|
Post by MaVeRicK on Mar 22, 2019 15:12:02 GMT 10
And I have a question. There's still no new gun add-on mode. Is that because Capcom didn't deploy the mode tool? Modding re2 isn't supported by Capcom, modding tools we use were created by talented people here in the forums.
|
|
|
Post by hht on Mar 22, 2019 15:42:23 GMT 10
Awesome! I am playing a fun game thanks to you guys. thank you.
|
|
|
Post by MaVeRicK on Mar 25, 2019 6:15:16 GMT 10
FULL RELEASEFound hex for shotgun stock and added it to locker (in place of handgun ammo) Considering the shotgun now is fully working I've decided to take it out of WIP for more ppl to enjoy it. I've tried alot (and A LOT) to change the shotgun's location, I was sure I was changing the correct values but still failed. So I'm taking a break from trying to do this for now.
|
|
Posts: 176
|
Post by archerpz on Mar 25, 2019 6:25:57 GMT 10
did you add the shotgun in the 'fsm\' file? the one that also has everything in the locker room? I think I got errors with that file too, having the shotgun lay on the ground instead of in the locker
a workaround might be to replace another weapon/item in the rpd with the shotgun, and move that to the location in the weapons locker the location should be from an origin 0,0,0 for at least the entire file, perhaps you could work with the handgun ammo that's on the corpse in the hallway opposite the fat zombie bashing on the vending machine that's the closest item to the vending machine, not sure what values control the rotation, but if you figure it out which bytes, the magnum/smg has the almost the right values (i think the vertical axis rotation is off by 90 degrees)
or putting the shotgun under the magnum is also an option I guess
last sidenote, does the shotgun disappear when you click the button to pick it up, but cancel before taking it in your inventory? (like not having enough space in inventory)
|
|
|
Post by MaVeRicK on Mar 25, 2019 7:02:05 GMT 10
did you add the shotgun in the 'fsm\' file? the one that also has everything in the locker room? I think I got errors with that file too, having the shotgun lay on the ground instead of in the locker a workaround might be to replace another weapon/item in the rpd with the shotgun, and move that to the location in the weapons locker the location should be from an origin 0,0,0 for at least the entire file, perhaps you could work with the handgun ammo that's on the corpse in the hallway opposite the fat zombie bashing on the vending machine that's the closest item to the vending machine, not sure what values control the rotation, but if you figure it out which bytes, the magnum/smg has the almost the right values (i think the vertical axis rotation is off by 90 degrees) or putting the shotgun under the magnum is also an option I guess last sidenote, does the shotgun disappear when you click the button to pick it up, but cancel before taking it in your inventory? (like not having enough space in inventory) When I have some free time I'll try swapping it with ammo and changing its location. I'll also check the whole disappearing thing now... I remember you said something about that before but it completely slipped my mind.
|
|
Posts: 176
|
Post by archerpz on Mar 25, 2019 7:23:27 GMT 10
When I have some free time I'll try swapping it with ammo and changing its location. I'll also check the whole disappearing thing now... I remember you said something about that before but it completely slipped my mind. another note, just a theory, some of the itempos values (if those are the ones you're trying to change) could be the lockers themselves, or the 'buttons' even might be worth comparing how the items work in the 'item\' folders, like comparing for example, the items in a locker vs the items out in the open i'm not sure if those items actually get their own specified position, or if they're just "alligned" with the locker would recommend the character specific xxxx(xx)_common files, as they are a lot shorter and easier to identify which item goes where (like the items in the 'night duty room')
|
|
|
Post by MaVeRicK on Mar 25, 2019 7:32:29 GMT 10
When I have some free time I'll try swapping it with ammo and changing its location. I'll also check the whole disappearing thing now... I remember you said something about that before but it completely slipped my mind. another note, just a theory, some of the itempos values (if those are the ones you're trying to change) could be the lockers themselves, or the 'buttons' even might be worth comparing how the items work in the 'item\' folders, like comparing for example, the items in a locker vs the items out in the open i'm not sure if those items actually get their own specified position, or if they're just "alligned" with the locker would recommend the character specific xxxx(xx)_common files, as they are a lot shorter and easier to identify which item goes where (like the items in the 'night duty room') So to test your idea I swapped the position of the handgun ammo in locker109 with the knife in locker103 which worked with one bad side effect: When I unlocked locker 103 through the keypad the knife (that now is in locker109) became pickable through the locked locker, while the handgun ammo in the now opened locker103 wasn't pickable. So even if I can swap the handgun ammo in the corridor with shotgun and change it's position to the weapons locker, it will be pickable before you unlock the weapons locker with the card, because the handgun ammo is always pickable.
