Hi, Ive decided to put this post up on how to create "none unique" weapons and to add a new ammo type to the game from my own experience, i thought i'd share how i make weapons an ammo for my STALKER game so other people who dont understand how to make them can have a go, ive tried to make this tutorial as simple as possible so just read it and dont forget to comment :) first off starting with the ammo (first off make sure u can access ur gamedata folder, if not then use the extracter which is found here and delete all of ur gamedata files) - thats what i did and it works fine with no problems whatsoever (it also might be a good idea to back your main game directory up) right go to your C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config folder now to create a ammo type go into the weapons folder and open the weapons.ltx file (with notepad) right decide on what type of ammo type you want to create, so for instance i'm going to use the shotgun shells to find ur shotgun shells scroll up and down til u find an ammo type called "[ammo_12x70_buck]" - this is your standard shotgun shells, from the top copy all the data from that particular ammo, now scroll down to the bottom of your ammunition list (right before the grenades section) and paste the data there, - now we have a starter you need to rename your ammo so rename the following, for mine ive changed the name from "buck" to "special" [ammo_12x70_buck] -----> [ammo_12x70_special] **HINT** before you start editing add the line (if you want to) explosive = on this will make ur shotgun pellets flash when hitting something and i think they do a bit of extra damage (not sure on that 1) **an explaination of what certain lines do** wm_size changes your caliber as such, do not go higher than 2.0 with machine guns otherwise your game may lag/crash buck_shot defines how many shots come out of that 1 bullet (needed for shotguns) k_pierce is your armour piercing effect to a certain percentage - example 0.01 is a .1 pierce and 100.0 is 100% piercing k_impulse this is the ammount of impact your bullet will have to the percentage of your gun for instance if your gun has a ultra high impulse damage your shot will have a certain ammount of percentage of that impulse damage - for instance 0.50 is 50% of gun impulse that your bullet will do to the target k_hit this changes the ammount of damage per bullet *note: if you are doing a buck shot this will apply per pellet* (damage cant exceed 100% - ive tried and it seems to have no effect) now that you know what lines to "tweak" we can get started on making your first ammo type replace the following word "buck" with "special" or your own name (keep the "special" name the same for all the lines whenever your using your ammo type) anyways replace the following lines where ive bolded the special [COLOR=blue][ammo_12x70_special]:ammo_base[/COLOR] [COLOR=blue]GroupControlSection = spawn_group[/COLOR] [COLOR=blue]discovery_dependency = [/COLOR] [COLOR=blue]$spawn = "weapons\ammo\ammo_12x70_special" ; option for Level Editor[/COLOR] [COLOR=blue]class = AMMO[/COLOR] [COLOR=blue]cform = skeleton[/COLOR] [COLOR=blue]visual = weapons\ammo\ammo_12x70_buck.ogf[/COLOR] [COLOR=blue]description = enc_weapons1_ammo_ammo-12x70-special[/COLOR] [COLOR=blue]$prefetch = 64[/COLOR] [COLOR=blue]cost = 50[/COLOR] [COLOR=blue]box_size = 10[/COLOR] [COLOR=blue]inv_name = ammo-12x70-special[/COLOR] [COLOR=blue]inv_name_short = ammo-12x70-special_s[/COLOR] [COLOR=blue]inv_weight = .45[/COLOR] [COLOR=blue]inv_grid_width = 2[/COLOR] [COLOR=blue]inv_grid_height = 1[/COLOR] [COLOR=blue]inv_grid_x = 13[/COLOR] [COLOR=blue]inv_grid_y = 9[/COLOR] [COLOR=blue]k_dist = 0.75;1[/COLOR] [COLOR=blue]k_disp = 10;[/COLOR] [COLOR=blue]k_hit = 0.4[/COLOR] [COLOR=blue]k_impulse = 0.3[/COLOR] [COLOR=blue]k_pierce = 0.8[/COLOR] [COLOR=blue]impair = 1[/COLOR] [COLOR=blue]buck_shot = 10[/COLOR] [COLOR=blue]tracer = off[/COLOR] [COLOR=blue]wm_size = 0.05[/COLOR] [COLOR=blue]explosive = on[/COLOR] it should look something like this (without the underlines and bolding) now when you have done that your ammo is in the game, now you need to edit it to your desires and to do that change the lines that are in underlined this will edit the effects of your ammo. now save your weapons file and you have now completed your ammo and it will be in the game, ****NOTE YOUR AMMO WONT BE USEABLE YET CONTINUE THE TUTORIAL**** right now to create your own "normal weapon", first off we need a template so go to your C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config\weapons folder and find a weapon type you wish to create, since we made a shotgun ammo type i am going to create a chaser type shotgun, so copy the w_winchester1300.ltx file an paste into the weapon directory, and rename it to w_jackhammer.ltx now we have our weapon template, now to insert this weapon into the game go back to your weapons.ltx file and at the top it should have a list of includes add this line #include "w_jackhammer.ltx" now the weapon is now fully functional and in the game, although it is exactly the same as the winchester with the same name and we need to change that so to do that now we're gonna edit the gun properties, so open your gun file the "w_jackhammer.ltx "and change the top line from [wpn_wincheaster1300] -------> [wpn_jackhammer] and replace the following lines [wpn_jackhammer] - this is at the top inv_name = wpn-jackhammer inv_name_short = wpn-jackhammer [wpn_wincheaster1300_hud] ----> [wpn_jackhammer_hud] this is the HUD at the bottom now this has gave ur weapon its own discriptions (we'll need to make those soon) now edit your gun how you want such as the hit_impulse - is the raw impact hit_power - is the damage your gun does bullet_speed - is the speed your bullet is fired (obviously) fire_distance - how far your bullet will travel about 10,000 bullet speed is insta hit :D your fire distance will need to be increased if you want ur bullets to go far otherwise they'll fall short now we are going to want our ammo to be used by this weapon so go to where it says ammo_class = ammo_12x70_buck, ammo_12x76_zhekan, ammo_12x76_dart to change the default ammo change the name of the buck to special and add another at the end like this **NOTE: the first ammo in the list is your default loaded ammo when buying that particular gun** ammo_class = ammo_12x70_special, ammo_12x76_zhekan, ammo_12x76_dart, ammo_12x70_buck now your gun when bought will have your default ammo already loaded into the gun, **note you can also increase its max bullet capacity, and clip size by finding them in the file and editing those** now we need give your bullets and gun a description so go to your C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config\text\eng folder and open the file called "string_table_enc_weapons.xml" since its an xml file open with notepad, now add this line to the bottom 12x70 special ammo and this line to the bottom too A deadly modified shotgun ammo type. this has finished the descriptions for your ammo, (your ammo is now complete) now for your weapon, the same applies in the same file string_table_enc_weapons.xml file add the following lines to the bottom deadly shotgun modified. JackHammer Shotgun this has now finished both descriptions for your ammo and weapon now we need to make them available for purchase so go to your C:\Program Files\THQ\S.T.A.L.K.E.R. - Shadow of Chernobyl\gamedata\config\misc folder and open up the trade_trader.ltx and find the following line [supplies_start] under that there should be a few items now to add your weapon and ammo just add this line wpn_jackhammer = 1, 3 same goes for your ammo copy and paste the following and add to the ammo section ammo_12x70_special = 35, 3 [COLOR=red]DONT FORGET TO SAVE ALL YOUR FILES AFTER EDITING THEM![/COLOR] *NOTE: you can also do the same thing and add the same lines to the [supplies_after_fabric] section in the same file* also repeat this process for the other trade_ files in the misc folder now if you followed the tutorial correctly you should have been able to add a weapon and ammo type to your game, **FINAL NOTE: YOU CAN REPEAT THE PROCESS FOR ANY TYPE OF WEAPON JUST REMEMBER DO IT LIKE I HAVE ON THE TUTORIAL AND YOU WONT HAVE A PROBLEM** also to check if your weapon is successfully added to your game load a new game (no need to start a new 1) and bring up the console, if there is errors tamper about until you get it working -===TUTORIAL CREATED BY JIMBO128===- this is my first tutorial, if there is any mistakes please let me know and i will edit it contact me via [EMAIL="firstname.lastname@example.org"]email@example.com[/EMAIL] or post a comment below thanks for taking the time to read through and i hope you managed to make some nice weapons and ammo, peace
Soooo.... i take it nobody likes my tutorial.... comments please i need to know if its a good tutorial... and maybe a sticky if it is
i personally just want to know if your new ammo has any different effects.
Hippy777;3805816i personally just want to know if your new ammo has any different effects.
yep it does, like i explained in the tutorial, u can just edit that to how you want it, such as if u wanted an ap bullet u'd increase ur ap effect to something like 1.90 or something along those lines, or just make a god type bullet :D
i only ask because i see "explosive = on" and i think "hmmm... depleted uranium bullets?"
i might try this when i make my own gun. when an SDK comes out i'm going to try to develope a Barret.:D
I say it should be a sticky, perhaps if you add more to it. I.E: Armour guide? Cheers, Nzambi
Hey Jimbo, im havin a problem I have made a new Akaban which is increased in accuracy and power. Clip size is 60 and can be fitted with silencer, gl and pso. Im still gettin a problem loading the game, even though reading your guide through 4 times i havent found an answer. When i try to load the game, it gets the synchronizing bit and crashes. Yep, crashes, just like a 5 year old flying a jet on battlefield 2 (sorry, couldn't resist the humour). What do you suggest? Cheers, i hope that you can find an answer, and message me on MSN if u need anything, Nzambi
Damn this thread ought to be a sticky or atleast always on first page, its great
6th April 2007
Your crash at the synchronizing phase of the load-up is most likely one of two causes:
(I say "most likely" because there are still hundreds of unexplored glitches that have yet to be deciphered completely in the file structure...)
1) Remember that the files such as sting_table_enc_weapons are .XML files that are more specific about having exact tagging and format conventions than a normal HTML file or simple text reference. It is very easy to overlook a single typo when scrolling through the lists, but it is that simple text error that often is the cause of the crash. In the .XML sheets it is especially important that the and tags are correct for each entry. Here is an example that, although slight, is enough to crash/hang the game at [client: synhronizing]...
Simplified, lighter version of the AK-47. A former Russian military ordinance that is very popular amongst stalkers in the Zone due to its economy and general availability on the black market.AKM 7.62x39AKM with side-plate required for mounting an optical sight.AKM 7.62x39 with scope mount.
The extra (easily created if you do a lot of cut'n'paste), if left in the .XML file, would cause the game to fail during the synchronization. Leaving out the closing slash will do the same damage.
2) The other possibility might lie in the incorrect use of [TAB] or [SPACE] when sorting out the columns in .LTX files. It seems that some of the spaces between characters and numbers and commas are necessary, while others aren't. When in doubt, copy the exact format that is used for that line from a document that you are sure works.
Oh yeah, when in doubt about the integrity of an XML file it helps to double check it by trying to open it in your browser (like Internet Explorer). If you receive an error message then it is probably not going to work in-game either.
Also... Be sure to actually read the crashdump files that are written by BugTrap. They often will lead you directly to the problem.