UFO:Alien Invasion
General => User modifications => Topic started by: cevaralien on May 04, 2014, 06:11:52 am
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Hi, nice to stay on this forum. This is a great game!
I`m playing 2.4 on linux. I`m triyng to do a new clip for assault rifle (armour piercing). I wrote the research and weapon_human files but my clip doesn`t works. I don`t know what i`m do wrong.
I only copy and paste the "rs_weapon_assault_ammo" and rename "rs_weapon_assault_AP_ammo" on the RESEARCH file and i copy and paste the "item assault_ammo" with the name "item assault_AP_ammo" on the weapon_human file.
Can anyone help me?
Another question. Where is the .txt files? i want to do some work on it, but in don`t know where they are.
Thanks.
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Bit difficult to say whats wrong without any files to check...try downloading my weapon mod http://ufoai.org/forum/index.php/topic,8001.0.html (http://ufoai.org/forum/index.php/topic,8001.0.html) its for 2.5 but the file layout is identical
And look at the revolver entries in research_ajg.ufo (the 3rd, 4th and 5th tech entries) and revolver.ufo for weapon and weapon mod (ammo) set up. The revolver has 2 ammo types and as its on its own in the file its easier to see whats going on.
If you have copied and pasted from the original files it's probably a missed bracket or typo so carefully check everything.
Hope this helps a bit.
*Edit*
I just noticed you dont mention the new ammo model you MUST have a model and I seem to remember you can not just point it at an existing model. However you can copy and rename the normal clip .md2 file (say to assault_ap) and point the weapon model data to that file.
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Thanks Antjam.
I will see your mod. I do the work before using the same model of the assault clip and it works, but i trying to do again but it doesn`t work.
Well, i will follow your advice.
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I made this in case your still having trouble. Once again its tested from 2.5 but should work. It adds ap ammo for assault rifle with 50 damage and heavy bullet weight plus a tech entry in civopedia and a duplicate ammo model. The text files are in the msgid folder by the way.
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Thanks!
Well, i saw and it`s very similar to my mod. I will post it
weapon_human.ufo
item assault_AP_ammo
{
name "_Assault Rifle Magazine"
model weapons/assault/assault_clip
type ammo
animationindex 0
shape "0 0 1 2"
center "0 0 0"
scale 1.25
price 100
size 3
is_primary true
dmgtype normal
weapon_mod assault
{
firedef
{
name "_Snap Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.2 1.2"
crouch 0.7
range 70
shots 1
ammo 1
time 8
damage "52 5"
dmgweight normal_medium
reaction true
}
firedef
{
name "_3-Round Burst"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-3x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "1.6 1.6"
crouch 0.7
range 70
shots 3
ammo 3
delaybetweenshots 10
time 12
damage "52 5"
dmgweight normal_medium
reaction true
}
firedef
{
name "_Full-Auto"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-8x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
sndonce true
speed 3000
spread "2.1 2.1"
crouch 0.7
range 70
shots 8
ammo 8
delaybetweenshots 10
time 18
damage "52 5"
dmgweight normal_medium
}
firedef
{
name "_Aimed Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1 1"
crouch 0.7
range 70
shots 1
ammo 1
time 14
damage "52 5"
dmgweight normal_medium
}
}
weapon_mod vhs
{
firedef
{
name "_Snap Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.0 1.0"
crouch 0.7
range 250
shots 1
ammo 1
time 8
damage "45 5"
dmgweight normal_medium
reaction true
}
firedef
{
name "_3-Round Burst"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.2 1.2"
crouch 0.7
range 70
shots 3
ammo 3
delaybetweenshots 5
time 10
damage "45 5"
dmgweight normal_medium
reaction true
}
firedef
{
name "_Full-Auto"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "1.8 1.8"
crouch 0.6
range 70
shots 6
ammo 8
delaybetweenshots 10
time 16
damage "45 5"
dmgweight normal_medium
}
firedef
{
name "_Aimed Shot"
skill assault
projtl bullet
impact bulletImpact
hitbody null
firesnd weapons/bullet-rifle-1x
impsnd impact/bullet-impact
bodysnd impact/bullet-bodyimpact
speed 3000
spread "0.75 0.75"
crouch 0.6
range 70
shots 1
ammo 1
time 12
damage "45 5"
dmgweight normal_medium
}
}
}
And research.ufo
tech rs_weapon_assault_AP_ammo
{
name "_Plasma And The Grenade Launcher"
type weapon
up_chapter equipment
description {
default "_grenl_plasma_ammo_txt"
}
pre_description {
default "_grenl_plasma_ammo_pre_txt"
}
mail_pre
{
from "_mail_from_paul_navarre"
to "_mail_to_base_commander"
// subject defined by "name"
icon icons/mail_tech
}
mail
{
from "_mail_from_paul_navarre"
to "_mail_to_base_commander"
// subject defined by "name"
icon icons/mail_tech
}
require_AND
{
tech rs_alien_body_armour
}
provides assault_AP_ammo
time 2500
producetime 12
}
Notice that i`m using the plasma grenade as a base for my mod (because i know that works) and the assault rifle magzine. I will use your mod for testing.
