Recycler/Factory Unit Weapons
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- DarkCobra262
- Sabre
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Recycler/Factory Unit Weapons
Greetings again,
Ok so far I've managed to create my own recycler variant and such, however, it seems the only thing I am unable to find is where it lists the weapons for the units for customization... where would this file be, so that i may add new ones?
Ok so far I've managed to create my own recycler variant and such, however, it seems the only thing I am unable to find is where it lists the weapons for the units for customization... where would this file be, so that i may add new ones?
- Red Devil
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Re: Recycler/Factory Unit Weapons
iweapon.odf/fweapon.odf are the stock ones. you can name yours whatyouwant.odf and point to it in the factory and armory.
- DarkCobra262
- Sabre
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Re: Recycler/Factory Unit Weapons
I have the weapons appear in the armory, but what about the factory and recycler?
Re: Recycler/Factory Unit Weapons
Check the files for the GreenHeart MPI Recycler. You will notice a line, which I don't recall exactly atm, that lets you set the weapon odf. The weapon ODF is normally *weapon.odf, for stock races this is iweapon and fweapon as RD noted. The ODF line lets you override this and give a factory a specific set of weapons rather than the race wide set.
I hope this helps.
I hope this helps.
- DarkCobra262
- Sabre
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Re: Recycler/Factory Unit Weapons
I'll take a look in the morning, thanks for the help 

- Zero Angel
- Attila
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Re: Recycler/Factory Unit Weapons
Code: Select all
[FactoryClass]
weaponConfig = "iweaponvsr.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
The line should be added for both the Recyclers and Factory.
- DarkCobra262
- Sabre
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Re: Recycler/Factory Unit Weapons
Alright I found the odf, thank you very much, I appreciate all the help everyone (i'm figuring out most of it through trial and error, and a few guides/links on these forums, guess some things just aren't that apparent to me)Zero Angel wrote:My rec variant uses that ODF setting instead of the default defaulting to iweapon.odf (for ISDF production buildings), the scion one uses fweaponvsr.odf (instead of fweapon.odf). Look in your patch13.pak for the iweapon/fweapon.odf and extract->rename->edit them appropriately.Code: Select all
[FactoryClass] weaponConfig = "iweaponvsr.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
The line should be added for both the Recyclers and Factory.
- Red Devil
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Re: Recycler/Factory Unit Weapons
you can search through the Changelogs under the Extras folder for more info
Re: Recycler/Factory Unit Weapons
Searching for ibrecyghb.odf would be faster, as there are four + different changelogs vs. searching through one odf. Add on top of that each changelog is massive compared to the odf.
What you want can be done in two different ways. It can be done globally at the Factory level or it can be applied on the unit level, per vehicle odf, or both.
What you want can be done in two different ways. It can be done globally at the Factory level or it can be applied on the unit level, per vehicle odf, or both.
-----or-----[FactoryClass]
WeaponConfig = "blah.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
This allows modders to restrict weapon layouts available at a
specific factory to a different odf than the normal 'iweapon.odf'. If
this parameter is missing or "", then the default behavior is used. As
noted above, if this parameter is specified, it *must* have .odf in
it, as per the above. There is no race-customization of the first char
if specified. This code compiles, but is otherwise untested. [NM]
[GameObjectClass]
FactoryWeaponConfig = "" // or needs to be something like "iweapon.odf"
This allows units to override what lists of weapons are available
for them at a factory/recycler panel. Compiles but is untested. [NM
Re: Recycler/Factory Unit Weapons
You can apply WeaponConfig to the factory, then apply FactoryWeaponConfig for a unit that has it's own modified list so you can use a combination of the two. I believe FactoryWeaponConfig overrides what is set by the factory.
- Red Devil
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Re: Recycler/Factory Unit Weapons
i was trying not to spoon feed him, but encouraging him to look around some more.
"In my day, we searched logs and text files - on floppies - for answers...with DOS...and we *liked* it!"
"In my day, we searched logs and text files - on floppies - for answers...with DOS...and we *liked* it!"
- DarkCobra262
- Sabre
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Re: Recycler/Factory Unit Weapons
This is what helped me, I figure it outZero Angel wrote:My rec variant uses that ODF setting instead of the default defaulting to iweapon.odf (for ISDF production buildings), the scion one uses fweaponvsr.odf (instead of fweapon.odf). Look in your patch13.pak for the iweapon/fweapon.odf and extract->rename->edit them appropriately.Code: Select all
[FactoryClass] weaponConfig = "iweaponvsr.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
The line should be added for both the Recyclers and Factory.

EDIT - it's like targettingclass is suppose to be ordnanceclass, or somethin' like that, maybe it's because i didn't extract the weapons from the patch1.3 files
Last edited by DarkCobra262 on Wed Feb 29, 2012 1:23 am, edited 1 time in total.
Re: Recycler/Factory Unit Weapons
Post the content of the odfs so we can look at them. Some weapons did change in 1.3 and will crash if you use 1.2 values. Those crashes are to work around inheritance issues.
- DarkCobra262
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Re: Recycler/Factory Unit Weapons
Probably 1.2 values, or even 1.0 for that matter, I extracted some from data.pak and others from patch13.pak, I'll try using the patch13.pak odfs for those that cause crashes and see what happens (below is the tag gun ODF that I used):Commando wrote:Post the content of the odfs so we can look at them. Some weapons did change in 1.3 and will crash if you use 1.2 values. Those crashes are to work around inheritance issues.
Code: Select all
[GameObjectClass]
geometryName = "apmisl00.xsi"
classLabel = "wpnpower"
scrapCost = 20
scrapValue = 0
maxHealth = 150
maxAmmo = 0
unitName = NULL
aiName = "PowerUpProcess"
lightHard1 = "hp_light_1"
lightName1 = "omniorange"
[PowerUpClass]
soundPickup = "pickup01.wav"
soundReject = "reject.wav"
[WeaponPowerupClass]
weaponName = "gtaggun_c"
Code: Select all
[WeaponClass]
classLabel = "targeting"
altName = "gtaggun_a"
ordName = "swarmer_c"
wpnName = "TAG Cannon"
fireSound = "tmiss03b.wav"
wpnReticle = "gtaggun.0"
wpnCategory = "ROCK"
isAssault = 0
aiRange = 200
[TargetingGunClass]
leaderName = "leader_c"
leaderSound = "tmiss01.wav"
shotDelay = 0.5
firstDelay = 0.5
salvoDelay = 0.5
salvoCount = 5
lockingReticle = "gtaggun.1"
lockedReticle = "gtaggun.2"
Last edited by DarkCobra262 on Wed Feb 29, 2012 1:30 am, edited 1 time in total.
Re: Recycler/Factory Unit Weapons
Try changing the weapon name. It could even be the classlabel of the object gtaggun_c.odf.