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Video games => Far Cry 2 => Far Cry series => Single player modding => Topic started by: OWGKID on January 29, 2015, 12:54:39 AM

Title: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on January 29, 2015, 12:54:39 AM
I don't know if you guys know this already, but here are the weapon definitions from the gamefiles. (they should be found in a .lua file called "weapons.lua" according to the gamemodesconfig.xml). Useful if you want to re-arm your enemies/buddies

Assault rifles

Explosives (throwables)

Launchers

LMGs

Sniper rifles

Shotguns

Special weapons

Pistols/SMGs

Some weapons have a "_Merc" ending which may suggest some weapons are coded separately for the mercs. Not all of the weapons have this.

Added the definition for the 6P9
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on January 29, 2015, 08:22:15 AM
Nice w@&k, GKID  :-X +1

Too bad about the silent Makarov though, I'd have loved to see the mercs equip the 6P9 using the original weapon strength characteristics - that way it would take them at least two full magazines emptying into my chest before I would fall.  :-()
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on January 29, 2015, 08:42:22 AM
Yeah. I don't know where to find the "weapons.lua". Will search through the bin folder tomorrow and see what I get. Hopefully, the mercs can enjoy a stealth loadout  >:D >:D :-D :-D
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: stoatoats on January 31, 2015, 04:11:39 AM
You can re arm the mercs by editing the gamemodesconfig file.
Under the section 'InventoryPacks' you can change the weapon archetype you will see for other pistols to "weapons.Secondary.SilencedMakarov_6P9"

In my mod I have removed the mercs weapons changing depending on your level, and just added a probability to each weapon eg:
<SecondaryWeapon  probability=".15" archetype="weapons.Secondary.SilencedMakarov_6P9" />
means the mercs have a 15% probability of using the silenced pistol.

The _Merc suffix is used on some weapons that are identical to the normal version, except that they are defined as primary weapons rather than special. This is because the mercs are unable to use special weapons, due to lacking the slot for them.
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: Art Blade on January 31, 2015, 06:03:19 AM
nice one, thanks mate :)
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on January 31, 2015, 09:27:06 AM
Nice one, stoatoats +1  :-X

I assume using a value of 1.00 results in a certainty that the mercs will be armed with the 6P9 - that would be hilarious  >:D
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on January 31, 2015, 11:49:06 AM
Quote from: stoatoats on January 31, 2015, 04:11:39 AM
Under the section 'InventoryPacks' you can change the weapon archetype you will see for other pistols to "weapons.Secondary.SilencedMakarov_6P9"

The _Merc suffix is used on some weapons that are identical to the normal version, except that they are defined as primary weapons rather than special. This is because the mercs are unable to use special weapons, due to lacking the slot for them.

That probably explains why I encounter the mercs with the AS50 on their backs  :laugh: :laugh: :laugh: :laugh:  :-X  1+ thanks for your help finding out the 6P9 code  :-() >:D Btw, I want to get rid of the level definitions on the weapons and again, thank you  :-D

@PZ a value of 1.00 meams there is a 100% chance that the mercs spawn with the 6P9
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on January 31, 2015, 03:35:43 PM
Dang, I wish there was an easy way to merge mods.  I like my mod the way it is, but would like to see the mercs armed with the different weapons, especially the 6P9
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: Hell Diguner on February 01, 2015, 12:52:43 AM
Way back when, the whole point of explaining how to do these different mods was so people could mod their game the way they wanted to without trying to "merge" mods or even upload data files.

You could intentionally equip the merks with newly defined special weapons they cannot use, so they become walking loot sacks. I think pickups.xml defines variants of the more general definitions in the WeaponProperties.xml file. It seems to define the rusty weapons the NPCs drop... So the player picks up a rusty Carl-G special weapon instead of a pristine Carl-G primary weapon.

Also, there's a whole lot more defined weapons in the weapons.xml in World 1, 2 and the DLC
MountedWeapons.M249_FishingBoat
MountedWeapons.M249_SandBags.Multi
Secondary.MAC10.Mikes_Rusty
Special.Flare_Gun
Special.Mortar.Mortar_Merc
etc.
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on February 01, 2015, 01:16:16 AM


I have to use the tools (unpack and pack) on my custom patch to re-mod it.
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on February 01, 2015, 09:23:06 AM
Indeed - that is way too much trouble, but I might try it one of these days when I have the inclination.  However, there is something wrong with my patch files, I can't compile them any more.  I keep using an old save file where you exit the Church ready to go open world and it works fine.
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on February 01, 2015, 10:33:00 AM
 :( :( That must suck
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on February 01, 2015, 02:28:41 PM
Oh, it's not too bad - I'll reinstall FC2 and patch to v1.03 an all should b good to go.  It kind of depends on the mid tools for FC4 though - I can see lots of potential there  :-X
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on February 02, 2015, 09:36:03 AM


Yeah, I'm not going to play FC4 until the mod tools are released  :-D :-D :-D
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: Art Blade on February 02, 2015, 09:40:55 AM
 :-D
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: wobatt on February 03, 2015, 04:09:43 AM
Quote from: PZ on January 31, 2015, 03:35:43 PM
Dang, I wish there was an easy way to merge mods.  I like my mod the way it is, but would like to see the mercs armed with the different weapons, especially the 6P9
There is a way to do it  :-D
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on February 03, 2015, 08:25:00 AM
Thanks wobatt, that's an excellent idea! +1  :-X
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: Art Blade on February 03, 2015, 09:19:25 AM
+1 :-X :)
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: OWGKID on March 16, 2015, 05:45:13 AM
Quote from: PZ on January 29, 2015, 08:22:15 AM
- that way it would take them at least two full magazines emptying into my chest before I would fall.  :-()

Regarding that: I took 5 magazines  :o >:D :laugh: to my chest before I had to heal. Btw, the Dart Rifle does VERY little damage when a merc shoots me with it :laugh: :-D
Title: Re: Far Cry 2 Weapon definitons (useful for re-arming the mercs)
Post by: PZ on March 16, 2015, 08:19:45 AM
 :laugh: :-X