OpenWorldGames Server ONE

Video games => Far Cry series => Far Cry 3 => Topic started by: OWGKID on July 14, 2015, 04:46:53 AM

Title: Modding the weapon attachments.
Post by: OWGKID on July 14, 2015, 04:46:53 AM
So I checked the "Attachments" section in the weaponProperties today.

Apparently, these have the ability to override the "Ammo" section since a line called "magazineUpgradeReplacement"="50" determinates if the attachment gives an extended mag upgrade. This explains why I couldn't give the signature weapons more ammo by editing the "Ammo" section.

Another interesting find: The silencer. Yes, there is a line called "bAttachAtStart" type="Boolean">True/False"</field> (which exists for all weapons). This probably determinates if the attachment is integrated on the weapon from the start. Maybe I can FINALLY SILENCE the AMR  >:D >:D >:D (Didn't w@&k for the AMR  :-\\, but the line is set to "True" for the Shadow and Vector ;))
Title: Re: Modding the weapon attachments.
Post by: mandru on July 15, 2015, 05:26:14 AM
 :-X
Title: Re: Modding the weapon attachments.
Post by: PZ on July 15, 2015, 08:52:18 AM
Sounds interesting, GKID  :-X

Looking forward to reading the results of your experimentation
Title: Re: Modding the weapon attachments.
Post by: OWGKID on July 16, 2015, 04:28:42 AM
I could probably change the default sound for the AMR and replace it with the suppressed one  >:D
Title: Re: Modding the weapon attachments.
Post by: OWGKID on July 19, 2015, 08:27:44 AM
The sound worked great, the AMR now uses the silenced one  >:D Problem is, enemies can still find you  :(
Title: Re: Modding the weapon attachments.
Post by: Binnatics on July 19, 2015, 09:01:25 AM
 :laugh:

That's funny ^-^

More research has to be done, but you've come this far, you'll find the solution sooner or later ;)
Title: Re: Modding the weapon attachments.
Post by: OWGKID on July 19, 2015, 09:54:49 AM
I guess another parameter needs to be changed, but I will check it out later.  ;) >:D I remember from a FC2 modding thread here that some sound ranges had to be tweaked   :-D
Title: Re: Modding the weapon attachments.
Post by: PZ on July 19, 2015, 09:59:22 AM
Nice w@&k, GKID  :-X  You'll find a solution as Binn mentioned.  I seem to recall a parameter in the FC2 xml that controlled affected what the mercs could hear because the AS50 silent mod worked fine.
Title: Re: Modding the weapon attachments.
Post by: OWGKID on July 21, 2015, 09:25:07 AM
Found the solution  :-D >:D Had to tweak the "MuzzleStim" parameter :-() :-() :-D :-D
Title: Re: Modding the weapon attachments.
Post by: Art Blade on July 21, 2015, 10:46:50 AM
nice one  :-X :)
Title: Re: Modding the weapon attachments.
Post by: Binnatics on July 21, 2015, 10:57:38 AM
I knew you wuld finally get there :)

+1 for your perseverance :-X ;)
Title: Re: Modding the weapon attachments.
Post by: PZ on July 21, 2015, 08:18:06 PM
Quote from: Binnatics on July 21, 2015, 10:57:38 AM
I knew you wuld finally get there :)

+1 for your perseverance :-X ;)

X2  :-X
Title: Re: Modding the weapon attachments.
Post by: OWGKID on July 22, 2015, 12:54:15 AM
Thank you guys  ^-^ :-X