Adding Bazooka/Panzerfaust/Panzershrek? -1 reply

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Rylasasin2004

I post to get attention

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26th May 2004

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#1 13 years ago

Hi i'm trying to work on a mod that lets you uset the panzershrek in the game. does anyone have any idea on how to do it? I've looked at the beggningers guide thing and i'm still clueless




Tally

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20th November 2004

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#2 13 years ago

there is a thread all about adding the panzer here:

http://www.iwnation.com/Forums/index.php?showtopic=19348

Essentially you do 4 things:

1. precache the panzer to the team you want to have access to it in the _weapons.gsc file (iw_07.iwd maps\mp\gametypes)

2. create a script button for it in the scriptmenu files (see the thread referenced above)

3. create a iwi image file for the menu hud

4. create a materials file for the iwi file

Here is a download for an image I did you could use for the menu:

DOWNLOAD HERE

This is what it looks like on the menu:

panzer.gif

If you get stuck, just post back, but try to have a good go yourself - otherwise you wont learn.




Rylasasin2004

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#3 13 years ago

damn this sound like an awful lot. *sigh* this stuff just seems a little over my head for me. I can't get ANY of it past the precahing part. *sigh* I was hoping to become a modder, but alas, I don't think I can do this. oh well. why cant all games be as moddable as bf1942?




Rylasasin2004

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#4 13 years ago

and yes, I have learning problems :(, not to mention self-abuse problems. i must have hit myself in the head at least 30 times in the last 2 minutes over this thing.




Tally

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#5 13 years ago

Ok, well if you want this thing that badly, we can go one of 2 ways: i can either do a complete mod for you; or I can show you how to do it.

If you want a complete mod, just tell me which team you want to give the panzer to.

Only the panzerschrek works in MP - the panzerfaust and the allied bazooka are SP and the MP animations are incomplete.

So, decide which way you want to do this: I do it for you; or I post here a full explanation.




Rylasasin2004

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#6 13 years ago

full explaination would be better. actually I got a kar to act like a rocket launcher, but its the menu stuff that confounds me




Tally

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#7 13 years ago

well, if you've precached the panzerschrek_mp to the German team (for example), and created the cvars for it, then the only thing is to create a menu for it.

Here's what to do.

First, take out the weapon_german.menu file from iw_06.iwd\ui_mp\scriptmenus.

At the top you will see this:

#include "ui_mp/menudef.h"

#define ORIGIN_TITLE 48 64 #define ORIGIN_CHOICE1 80 84 #define ORIGIN_CHOICE2 80 108 #define ORIGIN_CHOICE3 80 132 #define ORIGIN_CHOICE4 80 156 #define ORIGIN_CHOICE5 80 180 #define ORIGIN_CHOICE6 80 204

You need to add a choice slot. So, if you look at the numbering, you will see that it goes up in increments of 24:

84 108 132 156 180 204

So, you add this:

#define ORIGIN_CHOICE7 80 228

Now, you need to add the info in the weapon choices.

--------snip---------------- itemDef { name "button_mp44" visible 1 rect 0 0 128 24 origin ORIGIN_CHOICE6 forecolor GLOBAL_DISABLED_COLOR type ITEM_TYPE_BUTTON text "@MPUI_6_MP44" textfont UI_FONT_NORMAL textscale GLOBAL_TEXT_SIZE textstyle ITEM_TEXTSTYLE_SHADOWED textaligny 20 dvartest "ui_allow_mp44" showDvar { "2" } onFocus { hide kar98k_info; hide g43_info; hide mp40_info; hide kar98ksniper_info; hide shotgun_info; hide panzerschreck_info; play "mouse_over"; show mp44_info; show weapon_propertiestext; } }

[color=red] itemDef { name "button_panzerschreck" visible 1 rect 0 0 128 24 origin ORIGIN_CHOICE7 forecolor GLOBAL_DISABLED_COLOR type ITEM_TYPE_BUTTON text "@7. Panzerschreck" textfont UI_FONT_NORMAL textscale GLOBAL_TEXT_SIZE textstyle ITEM_TEXTSTYLE_SHADOWED textaligny 20 dvartest "ui_allow_panzerschreck" showDvar { "1" } onFocus { hide kar98k_info; hide g43_info; hide mp40_info; hide kar98ksniper_info; hide shotgun_info; hide mp44_info; play "mouse_over"; show panzerschreck_info; show weapon_propertiestext; } }[/color]

itemDef { #include "ui_mp/button_mainmenu.menu"

action { play "mouse_click"; close ingame; open main; } onFocus { play "mouse_over"; } } ------------------snip-------------------

You only need the one set of scriptbutton info. If you look COD2 always has 2 sets, but I have found it makes no difference to it if you only have the one set.

After you have added the button, make sure you hide the panzerschreck_info on all the other scriptbuttons, otherwise the info will show when its not supposed to.

Now, when you have finished the button, add in the actual panzerschreck_info:

Download the image I provided above.

Convert this to an IWI file, and create a materials file to go with it (if you dont know how to do this, consult my tutorial at the top of this forum)

Then reference the info in the menu file:

// WEAPON IMAGES itemDef { name "panzerschreck_info" visible 0 rect 0 20 199 112 origin ORIGIN_WEAPONIMAGE style WINDOW_STYLE_SHADER background "weapon_panzer" decoration }

And then when you have finished, pack the edited _weapons.gsc file and the edited weapons_german.menu file into an iwd file:

_weapons.gsc goes into a nested folder structure maps\mp\gametypes

weapon_german.menu goes into a nested folder structure ui_mp\scriptmenus

And thats it.

-----------------------------

I did a complete mod for you - complete with team precache, materials, iwi, and menu

Download it here:

PANZER MOD.ZIP

All you have to do is place it in your main folder.

Have a look at it, and maybe you will understand what I explained a little better.




Mcduke

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5th March 2004

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#8 12 years ago

This post is probably to old but I'm going to try this anyway. Is there anyway to download the panzer mod.zip file?




Blake222

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#9 12 years ago

where is the bazooka and panzerfaust mod?




sshawkeye

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#10 12 years ago

I've actually been working on a bazooka. . . Also, have a search on codfiles.com, they have a number of zooka/tank terror mods there for cod2. . .