Will custom *.inf for weapons cause bad assets? The stock inf's don't really tell much about the weapon. IMHO I've made better ones. Would using them cause bad assets?.
I don't have direct bad experience with the .inf files, but since they don't seem to change code in any way, i.e. they're only text files, afaik, then it probably shouldn't have any conflicts. Then again, I could be wrong. I'm not at home in front of the game, so can't prove it. I'll let the real gurus answer next. :D
Well as soon as I get the time (mauhaha) I'll test it myself.
No, they don't cause bad assets, but only the owner of the altered file can see whatever is in it.
That would be ok. Thats what I was hoping for. Meaning that basically I could put out a inf pack and then people could download it (good for newbies) and it would not cause bad assets.
Is there any way to make an ODF use another ODF for the description, thus locking people to using that description?
I have a set of weapons I would rather NOT be easily distinguishable if someone knows how to edit INF files.
You could always try:
[GameObjectClass]
...
unitInfo = "xxx.odf"
I wouldn't be surprised if it would work.
I think basename is used to give similar units the same inf description. That is the impression I got when I looked through several odfs in the past. It was the main reason I couldn't get certain infs working for G66 and FE Pt 2. The units I wanted to tweak, had the same basename as a preexisting bz2 unit so I wouldn't be able to change its description without changing the stock unit's description.