And another question, where is the .txt files? I don`t found them.
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My friend, i used your mod but it failed. Simply, the clip don`t show. I`m thinking it could be problem with the game itself.
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What do you mean by '*.txt files' ? The translations ?
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Yeah thats odd as I had it working in 2.5 even went to battlescape and killed an alien with them although you do have to manufacture a few first. But they should appear in the ufopedia immediately as there are no tech requirements.
Are you placing the files direct into the base directory or creating a mod folder and putting them there then starting as per http://ufoai.org/wiki/Mod (http://ufoai.org/wiki/Mod)
By .txt do you mean the "_grenl_plasma_ammo_txt" as these are in the msgid folder in the weapons.ufo file. As far as I'm aware UFOAI doesnt use any .txt files other than a few readme's
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Are you placing the files direct into the base directory or creating a mod folder and putting them there then starting as per http://ufoai.org/wiki/Mod
I`m placing it on the base directory. All my mods are there.
By .txt do you mean the "_grenl_plasma_ammo_txt" as these are in the msgid folder in the weapons.ufo file. As far as I'm aware UFOAI doesnt use any .txt files other than a few readme's
Yeah, i means that. That folder, msgid, isn`t on my 0ufos.pk3 or another .pk3 file. Can you explain me more about de msgid folder please? I want to do a research report for the researched ammo clip (that from Commander Navarre) but i don`t know where are these files.
thanks for your patience ;D
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Last modifying:
I`m now using linux, a distro based on debian wheezy. Before, i was using windows and i remember that folder. I will search in my windows-based computer.
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AFAIK 2.4 doesn't have the msgid (nor mods) directory, you had to add things to the *.po files back then...
I'm assuming you already researched the prerequisites, right?
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Damn...sorry to have lead you down the garden path cevaralien in my defence I did alot of model testing in 2.4 but switched for the actual mod as there was a major weapon re-balance in 2.5. Anyway I hope you can get it sorted (or get a copy of 2.5 it is a better all round game).
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Damn...sorry to have lead you down the garden path cevaralien in my defence I did alot of model testing in 2.4 but switched for the actual mod as there was a major weapon re-balance in 2.5. Anyway I hope you can get it sorted (or get a copy of 2.5 it is a better all round game).
Don`t worry my friend. I want to install 2.5 but i use linux and i`m not expert working with the system. I need a compiled version, just like de 2.4.
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Oh, you might want to share your ufoconsole.log there might be some error message that indicates what the problem is (see our FAQ (http://ufoai.org/wiki/FAQ#General))
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Don`t worry my friend. I want to install 2.5 but i use linux and i`m not expert working with the system. I need a compiled version, just like de 2.4.
There is an official Debian release being developed by apo (a Debian Games Dev). You can get the testing packages here: ftp://46.182.19.209/ufoai/ (http://ftp://46.182.19.209/ufoai/)
The thread can be found here: http://ufoai.org/forum/index.php/topic,7862.0.html (http://ufoai.org/forum/index.php/topic,7862.0.html)
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Oh, you might want to share your ufoconsole.log there might be some error message that indicates what the problem is (see our FAQ (http://ufoai.org/wiki/FAQ#General))
Ok, i will post my ufoconsole soon.
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There is an official Debian release being developed by apo (a Debian Games Dev). You can get the testing packages here: ftp://46.182.19.209/ufoai/ (http://ftp://46.182.19.209/ufoai/)
The thread can be found here: http://ufoai.org/forum/index.php/topic,7862.0.html (http://ufoai.org/forum/index.php/topic,7862.0.html)
I need to download all the files? If i download them, how can i install them?
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I need to download all the files? If i download them, how can i install them?
You don't need to download all of them, some packages (uforadient, ufoai-server, ufoai-music, ufoai-dbg, ufoai-tools) are optional.
The base minimum to download are:
ufoai (i386 or amd64), ufoai-common, ufoai-maps, ufoai-misc, ufoai-sound and ufoai-textures
To install them use dpkg:
sudo dpkg -i ufoai*.deb
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Thanks.
I do a wrong thing. I copied all these files on the final directory. The game doesn't works. I uninstalled it, but now when i try to reinstall the 2.4, an error occurs; the package is not recognized as a debian package.
I'm looking for a solution, so, when i found it, i will try to do the installation again.
