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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Class-Based Combat Mod
I need elpolo's hex editing help. I also require a small team of 2 or 3 people to help me out, post here if you wish to help.
NOTE: I'll take care of all weapons, I just need generic actors of what I request
Currently Needed (Yes this is going to be based on battlefield 2 people, but when it's done it won't be) -A assault-type trooper -An engineer -A spec-ops type trooper (Battlefield players should know this one) -Sniper type dude -Medic type guy...
That's all for now...
Last edited by venn177 on Wed Jul 25, 2007 7:06 pm, edited 2 times in total.
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Wed Jul 25, 2007 3:06 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Class-Based Combat Mod
i can help to get a guy to hold more than one thing when he spawns, open up the scenes.ini, go to actors, and look for where it says Code: AddInventoryDevice = HDFirearm CopyOf = AK-47 just make another line and make another one so it says Code: AddInventoryDevice = HDFirearm CopyOf = AK-47 AddInventoryDevice = HDFirearm CopyOf = Pistol or in actors.ini go to the FG/BG arm and look for change it to you can do that for both arms and that should make him spawn with 2 weps
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Wed Jul 25, 2007 4:15 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Class-Based Combat Mod
Thank you, I just didn't know the addinventorydevice code, other than that I knew it, so thanks I'll get to work...
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Wed Jul 25, 2007 4:22 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Class-Based Combat Mod
Wait...where do I dump the code at?
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Wed Jul 25, 2007 4:30 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Class-Based Combat Mod
ill pm it to you so i dont take up forum space
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Wed Jul 25, 2007 5:07 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Class-Based Combat Mod
Thanks I got the pm...
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Wed Jul 25, 2007 5:25 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Class-Based Combat Mod
does it work for you
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Wed Jul 25, 2007 5:31 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Class-Based Combat Mod
whitty wrote: does it work for you Haven't tried yet but I'm sure it will...
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Wed Jul 25, 2007 6:42 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Class-Based Combat Mod
Updated first post with what I need now...
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Wed Jul 25, 2007 7:09 pm |
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Elpolodiablo
Joined: Sat Dec 23, 2006 12:37 pm Posts: 406
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Re: Class-Based Combat Mod
Quote: I just need generic actors of what I request
Generic actors are my specialty. also hex editing. Pm me with what needs doing.
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Thu Jul 26, 2007 9:12 am |
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Tappajatipu
Joined: Tue Jul 03, 2007 11:04 am Posts: 9 Location: In my Wicked Canarian Bird Cage
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Re: Class-Based Combat Mod
Well, actually im making Class Based Combat as a sideproject to fantasy mod. Like: Ranger: Bow and knife Wizard: Flame coming out of hands, etc. Warrior: 1-hand sword and shield that is nearly indestructible
So, there really is a setting than, when set to 0 will make something unbuyable? That'll help me a lot... (don't need to set prices to 10 millionz)
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Mon Jul 30, 2007 3:13 pm |
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Yon
Joined: Sat Oct 14, 2006 8:51 pm Posts: 155 Location: Chair
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Re: Class-Based Combat Mod
I know I pm'ed one of you with this idea. (seriously) Make sure you make the weapons unbuyable with that variable.
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Mon Jul 30, 2007 11:03 pm |
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venn177
Joined: Sun Mar 18, 2007 5:35 am Posts: 3778 Location: Largo, Florida
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Re: Class-Based Combat Mod
Yon wrote: I know I pm'ed one of you with this idea. (seriously) Make sure you make the weapons unbuyable with that variable. Trust me, I already did that. XD
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Mon Jul 30, 2007 11:03 pm |
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Yon
Joined: Sat Oct 14, 2006 8:51 pm Posts: 155 Location: Chair
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Re: Class-Based Combat Mod
-deleted by me-
I'll see what I can do.
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Mon Jul 30, 2007 11:08 pm |
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