That's because you need to re-code it. The textures and meshes and sutff all exist, you just need to crack open w_l85 and change "grenade_launcher_status" to 2.
And to get traders to sell your stuff, gotta add your weapon under [supplies_start] and all other [supplies_(whatever)] headers.
Final Warrior;3616169That's because you need to re-code it. The textures and meshes and sutff all exist, you just need to crack open w_l85 and change "grenade_launcher_status" to 2. -- Griffinhart
By editing the file, you make it unnatural. Vanilla, never having touched one thing in the entire directory or downloaded something to it, virgin, fresh, brand spankin' new Stalker will not allow the attachment of either GL to the L86 weapon in the game.
As for the trader problem, I did that. I did it to every thing in the entire list, nothing. I gave up.
Actually, if you take a look at the files, most of the values are set to "0;2", which basically means that, by hitting bacjspace twice, you can allow weapons to use add-ons. It's not that they can't, it's that the devs were too friggin' lazy to do something so simple as that. Anyhow, all the weapons in my game (excluding the aforementioned AK74U) can use every attachment.
But we're getting offtopic; this current issue with the inventory image is pissing me off.
Humm.. I played with this some then never posted on it. Sorry, been a busy day :)
I'm not sure how helpful this is at this point, but if you're able to crack it open, there's a "hint comment" in the AK47 weapons file that says
all icons are on the texture ui_icon_equipment.dds
So, if you can open that texture, you should be able to see all possible UI inventory icons. Why I say this.. well.. two reasons, one.. just to see what's in there that we don't know about, and two.. because this means you could find the texture you need for your gun, be it one with a launcher attached, etc. Now, I'm sure the inventory icon doesn't translate usefully into in-game carried gun, but it might be a start to figuring out deeper things about the in-game gun options.
Now, it's true that you can change a 0 to a 2 and make ANY gun hold a launcher, etc. The reason the devs didn't is because of balance issues. They wanted a more fair game, so, they limited what you could put a launcher on. Fortunately for us, they left in textures for the guns with GLs and scopes attached so we only have to tweak a text file to get what we want :)
The reason I was looking for this is because the LR300 used in this modified weapon IS capable of having a GL attached, and there has to be an inventory icon for it. But there's no direct reference to that icon's X and Y location, so only by viewing that dds file above can you find out where it is, and use it as the default for your weapon given here. Because at the moment, the weapon shows with launcher, but the icon in inventory does not show the nade launcher. I was trying to find a solution to that :)
What I recommend changing on the gun here.. first off you've repeated a couple lines, and you've also added lines you don't need. Remember, you're inheriting from another weapon, so you don't have to have certain items included, just let the inheritor worry about those properties. My first example was a lot of fluff just simply to show the concepts :) So, here's my proposed revision..
[wpn_cqcar24_m1]:wpn_lr300 description = enc_weapons1_wpn-cqcar24_m1 inv_name = wpn-cqcar24_m1 inv_name_short = wpn-cqcar24_m1 inv_grid_x = 0 inv_grid_y = 26
ammo_mag_size = 50 fire_modes = 1, 3, -1 condition_shot_dec = 0.00000 misfire_probability = 0.00
hit_power = 0.85, 0.90, 0.95, 1.00 fire_distance = 600 bullet_speed = 600 grenade_launcher_status = 1 grenade_vel = 71 silencer_hit_power = 0.93 silencer_bullet_speed = 600 fire_dispersion_base = 0.005
cam_relax_speed = 0.65 cam_dispersion = 0.002 cam_dispersion_inc = 0.0005 cam_dispertion_frac = 0.004 cam_max_angle = 0.06 cam_max_angle_horz = 0.09 cam_step_angle_horz = 0.005
Now, I changed the Grid X and Y because this version is the one with the green arrow, showing it's a modified gun. Still not sure the code to get the one with green arrow + GL attached :)
You had doubled up on cam_dispersion values, as well. I took out the top set, since the bottom set was overwriting those two. I also removed the $spawn, as that will come from the inherited properties.
Anyway, I answered the inventory image problem multiple ways here. If someone knows how to extract the DDS images, I'd be more than happy to look it over, otherwise we'll have to wait for the SDK to actually figure out the inner workings of the inventory grids. I have a couple more ideas I want to try out, and if I figure it out, I'll let you know. Otherwise, I'll just keep crashing my game or turning your gun into a guitar. hehe!
As for trader problems, search for [ add your line of info every every line containing a bracket. If that doesn't work, then you're at the wrong trader for the file you're editing, lol. make it something like your_weapon = 1, 1 and it should work regardless of sell or buy or supplies section of the file :)
Insofar as inventory items are concerned, I believe that, on attachment of equipment, an image (of the attachment) is over-layed on top of the weapon's image; when I farked up my gun's image and then proceeded to add a scope, the inventory image looked as though it had two scopes; the L85 scope (as the inventory image was still an L85), and a SUSAT overlayed ontop of it.
Anyhow, thanks for the help; I'll try it in my game and see if your revision works better than mine. ^_^
EDIT; Oh FFS! I feel like such an IDIOT. I just figured out why the image wasn't working; I was changing the inv_grid values. >.< Now I know what ZanderArch was talking about... Grahdemnit. Man, I feel like the biggest fool right now...
EDIT2: Well, your fix is officially awesome. It now works. Granted, the weapon's inventory image doesn't appear to have a grenade launcher mounted, but I can live with it. Many thanks, niphty!
We all make mistakes, and even I questioned my basis on the specific inventory images that are [i]needed[/i[ to have something a certain way. Heck, your idea made more sense than mine since after changing the Silencer and Scope optional on the Sniper TRs 301 Unique Weapon, If I added them back on, they appeared off center on the rifle which still had the Scope and Silencer on it.
With this new info on the Inv Images, I think we may have figured out while a number of weapons that have their code and models in game do not appear. I'll look into it and hope I can figure some good stuff out.
Acursed Edit Button! Filefront should fix this.
Well, surprisingly, Final Warrior was right, somewhat. I opened up that inventory image file and there are absolutely no weapons with a GL on them, other than the Uniques, which I guess needed them.
Only problem is, it's only good for seeing what and where, and finding a few hidden "Pre-Release" easter eggs that they didn't remove. Editing it (DDS converter to JPG, edit in MSPaint, JPG back to DDS.) doesn't leave transparency in, so all my weapons are surrounded by ugly black blocks and the addons block out part of the weapon.
If anyone has a DDS Editor, post it please!
PS: Sorry for double post.
Interesting, I'll have to play with the converter. I have been hoping someone would find a good one. I wonder if the converter is losing the transparency.. I'll try editing with a bit more powerful program and verify the transparency on it =D Oh, and you can only edit your last posting, nothing prior to that. It is a bit meh.. but not much we can do about it =D I have to rely on some nice mod to make my posts look decent, hehe.