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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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