I am currently making a map based on my favorite book about special forces in vietnam but the only problem is that the default weapon kits for both teams need an over haul for it to be accurate with the book. here is what i want
American Special Forces kits:
Standard soldier - Knife, Pistol, M16 (w/extra ammo, 10 magizines), grenades, claymore Medic - Knife, Pistol, M16 (default ammo amount but with tracers), grenades, med kit M60 gunner - Knife, Pistol, M60, grenades M79 Launcher - Knife, pistol, M79 (notice that there is no LAWs or M14s)
Standard Soldier - Machette, Pistol, AK-47 (with 10 magizines), grenades Morter VC - Machette, Pistol, AK-47 (standard ammo), morter, grenades RPG VC - Machette, Pistol, RPG, grenades Tracker VC - Machette, Pistol, Ak-47 (standard ammo), bouncing betties, grenades
If you can help me out i will give u credit and it will be greatly appriciated. Thanks :D
Dont know about the extra clips but there's a tutorial on how to make custom kits around here.
Well it seems like your not adding any new weapons so it should be quite easy to make the changes you want.
You need to look in the
..\Program Files\EA GAMES\Battlefield Vietnam\Mods\BFDestrucktion\Objects\Items\
folder and there is a folder for each class that describes what weapons each kit is using.
You can swap them around just read this about bots and swapping kits I posted before..
Re: Making bots smarter/choosing weapons... ------------------------------------------------------------------------ Hmm. Its alot of AI strategy coding to make them "Smarter", and will only work for a certain level that it is coded for.
However, I found a simple way to make some of my engineers use pistols instead of the M14. It was so easy I laughed after I figured it out.
First, if you don't know how to unpack and pack the object.rfa, read the Tutorials in the Mod Dev Kit. They should give you the idea for exactly how to set up a new mod and unpack the games resources to the mod root folder. Once you set up a mod and unpack the resources, use the rfapacker tool in your mods archive folder to quickly pack the resource folders into .rfa archives.
So how did I make them use pistols? In each kit the weapons the soldier carries is defined. I went to
..\Program Files\EA GAMES\Battlefield Vietnam\Mods\BFDestrucktion\Objects\Items\USMarine\Engineer
and opened the objects.con in the folder.
ObjectTemplate.addTemplate KnifeAllies ObjectTemplate.addTemplate M19 ObjectTemplate.addTemplate M14 < this is the default weapon used ObjectTemplate.addTemplate Claymore ObjectTemplate.addTemplate BTorch ObjectTemplate.addTemplate UsWrench ObjectTemplate.addTemplate C4Detonator
If you change the 3rd weapon in the kit to something else like a pistol or grenade, that is the bots new primary weapon. to get the bot to use the pistol I swapped the first two lines. like this..
ObjectTemplate.addTemplate KnifeAllies ObjectTemplate.addTemplate M14 ObjectTemplate.addTemplate M19 ObjectTemplate.addTemplate Claymore ObjectTemplate.addTemplate BTorch ObjectTemplate.addTemplate UsWrench ObjectTemplate.addTemplate C4Detonator
in the chunk of code above the one I mentioned is the objects icon definition.
ObjectTemplate.healthBarIcon "menu/hud/guage03empty.tga" ObjectTemplate.healthBarFullIcon "menu/hud/guage03fullorange.tga" ObjectTemplate.addWeaponIcon "Weapon/USKnife.dds" ObjectTemplate.addWeaponIcon "Weapon/M19.dds" ObjectTemplate.addWeaponIcon "Weapon/M14.dds" < calls the icon graphik ObjectTemplate.addWeaponIcon "Weapon/Claymore.dds" ObjectTemplate.addWeaponIcon "Weapon/Blowtorch.dds" ObjectTemplate.addWeaponIcon "Weapon/USWrench.dds" rem ObjectTemplate.addWeaponIcon "Weapon/Icon_repairpack.tga"
make sure you swap those to or you will have the pistol icon for the m14.
This actually changes the kits for you and the bot, so the m14 will be the second weapon in your kit list, and the pistol will be 3rd. (usually the 3rd weapon is designated as the primary weapon for the bot to use.)
Thats it. Piece of pie, and smooth as silk. Swap your kits and your bots use different weapons.
Nice idea D.