|
|
Posts: 176
|
Post by archerpz on Mar 25, 2019 7:44:48 GMT 10
So to test your idea I swapped the position of the handgun ammo in locker109 with the knife in locker103 which worked with one bad side effect: When I unlocked locker 103 through the keypad the knife (that now is in locker109) became pickable through the locked locker, while the handgun ammo in the now opened locker103 wasn't pickable. So even if I can swap the handgun ammo in the corridor with shotgun and change it's position to the weapons locker, it will be pickable before you unlock the weapons locker with the card, because the handgun ammo is always pickable. so it became pickable through the door when you opened the original locker door hmm... was afraid that would happen, but that shouldn't be a problem if you'd place it in the s.t.a.r.s. office armory though the things you have to do ingame to get to access to it are annoying, I think a lot less people will use it (could have it as a variation of the mod though) well since you can change the position of those items, the next best thing would be to swap and move the grenade bullets next to the grenade launcher with the shotgun, and move that instead another sidenote, if you look at the code for the shotgun that spawns in the lab, that one has 4 shells loaded, while the original one in the weapons locker is empty
|
|
|
Post by MaVeRicK on Mar 25, 2019 8:00:13 GMT 10
another sidenote, if you look at the code for the shotgun that spawns in the lab, that one has 4 shells loaded, while the original one in the weapons locker is empty I've already figured out how to make it spawn with ammo in it The shotgun in full release now spawns with 4 shells pre-loaded. Edit #1: the grenade launcher also spawns with 1 flame round re-loaded (cus why not) While testing I made Claire's quickdraw spawn with 6 rounds instead of 5. Tried to make it use 9mm rounds and well... it reads 9mm ammo correctly but when you try to reload it does the animation without actually loading any rounds... Edit #2: Also I've tested and no the shotgun doesn't disappear if you cancel it when picking it up, neither does the grenade launcher.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 25, 2019 8:31:40 GMT 10
Were is the link?
|
|
Posts: 176
|
Post by archerpz on Mar 25, 2019 8:32:20 GMT 10
I've already figured out how to make it spawn with ammo in it The shotgun in full release now spawns with 4 shells pre-loaded. Edit #1: the grenade launcher also spawns with 1 flame round re-loaded (cus why not) While testing I made Claire's quickdraw spawn with 6 rounds instead of 5. Tried to make it use 9mm rounds and well... it reads 9mm ammo correctly but when you try to reload it does the animation without actually loading any rounds... Edit #2: Also I've tested and no the shotgun doesn't disappear if you cancel it when picking it up, neither does the grenade launcher. I haven't been able to test the mod, nice to hear the disappear bug isn't there, I came across it when I swapped the starting part of the 'item' part in the locker, with one another item before figuring out that one byte actually controls what gets loaded I'm guessing you changed the ammo type like changing how many bullets/shells are in the gun? (1A with 0F or whatever it was) does it break reloading or can you reload .45acp rounds after emptying the gun? what ammo the gun fires and uses is controlled in other files I guess, but I think you've already found them I remember seeing that machine gun skin CrazyPotato made that fired explosive bullets
|
|
|
Post by MaVeRicK on Mar 25, 2019 8:53:06 GMT 10
go a few posts up I linked the FULL RELEASE page.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Mar 25, 2019 8:55:04 GMT 10
Thank You!
|
|
|
Post by MaVeRicK on Mar 25, 2019 8:56:00 GMT 10
I'm guessing you changed the ammo type like changing how many bullets/shells are in the gun? (1A with 0F or whatever it was) does it break reloading or can you reload .45acp rounds after emptying the gun? Yupe. And yeah it breaks reloading, it can't reload 45acp rounds cus it doesn't see them, it only counts 9mm rounds you have in inventory. But when reloading it reloads air and stays at 0. what ammo the gun fires and uses is controlled in other files I guess, but I think you've already found them I remember seeing that machine gun skin CrazyPotato made that fired explosive bullets uhhh noooo! I haven't found those... and I don't remember ever seeing CrazyPotato's mod... where is it?
|
|
Posts: 176
|
Post by archerpz on Mar 25, 2019 9:15:32 GMT 10
I'm guessing you changed the ammo type like changing how many bullets/shells are in the gun? (1A with 0F or whatever it was) does it break reloading or can you reload .45acp rounds after emptying the gun? Yupe. And yeah it breaks reloading, it can't reload 45acp rounds cus it doesn't see them, it only counts 9mm rounds you have in inventory. But when reloading it reloads air and stays at 0. what ammo the gun fires and uses is controlled in other files I guess, but I think you've already found them I remember seeing that machine gun skin CrazyPotato made that fired explosive bullets uhhh noooo! I haven't found those... and I don't remember ever seeing CrazyPotato's mod... where is it? hmmm, what if you, deposit the empty gun in the inventory box, close it, then take it out again, does that fix the issue with the ammo? thinking that might "respawn" the weapon, and forget about which ammo it uses on the mod; it's this onenot sure if the mod itself actually fires those bullets, or if it was a cheatengine/trainer related thing
|
|