MG3 to MG42 Conversion[message #361080]
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Tue, 01 September 2020 16:34
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rattus |
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Messages:33
Registered:March 2003 |
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I thought I would convert the in-game MG3 to the MG42. So I edited the items XML and the Weapons XML to rename it and use 7.92x57. I set it to 250 round belt (or a 50 round saddle mag would also be nice).Great the only defined magazines are the 5 round clip, 50 round box (the box you buy from BRs)and ??000 round crate. I can load up with 5 round clips tobut the game thinks the gun has a crate attached (14kgs worth with only 100 rounds. The crate can be ejected but if you try to reinsert it there is an assertion error. I think what I need to do is define a new magazine for the gun with a "belt" image for HP and AP/FMJ. That is where I am stuck. I don't know how the gun links to the particular magazine and I'm not sure if I insert lines into the XML that it won't just bugger up item numbers for all the subsequent magazines. And for a later trick I would like to add the old style rifle grenade launcher to an FG42 but hay - baby steps!.
Regards
R
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Re: MG3 to MG42 Conversion[message #365021 is a reply to message #364992]
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Tue, 06 December 2022 02:17
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MadMechanic |
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Messages:20
Registered:November 2022 |
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Hello Rattus.
What you are doing is is pretty well exactly what I'm trying to do in my game but I'm having issues. I'm trying to change the Browning M1919 A6 from it's current in-game caliber (7.62x51mm NATO) to the correct .30-06. Here is what I've done so far and I cannot figure out why this isn't working.
The first thing I did was to copy the index entry for the M1919A6 within items.xml from it's existing index position of 627 to an unused index position, in my case I used position 942. Item Index 942 from 1.13 is set as a 'Nada' item. From there I started making my changes as follows:
<ITEM>
<uiIndex>942</uiIndex>
<szItemName>M1919</szItemName>
<szLongItemName>Browning M1919</szLongItemName>
<szItemDesc>US Military general purpose machine gun, chambered for .30-06.</szItemDesc>
<szBRName>Browning M1919</szBRName>
<szBRDesc>US Military general purpose machine gun, chambered for .30-06.</szBRDesc>
<usItemClass>2</usItemClass> <!-- weapon -->
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>942</ubClassIndex> <!-- points to index #942 in weapons xml -->
<ItemFlag>128</ItemFlag> <!-- Belt Fed -->
<ubCursor>3</ubCursor>
<ubGraphicNum>205</ubGraphicNum>
<ubWeight>147</ubWeight>
<ItemSize>9</ItemSize>
<usPrice>7182</usPrice>
<ubCoolness>6</ubCoolness>
<bRepairEase>1</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<TwoHanded>1</TwoHanded>
<BigGunList>1</BigGunList>
<Unaerodynamic>1</Unaerodynamic>
<BR_NewInventory>3</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>500</BR_ROF>
<DefaultAttachment>209</DefaultAttachment>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
Next I went into the Weapons.xml file and created a new entry at Index position 942 as follows. I accomplished this by copying the information for the existing M1919A6 and editing:
<WEAPON>
<uiIndex>942</uiIndex>
<szWeaponName>Browning M1919</szWeaponName>
<ubWeaponClass>4</ubWeaponClass>
<ubWeaponType>7</ubWeaponType>
<ubCalibre>46</ubCalibre> <!-- .30-06 caliber -->
<ubReadyTime>26</ubReadyTime>
<ubShotsPer4Turns>13.18</ubShotsPer4Turns>
<ubBurstPenalty>6</ubBurstPenalty>
<ubBulletSpeed>22</ubBulletSpeed>
<ubImpact>38</ubImpact>
<ubDeadliness>56</ubDeadliness>
