I'm making a stock mod..
Just messing around with weapons and stuff putting them in armory, etc. Like Rocket is going in the Rocket section.
Adding Interceptor to Factory.
Trying to get pilots to be able to be built.
With permission from Natty I want to add a few G66 units EX. Puma
Hoping to get APC turret to actually work, make it pilotable. (More like a fury) -Maybe a whole separate ship that can use turret
Sentry being able to use rocket (I've always thought rockets suit Sentries since Mission 1)
Rocket Towers, etc.
Mortar Scout
Problems:
-I can't find the Recycler ODF files
-I can't find the ivCons or fvCons files (constructor odf files)
-I can't find the fvSent files
-Can't make weapons worth more scrap (rocket costs 3 scrap???)
This is my second time playing this game after a two year break, in which I threw away the CD (not answering questions on it), and got the game via ISO file.
Help with the problems would be greatly appreciated.
Suggestions as well.
-Thanks.
Mortar scouts for Scion. (They need another mortar ship.)
Recy files are easy enough to find:
*vrecy.odf
*brecy.odf
* Being the racename, either I or F with stock.
Pak Explorer (http://www.bzscrap.com/downloads/Utilities/PakExplorer.exe) in case you don't already have it. Much easier to find things using that.
Thanks much. Especially you Feared_1.
You've solved numerous amounts of my problems.
I'm indebted to you.
Quote from: Steeveeo on November 26, 2008, 04:22:44 AM
Recy files are easy enough to find:
*vrecy.odf
*brecy.odf
* Being the racename, either I or F with stock.
The problem is, I haven't found the IVrecy, FVrecy, FBrecy, and IBrecy files; they're not there.
Extract all ODF files using Pak Explorer without using the directory tree. The ODF names will end up in alphabetical order in whatever folder you specify, and you can find ivrecy.odf, fvrecy.odf, ibrecy.odf and fbrecy.odf.
VSMIT.
They are in data.pak.
- objects
-- ISDF or Fury
--- buildings or vehicles
You will find them under various folders in there.
or patch13.pak in case youre using PB4/any of the Public Betas.
pilots are EASILY buildable. stock pilots you wont be able to command, but you can with a few new ODF entries. check out XMOD's files for details.
QuoteHoping to get APC turret to actually work,
Can't be done while keeping apc functions. The class does not do turrets.
Quotemake it pilotable.
Can be done.
yeh unfortunately the APC's turrets cannot work. shame, because itd be freakin awesome if they could, and not such an easy target.
I've always thought rockets and salvo rockets make cool weapons. The only problem is that they're overpowered for strat usage. Rocket has 300 range and does a little too much damage, and salvo does a ton of damage against buildings. If I were to make an ODF mod, i'd lower rockets range to 150 or so (maybe give it a slightly faster speed to compensate), and water down the salvo (mini-salvo) quite a lot. Scions need good rockets too, and 'rocket' would be kind of a cool weapon, especially considering that sentries are useless when you get arc cannons or sonic blast.
The Scion 'Brawler' rocket bomber has a sonic missile which fits your criteria.
Forgot about sonic rockets! Yes, they're quite awesome.
If a little slow. But still, I guess that's the same for the rocket. I always hate it in deathmatch when I get landed with an interceptor.
Everyone hates it when they land and get an interceptor. :-D
Yet when I am still in the air, the AI blasts me apart with rockets from behind... how the hell can they do that? It is impossible for a player to aim that high!
Further evidence that the AI cheats, to be added to the fact that they seem to be able to build endless scavengers even when they have no scrap pools.
Quote from: Zero Angel on November 27, 2008, 05:10:22 AM
I've always thought rockets and salvo rockets make cool weapons. The only problem is that they're overpowered for strat usage.
I think that salvos are what makes the Rocket Tank unique. It gives it the kind of Mauler feel.
Does it?
Yeah. It gives it a FANG kind of feel to it.
hehe your stuff sound a lot like my mod---Ive been able to do just about all the stuff youve asked about except for the apc guns....tho I hardly use the things except out of boredom---lesse
To change the types of wepons a ship can carry you need to dl the .xsi pack from bzscrap.com, and edit the information for the particular ship model that goes with whatever ship you want to modify---for example i editid my assault tank's mortar mounts to combat mode mg mounts. What you have to do is open up .xsi--(the ships actual model) and change the mount you want into hp_mortar. So say you want to change the missile to a mortar you would go into ivscout00.xsi and change all the hp_missle entries into hp_mortar. then edit the .odf to match Viola mortars on scouts.