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You don't need to download all of them, some packages (uforadient, ufoai-server, ufoai-music, ufoai-dbg, ufoai-tools) are optional.
The base minimum to download are:
ufoai (i386 or amd64), ufoai-common, ufoai-maps, ufoai-misc, ufoai-sound and ufoai-textures
To install them use dpkg:
sudo dpkg -i ufoai*.deb
Hi. I solved my linux problem. I'm now installing 2.4 on debian-based distro. i want to install 2.5, so i need to download:
ufoai-misc_2.5~git20131101-1_all.deb
ufoai-sound_2.5~git20131101-1_all.deb
ufoai-maps_2.5~git20131101-1_all.deb
ufoai-textures_2.5~git20131101-1_all.deb
ufoai-common_2.5~git20131101-1_all.deb
But, i when you said "ufoai (i386 or amd64)", you refers to: ufoai_2.5~git20131101-1_amd64.deb, or i need the 2.4 base to upgrade?
source of files: ftp://46.182.19.209/ufoai/
http://ufoai.org/forum/index.php/topic,7862.0.html
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But, i when you said "ufoai (i386 or amd64)", you refers to: ufoai_2.5~git20131101-1_amd64.deb, or i need the 2.4 base to upgrade?
2.5 is a completely separate installation, there is no upgrade. I do not know if the 2 versions packages will interfere with each other so I would suggest only installing 2.5 for now, and once that is working, then consider 2.4 if you still want to play it.
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2.5 is a completely separate installation, there is no upgrade. I do not know if the 2 versions packages will interfere with each other so I would suggest only installing 2.5 for now, and once that is working, then consider 2.4 if you still want to play it.
So, i must install this file also?
ufoai_2.5~git20131101-1_amd64.deb
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ufoai_2.5~git20131101-1_amd64.deb
If you are on a 64bit OS then yes. Otherwise you need the i386 file, but I expect you are on a 64bit system.
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If you are on a 64bit OS then yes. Otherwise you need the i386 file, but I expect you are on a 64bit system.
Yeah i'm on 64 bits, but it' doesn't works. No matter, i will continue on 2.4 while 2.5 launch officialy.
I'm modding the files now and i want to change de Stilleto as initial figther on base for the Sarracen. How can i change this?
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I'm modding the files now and i want to change de Stilleto as initial figther on base for the Sarracen. How can i change this?
Mmmm, that part is hardcoded IIRC. Sorry.
-geever
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Mmmm, that part is hardcoded IIRC. Sorry.
-geever
It's possible to use the models of 2.5 on 2.4? what i must change to do it?
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It's possible to use the models of 2.5 on 2.4? what i must change to do it?
We didn't change model formats so should be possible. Check the ufo scripts, models are usually scripted.
-geever
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Hi. I want to change a tech description. I will do a saracen dropship. I know how to do a research description but i want translate it. Where are the translated files?
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Hi. I want to change a tech description. I will do a saracen dropship. I know how to do a research description but i want translate it. Where are the translated files?
The *msgid:inter_saracen_txt like entries are defined in base/ufos/msgid/*.ufo files which are the source files for long text.
To translate we use the gettext lib, and the language files are in src/po/ (*.po). Use poedit (http://poedit.net) tool for translating!
To update the po files from the program source code (check for new/changed translatable entries) we have a make target: make update-po. It works well if you have the Git sourcecode checked out (on source package or just the installed version probably it won't do good job).
-geever
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The *msgid:inter_saracen_txt like entries are defined in base/ufos/msgid/*.ufo files which are the source files for long text.
To translate we use the gettext lib, and the language files are in src/po/ (*.po). Use poedit (http://poedit.net) tool for translating!
To update the po files from the program source code (check for new/changed translatable entries) we have a make target: make update-po. It works well if you have the Git sourcecode checked ouI t (on source package or just the installed version probably it won't do good job).
-geever
Thanks. If i do it, what about the maps with the Firebird? I mean, if i drop my soldiers using the Saracen-D (my mod ;D), the map will show the firebird? or it will crash? I don´twant to do the saracen design on the map.
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Thanks. If i do it, what about the maps with the Firebird? I mean, if i drop my soldiers using the Saracen-D (my mod ;D), the map will show the firebird? or it will crash? I don´twant to do the saracen design on the map.
In 2.5 the map assembler will use the id of the aircraft for the "dropship tile" ( aircraft <id> { <data...> } ). For crashed aircraft the code has a few constants (none for saracen)
-geever
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In 2.5 the map assembler will use the id of the aircraft for the "dropship tile" ( aircraft <id> { <data...> } ). For crashed aircraft the code has a few constants (none for saracen)
-geever
So, another way could be erase the firebird from every map and save it?