Hey. Im a fairly experienced modder. But I cant for the life of my figure this one thing out. Im trying to get the nade launcher to fire shotgun shells. Ive maneged to get the F2000 launcher to take shotgun shells but they just turn into grenades. If anyone understands what im trying to do then any help would be greatly appreciated.
Welcome to the club, the Club of Masterkey Enthusiasts.
The whole "Get Under Barrel Grenade Launcher to fire shotgun rounds." has been a topic of discussion for quite a while. Some have tried and failed, some have theorized but never tested it, some have just said, "That'd be cool." and moved on when they found it hasn't been figured out yet.
The best way to answer your question is, "We're working on it, one more head in a bunch should help."
Thats a promising answer. Well theres gotta be some way to do it? When you think about it all you should have to do is change the ammo class of the launcher. But doing that I just got a crash when i reloaded the weapon. Shells needed a fake grenade name. So, I did that and I got nades firing from the lancher and shot coming from the shotguns. All using buckshot. -.-
That's the thing, by adding the fake missile code, you are telling the game "this doesn't shoot projectiles, it spawns this fake one and throws that at them"
I tried to get my own, basically watered down 40mm Grenades (little blast radius, little damage, almost no impulse, etc.) to use as a base for all my modification testing and I couldn't get the Trader to sell the rifles I edited to use it. So, I'm kind of stuck, think I'll just backup and edit the vanilla 40mm grenade directly rather than trying to get the F2000 to fire my custom round.
That, and I have my hands full with my gun sight mod. EOtech sights are surprisingly hard to make and have them look right.
[COLOR=black]Well, I just tried to make a fake missle with buckshot [/COLOR][COLOR=black]characteristics[/COLOR][COLOR=black], to see what it would do. I went though about 7 CTDs via bugtrap. Im glad my pc dosent take forever to load Stalker. >.<[/COLOR] [COLOR=black]Correcting the code as it told me what was missing/messed up. All I ended up with was an exploding buckshot box coming outa the launcher. :Puzzled:[/COLOR] [COLOR=black]It was actaully very ammusing killing the rookie camp with an exploding buckshot box launcher. :lol:[/COLOR]
Lol. Really, you could use any physical model as an ammo I think. You could probably fire exploding RPG-7 launcher tubes or TVs out of it.
Well, what you tested was what I would of done, so I guess you did it for me. There goes all of my theories. I couldn't get my minor revision to work since I still couldn't buy the damn things, so to vent I got back to work on my mod. Made some progress.
Masterkey is just and SDK away I guess...
Yeah, no... us Masterkey nerds have been at this since we figured out how to mod, I think. Essentially, what we have to do is create a fake_missile3 (or somesuch) inside of weapons.ltx, and make it behave like a shotgun shell.
Therein lies the problem, because, AFAIK, explosives aren't coded the same way as ammunition.
Thats exactly what I tried Final Warrior. And all I got was a nade launcher that shot the Ammo box and not the actual ammo.
Hmm... sounds like you just changed the texture. From looking at weapons.ltx again, to make a viable fake_missile that behaved as a shotgun shell, you could probably take out anything referring to explosives... you'd have to change the class from G_FAKE to something else (AMMO?).
Hm. Well... why not try appending "fake_grenade_name = ammo_12x70_buck" to [ammo_12x70_buck] in weapons.ltx? That'll give you errors, most likely, but there's a chance that it'll work.
well, long time ago, i tried something similar, but the nader gun use the ogf animation, doesnt matter what class do you use, it will always shot the nade thing.