src/dlls/hl2_dll When you build your own mod using the Source SDK will be created for all stock weapons, for a custom weapon copy or build one from the info here
//Weapon Accuracy
(This comes off very confusing at first glance ........................ DONT WORRY it is confusing as fuck lol )
,,well i mean i kind of understand whats going on here its the bullet spread in variousACTIONSso i left the default up here for an ak-47 but the idea is the smaller the "VECTOR_CONE_2DEGREES;}" the more on target your rounds will be ill post a couple more defaults in a good range of weapons here so u could have a reference ..Now i am a bit confused why it repeats is it because its burst mode and one is for the first shot ? or i dont know ,Now if you look at the pistol i added why is it so short ? i think the ak-47 i got was custom made from a tutorial and this pistol is stock hummm lets find another ...looking over the mp5 there isnt a static vector at all now is that because the gun is accurate by default but i did find some other cvars to remove accuracy so what this deemed enough by valve ...i find myself more confused now that when i first started this page ????(T)(?)
(?)//Accuracy (AK-47 Default)
static Vector cone=VECTOR_CONE_1DEGREES;
if (m_bInZoom)
{
if (m_iStance==E_DUCK)
{ cone = VECTOR_CONE_0DEGREES;}
if (m_iStance==E_STAND)
{ cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE)
{ cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_RUN)
{ cone = VECTOR_CONE_3DEGREES;}
if (m_iStance==E_INJURED)
{ cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_JUMP)
{ cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_DYING)
{ cone = VECTOR_CONE_10DEGREES;}
}
if (!m_bInZoom)
{
if (m_iStance==E_DUCK)
{ cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_STAND)
{ cone = VECTOR_CONE_1DEGREES;}
if (m_iStance==E_MOVE)
{ cone = VECTOR_CONE_2DEGREES;}
if (m_iStance==E_RUN)
{ cone = VECTOR_CONE_3DEGREES;}
if (m_iStance==E_INJURED)
{ cone = VECTOR_CONE_4DEGREES;}
if (m_iStance==E_JUMP)
{ cone = VECTOR_CONE_5DEGREES;}
if (m_iStance==E_DYING)
{ cone = VECTOR_CONE_10DEGREES;}
}
int bs=BURST;
if (m_iBurst!=bs)
{
//for (int i=0;i<(bs-m_iBurst);i++)
for (int i = m_iBurst; i < bs; i++)
{
cone=cone+VECTOR_CONE_1DEGREES;
}
}(?)
//Accuracy (Pistol Default)static Vector cone;
if ( pistol_use_new_accuracy.GetBool() )
{
float ramp = RemapValClamped( m_flAccuracyPenalty,
0.0f,
PISTOL_ACCURACY_MAXIMUM_PENALTY_TIME,
0.0f,
1.0f );
// We lerp from very accurate to inaccurate over time
VectorLerp( VECTOR_CONE_1DEGREES, VECTOR_CONE_6DEGREES, ramp, cone );
}
else
{
// Old value
cone = VECTOR_CONE_4DEGREES;
}
return cone;
}[COLOR=#ffff00]
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04-04-2018, 12:37 PM #3
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- Feb 2017
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- cleveland ohio
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Thanked: 0Misc. Weapon Commands DroneZke.com Hidden-Mod.comIndex Of Symbols; (T)= Needs Tested(H)= Looking For Help |(I) = Just An Idea
(<3)= Like this
(?)=Confused
File Name\\
//any weapon_*****.cpp File Location //
\\Mod Directory(Dev Build)/src/dlls/hl2_dll //Command //Value \\Notes SetWeaponIdleTime*#.#* (I) Could be useful in creative ways sitting with a gun for a time and not using it when all the sudden it comes to life and dances around lol just an idea but i think this could be used in very unique ways m_bFiresUnderwater*True/False* ;Gun Works Underwater DECLARE_CLASS ( *Weapon-Class*, *Weapon-Group* ); Sets the weapon-class used in LINK_ENTITY_TO_CLASS ....Weapon-group (T)(?)LINK_ENTITY_TO_CLASS ( *Entity-name*, *Weapon-class* ); a tool for mapping configured in the weapon_*NAME.cpp* placing a point entity when mapping with the entity-name the weapon-class will be spawned in that location no need to add to the fdg for mapping
Saying Hello From Asia :D
Yesterday, 11:49 PM in Introductions section