Has anyone figured out how to change weapon slots? I tried changing the single entry in gamemodesconfig.xml, but it did not change anything in-game. There are many object names that contain the word "primary" (or other types), for instance m17.primary.variable. It might be possible to change these to effect changes in the game.
Sorry.. Haven't had time to tinker with that.. you'd either need to find out yourself or wait some more :-()
I havent even gotten the bootstrap from gibbed installed yet, but am about to.
As soon as I get FC2 backed up. install Gibbed's tools, and extract the files, I am going to take a look.
One of my favorite mods for S.T.A.L.K.E.R., has been using the MP5 or a sawn off shotgun as a side-arm ( pistol slot ), instead of a primary weapon.
The biggest difficulty in that mod, was getting the MP5 or SO-shotgun, to display in the GUI inventory menues. It would w@&k with just changing the weapons parameters, but would cause a CTD whenever you attempted to open a trade dialog or loot dialog, which made it unusable.
Let me get this stuff setup and extracted, and I will see if I can help.
As a side note, I am so happy. Like a puppy with 2 peckers.
??? Almost too easy, lol :laugh:
Thanks for sharing, mate :) and a kudos +1 :-X :)
Indeed - excellent find :-X In fact, so it doesn't become lost among all the posts, I put it as a featured article in the Knowledge base Here's the direct link (http://www.openworldgames.org/owg/forums/index.php?action=kb;area=article;cont=58). ;)
Kudos from me as well!
Yep, that's it. Just be sure to change the title of the weapon to whatever slot you prefer, as well. I noticed this a while ago but never tried it out, never saw the need - does it w@&k?
Works like a charm - now my load out is:
- Primary: AR-16
- Secondary: 6P9
- Special: AS50
Excellent! Now I have the MGL140 in the special slot, where it's most useful. It's kind of a difficult loadout to have the used one found in the safehouse in east Leboa as a primary weapon early in the game with only a pistol as a secondary.
:-X
indeed :-()
Great find!
The best thing would be if you could just pick up three weapons and there would be no classes, but I don't think this could be in any way possible.
I really need some help with this. I've been trying and experimenting with this for 2-3 days now could someone upload or email me a patch.dat were I can use the mp5sd, m-16 or FAL in the fourth slot?
sorry, can't help there. But I do advise against handing out e-mail addresses to people you don't know (regards both sides)
Out of curiosity: What happens if you set all weapon slots to the same number? ???
Well.. look at it this way: Your pistol goes into whatever slot, say slot one. No other weapon can be equipped in that slot, for instance no sniper rifle. Now if you mod the sniper rifle and every weapons there are to slot one.. they'll all fit into that one slot but nowhere else.
So the answer would be: you could use any one weapon in that one slot, the other slots would remain empty because you wouldn't have weapons that fit anymore. That would be if weapons were modded to one slot.
I guess that it goes the other way round, too, like only the pistols can fit in any of the four slots, so you could run around with 4 pistols but no other weapons.
Set all slots to number one though, and you may be able to equip any weapon in any slot ^-^
But maybe the programmer's logic won't except four slots with the same number. You should try it, and see what happens ;)
Ziggy's mod made it possible to add any weapon anywhere, I actually ran around with 4 pistols once. I think the properties of all weapons need to range from 1 to 4 (slots) and the slots need to range from 1 to 4 (weapon types) so anything may go anywhere.
Edit: ^ FC3
I believe AB is correct in his assumptions regarding FC2. The weapons are assigned slots and can then only equip in that particular slot. For instance, the AS50 was assigned to the primary slot, but I wanted the M4 in that slot, so I changed the AS50 to the special weapon slot.
I haven't bothered to play Far Cry 2 so I will look in to it. I could set the number blank and see what happens.
Quote from: GKID7891 on December 30, 2014, 02:00:31 PM
... I could set the number blank and see what happens.
That's an interesting idea - weapon function might disappear altogether. Might be fun roaming Africa with no one having weapons other than machete and mounted weapons. >:D
Removing this line makes the weapon appear in the machete slot, but doesn't replace the machete, so you can hold more than 4 weapons at once >:D
You can press the machete key more than once to cycle through these extra weapons.
Nice find :-X Now I can make myself a walking armoury :laugh: >:D
wobatt mate, bloody hell, that is a cool information :laugh:
yet another useful find. Keep them coming :-()
I've been looking at how other released mods w@&k, and this little gem was in the Jackal mod.
I have the flare pistol as an extra weapon, because I like fire >:D
nice one :-D
Quote from: wobatt on December 31, 2014, 06:31:23 AM
I have the flare pistol as an extra weapon, because I like fire >:D
You and Art will get along very well, he can't liberate a post without burning it down to the ground ::) :-D
And I can't let anything survive, either :-D
Dang, wobatt, that was an excellent find - +1 for that! :-X
Now 'm wondering if changing the weapon slot to zero in that line would accomplish the same thing
My current patch compilations do not complete, probably because I reinstalled FC2 to vanilla to get rid of all the official patches (to get my tapes back), but this is definitely something I want to try
Hi PZ, changing the slot to 0 will make it replace the machete, only removing or commenting out the line entirely has this effect.
Nicely done, wobatt! :-X
Hi guys,
I made / am making a mod (found here http://www.moddb.com/mods/realmode/ (http://www.moddb.com/mods/realmode/)) and I have played around with weapons in different slots quite a bit. I have a version (not released) where any weapon can be assigned to any slot, but it takes a bit of w@&k in game to set it up. In the released one however, dropped AI weapons are picked up as special weapons. Both of these outcomes are created by creating a string of new weapons and associated pickups. IE the weapon you pick up, isn't the weapon they dropped.
I have also once lost my machete haha. A side effect of assigning more than 1 weapon to the machete slot can result in the machete being dropped when picking up a weapon that is assigned to the machete slot. It does seem stable with just having a single other weapon assigned to the slot, the flare gun is the obvious choice.
Also, if you save a game with some weapons in default slots, then change the patch files to change their weaponclass, you can then double up on all weapon slots, pushing the button twice to cycle between the weapons, I had a save game where was carrying 8 weapons!
Good find stoatoats :-X
+1 for adding to our modding ideas
agree, nice one :) +1 :-X
For some reason, I could ONLY have a pistol in the machete slot :o :laugh: :( I was unable to cycle between the G3 (which were not in that slot, but it should). The mercs couldn't use any weapons and they didn't drop it even if I killed them >:(( :laugh: I started a fresh game, but I will experiment with an old save ^-^