Rocmod Weapons -1 reply

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Phantasm666

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18th May 2006

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#1 12 years ago

I would like to be able to change weapons on the fly, and on the server I had my regular ammo file ammo.pk3 and a scoped file with the mp5 scoped called scoped.pk3. Whenever I try and change from ammo.pk3 to scoped.pk3 in the game, we end up with all weapons having 00 ammo. It seems as though the server is trying to work with both pk3 files at the same time and the only way I have found this to work is to rename the ammo.pk3 to ammo.bak on the server and then I am able to change to scoped.pk3..but in order to rename the ammo.pk3 I have to stop the server because file is in use. I have also tried to extract the .wpn files...made a directory under rocmod/ext_data with the files...sof2.wpn and scoped.wpn. I can change back and forth in game no problem BUT none of my scopes work properly. Whenever I try and change the zoom range it just goes to a white screen. I am using the .wpn from the update102.pk3/ext_data/SOF2.wpn, and have also tried all suggestions with different scope configurations in the forums here. When I originally edited the ammo.pk3 file and put it on the server...I noticed that all clients download the ammo.pk3 update to there computers which fixes the scope problem...but now with my files in .wpn it doesn't seem to be doing the update to the clients. Can someone please tell me what I am missing here? Thanks in advance




Dark Saint

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30th April 2004

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#2 12 years ago

There is no way in rocmod to do this that i know of....At least not without stopping and restarting the server.




LeTHaL BaNaNa

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9th May 2003

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#3 12 years ago
MerrickDSThere is no way in rocmod to do this that i know of....At least not without stopping and restarting the server.

I can second that. The mechanics of the game do now allow it.




Phantasm666

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18th May 2006

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#4 12 years ago

Well I am confused...I used to be able to do it with the ammo being in .pk3. I would rename the .pk3 file to .bak on the server..then change weaponsmod in the game...exec server.cfg and it would work...but now the server will not let me rename the ammo.pk3 file because it is in use. I was with a different server then when it used to work but now this new server will not. Then what is the point of Rocmod's being able to change weapons on the fly all about?




ReverendTed

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#5 12 years ago

You can change ammo loadouts, weapon damage, and (I think) rates of fire on the fly - so you could switch between ND (normal damage), RD (RealDamage) and XD (eXtreme Damage) without having to restart the server. These elements are handled entirely serverside.

The scope modifications, however, have a clientside aspect. This is why clients would download the pk3.




Goody. VIP Member

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#6 12 years ago
Phantasm666Well I am confused...I used to be able to do it with the ammo being in .pk3. I would rename the .pk3 file to .bak on the server..then change weaponsmod in the game...exec server.cfg and it would work.

exec server.cfg DOES restart your server. so in effect you did have to stop and start your server anyway.




Phantasm666

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#7 12 years ago

Yes I realize that by execing the server.cfg it essentially is restarting the server,,but the problem is when you start off with ammo.pk3 and ammo1.pk3 (which lets say turns on mp5 scope) you in console do g_weaponsmod ammo1.pk3,,execute the server.cfg you end up with 00 ammo because the game is now trying to use both files at once...and to stop the server from the confusion you have to rename the ammo.pk3 to ammo.bak...the only way to do this is to stop the server rename the file and start the server again if you are on a windows based server. If on the other hand you are on a linux based server then it allows you to change extensions of the file before applying the g_weaponmod ammo1.pk3 and therefore stopping the server confusion.

This is why I was able to "change weapons on the fly" before because we were on a linux based server where now we are on a windows based server and I can no longer do it,,but it can be done.

Maybe if anyone knows a workaround such as can I change mapcycles on the fly with reference to different weapons files there...where as mapcycle A is regular and mapcycle B is scoped?

Just need a workaround to stop the server from the confusion...clientside works fine as long as they are in pk3 format.




ReverendTed

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#8 12 years ago

Maybe that's your problem. g_weaponMod has to be used with a txt-format file. (SoF2.wpn is a plain text file.) You may be having problems because you're trying to load a zip archive (pk3 file) into it. Since a compressed archive doesn't "make sense" to the game, it probably simply unloads all the weapon\ammo data (hence the 00 ammo). I don't think it's an issue with "loading both at once".

You start the server and it picks up the default file (ammo.pk3). You try to load a pk3 file into g_weaponMod which breaks it. Then you rename the original one and restart which loads ammo1.pk3 instead (since the original is renamed).

Do you think you could e-mail me your ammo.pk3 and ammo1.pk3 files so I could take a look at them?




Goody. VIP Member

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#9 12 years ago

rev is right your weapon mods should be .wpn files in the ext_data folder in your mod folder. you can have as many as you like in there. then once the server is running you can change weapons mods on the fly by typing this in the console rcon seta g_weaponModFile "your weapons mod name here.wpn" it requires a map restart (not a server restart) if you restart your server it will load the one listed in your server.cfg. but when you type that in the consle it writes it to servers sof2mp.cfg and will stay there until the server is restarted. or you change it again. btw this also works for mapcycles rcon seta sv_mapcycle "your.mapcycle" then just go to the next map.




Goody. VIP Member

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#10 12 years ago
Phantasm666 When I originally edited the ammo.pk3 file and put it on the server...I noticed that all clients download the ammo.pk3 update to there computers which fixes the scope problem...but now with my files in .wpn it doesn't seem to be doing the update to the clients. Can someone please tell me what I am missing here? Thanks in advance

a wpn file is only needed server side. the client does not need this. as for the fixed scope you need to place the fix in a pk3 file and place that in your mod folder. so you will have 2 serperate files 1 is a fix (pk3) that the clients will download if you have dl turned on. 2 is a wpn file controling ammo, damage and so on. that the client will not dl. make sure your fixed scope pk3 is named something like zzz.pk3 as the naming is important. sof2 reads files alpabetically and will use the file named last.




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