Recycler/Factory Unit Weapons

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DarkCobra262
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Recycler/Factory Unit Weapons

Post by DarkCobra262 »

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?
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Red Devil
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Re: Recycler/Factory Unit Weapons

Post by Red Devil »

iweapon.odf/fweapon.odf are the stock ones. you can name yours whatyouwant.odf and point to it in the factory and armory.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

I have the weapons appear in the armory, but what about the factory and recycler?
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Nielk1
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Re: Recycler/Factory Unit Weapons

Post by Nielk1 »

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.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

I'll take a look in the morning, thanks for the help :D
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Zero Angel
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Re: Recycler/Factory Unit Weapons

Post by Zero Angel »

Code: Select all

[FactoryClass]
weaponConfig = "iweaponvsr.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
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.

The line should be added for both the Recyclers and Factory.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Zero Angel wrote:

Code: Select all

[FactoryClass]
weaponConfig = "iweaponvsr.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
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.

The line should be added for both the Recyclers and Factory.
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)
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Red Devil
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Re: Recycler/Factory Unit Weapons

Post by Red Devil »

you can search through the Changelogs under the Extras folder for more info
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Re: Recycler/Factory Unit Weapons

Post by Commando »

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.
[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]
-----or-----
[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
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Re: Recycler/Factory Unit Weapons

Post by Commando »

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.
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Red Devil
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Re: Recycler/Factory Unit Weapons

Post by Red Devil »

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!"
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

Zero Angel wrote:

Code: Select all

[FactoryClass]
weaponConfig = "iweaponvsr.odf" // If blank, uses *weapon.odf. If specified, MUST end in .odf
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.

The line should be added for both the Recyclers and Factory.
This is what helped me, I figure it out :D, now the only other issue currently is for some reason the tag gun and mortar cause crashes, i'll screenshot it, it said some error with weaponclass or something.

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.
Commando
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Re: Recycler/Factory Unit Weapons

Post by Commando »

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.
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DarkCobra262
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Re: Recycler/Factory Unit Weapons

Post by DarkCobra262 »

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.
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):

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"
combat class ODF:

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.
Commando
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Re: Recycler/Factory Unit Weapons

Post by Commando »

Try changing the weapon name. It could even be the classlabel of the object gtaggun_c.odf.
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