Same goes for the sentry, but id just add the dragoon and beef up its ammo values a bit it does the gun/missle thing pretty good.
The scrap cost of weapons is determined in each weapons ap file, i.e. the box you drop from the armory. thats where you set the build tree for each particular wep and its cost
[GameObjectClass]
geometryName = "apgun00.xsi"
classLabel = "wpnpower"
scrapCost = 20 <----Here is your scrap cost
scrapValue = 0
maxHealth = 150
maxAmmo = 0
unitName = NULL
aiName = "PowerUpProcess"
lightHard1 = "hp_light_1"
lightName1 = "omnicyan"
unitName = "20mm Cannon"
aiName = "PowerUpProcess"
requireCount = 1
requireName1 = "ibsbay"
requireText1 = "Build Service Bay"
[PowerUpClass]
soundPickup = "pickup01.wav"
soundReject = "reject.wav"
[WeaponPowerupClass]
weaponName = "gacannon_c"
Adding a new ship/weapon to the factory is as easy as adding them to the armory. just open up the data.pak files with pak explorer and you will see exactly how its done. same goes for the cons---Heres my build tree for a little mod i got going
[FactoryClass]
soundBuild = "ibrecy02.wav"
soundFinish = "iapc04.wav"
reloadMsg = "ivrecy12.wav"
rescueMsg = "ivrecy13.wav"
buildItem1 = "ivmisl"
buildItem2 = "ivhvymis"
buildItem3 = "ivtank"
buildItem4 = "ivrckt"
buildItem5 = "ivatank"
buildItem6 = "ivwalk"
buildItem7 = "ivawalk"
buildItem8 = "ivrbomb"
buildItem9 = "ivbomb"
[BuildGroup10] <---This allows you to have an extra menu to get over the 10 ship limit
buildLabel = "Extra Vehicles"
buildItem1 = "ivmb2"
buildItem2 = "ivrckt2"
buildItem3 = "ivdestroy"
buildItem4 = "ivapc"
buildItem5 = "ivmbtank"
Aaaand here's my constructor build tree with buttloads of extra gun/rocket towers just add the .odf names of the rocket towers etc. into them like they are shown and he can build them.
[ConstructionRigClass]
buildItem1 = "ibpgen"
buildItem2 = "ibfact"
buildItem3 = "ibcbun"
buildItem4 = "ibarmo"
buildItem5 = "ibsbay"
buildItem6 = "ibgtow"
buildItem7 = "ibtrain"
buildItem8 = "ibtcen"
buildItem9 = "ibbomb"
[BuildGroup10]
buildLabel = "Extra Towers"
buildItem1 = "atower"
buildItem2 = "agtow"
buildItem3 = "rtow"
buildItem4 = "Ltow"
And yeah your right Salvoes KICK ASS!!! :) I notieced in 1.2 that they were good out to about 155 yards instead of the ai's enguage range of 120 so i increaced it in my mod and Now the rocket tanks are obscenely good with them 2 or 3 of them backed up by some turrets can drop maulers in their tracks.
I'm kind of picking things up as i go.
Like i figured out the armory thing.
I'm more of a self-teacher
(I hope this is the right topic :-o)
When I try and edit my .PAK nothing will save. Its a copy + paste of data.pak.
Any suggestions?
Im thinking Data.pak may be read-only (meaning so would the copy), preventing you from saving.
make sure youre extracting the file to a directory OUTSIDE the .pak file before you save it, then import it again once changes are made.
opening and saving a file while browsing in the .pak file will have no effect.
You should not edit.pak at all. It is just an archive.
If you are altering data.pak then you are just breaking your install of bz2.
If you are making your own .pak, just remake it NEW from your original files every time.
Quote from: mrtwosheds on December 02, 2008, 09:50:41 PM
You should not edit.pak at all. It is just an archive.
If you are altering data.pak then you are just breaking your install of bz2.
If you are making your own .pak, just remake it NEW from your original files every time.
I never edit the data.pak