<bAccuracy>5</bAccuracy>
<ubMagSize>100</ubMagSize> <!-- Corresponds to accepted magazine/belt size -->
<usRange>670</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>60</BurstAniDelay>
<ubAttackVolume>77</ubAttackVolume>
<ubHitVolume>7</ubHitVolume>
<sSound>351</sSound>
<sBurstSound>43</sBurstSound>
<sSilencedBurstSound>127</sSilencedBurstSound>
<sReloadSound>104</sReloadSound>
<sLocknLoadSound>110</sLocknLoadSound>
<SilencedSound>157</SilencedSound>
<bBurstAP>14</bBurstAP>
<bAutofireShotsPerFiveAP>2</bAutofireShotsPerFiveAP>
<APsToReload>32</APsToReload>
<SwapClips>1</SwapClips>
<MaxDistForMessyDeath>13</MaxDistForMessyDeath>
<AutoPenalty>7</AutoPenalty>
<NoSemiAuto>1</NoSemiAuto>
<ManualReloadSound>476</ManualReloadSound>
<nAccuracy>82</nAccuracy>
<bRecoilX>2</bRecoilX>
<bRecoilY>10</bRecoilY>
<ubAimLevels>7</ubAimLevels>
<Handling>26</Handling>
<usOverheatingJamThreshold>40000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>21000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>140</usOverheatingSingleShotTemperature>
</WEAPON>
Next I need the actual ammo belt 'magazine' item, so back over on Items.xml I used index position 944 (also an unused 'Nada' position by default) and copied the information for the 7.62x51mm AP Belt from position 125 to speed things up. Here is the Items.xml entry:
<ITEM>
<uiIndex>944</uiIndex>
<szItemName>.30-06 Belt AP</szItemName>
<szLongItemName>.30-06 Belt, AP</szLongItemName>
<szItemDesc>This belt contains 100 rounds of standard .30-06 AP ammo.</szItemDesc>
<szBRName>.30-06 Belt AP</szBRName>
<szBRDesc>This belt contains 100 rounds of standard .30-06 AP ammo.</szBRDesc>
<usItemClass>1024</usItemClass> <!-- Item Class, Ammo -->
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>604</ubClassIndex> <!-- Points to index #604 in magazines xml -->
<ItemFlag>256</ItemFlag> <!-- Item Flag, Ammo Belt -->
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>164</ubGraphicNum> <!-- icon graphic -->
<ubWeight>33</ubWeight>
<ItemSize>27</ItemSize>
<usPrice>750</usPrice>
<ubCoolness>6</ubCoolness>
<Metal>1</Metal>
<Sinks>1</Sinks>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
Next I went into Magazines.xml and created magazine index position 604 as follows:
<MAGAZINE>
<uiIndex>604</uiIndex> <!-- .30-06 AP, 100 round belt -->
<ubCalibre>46</ubCalibre> <!-- Caliber .30-06 -->
<ubMagSize>100</ubMagSize> <!-- 100 rounds -->
<ubAmmoType>2</ubAmmoType> <!-- AP/FMJ -->
<ubMagType>0</ubMagType> <!-- Magazine -->
</MAGAZINE>
Now, as far as I can tell, this is all I should need to do to get this to work. At this point I have the weapon entry in both Items.xml and Weapons.xml starting with the 1.13 version of the M1919A6 as a base so that all I'm really doing is changing things like the name, the description and the caliber. Magazine size is staying the same at 100 round with the fed type set as belt. The magazine item entry in items.xml is also correspondingly set as an ammo belt and the magazines.xml entry is set at the corresponding 100 rounds size.
Based on my understanding of how all these xml files interact with each other, this should all work. However, when I then go to the IMPItemChoices.xml file and set the default items to include the new weapon item 942 and then launch the game to test by creating an IMP merc, the weapon fails to show up in their inventory. Here is my code for the IMPItemChoices.xml:
<IMPITEMCHOICES>
<uiIndex>0</uiIndex>
<name>Default Items</name>
<ubChoices>5</ubChoices>
<ubNumItems>5</ubNumItems>
<bItemNo1>176</bItemNo1> <!-- Steel Helmet -->
<bItemNo2>1090</bItemNo2> <!-- LBE Gear -->
<bItemNo3>1097</bItemNo3> <!-- TIMS Pack -->
<bItemNo4>1091</bItemNo4> <!-- Holster, lbeIndex 16 -->
<bItemNo5>942</bItemNo5> <!-- M1919 machine gun -->
<bItemNo6>0</bItemNo6>
<bItemNo7>0</bItemNo7>
<bItemNo8>0</bItemNo8>
<bItemNo9>0</bItemNo9>
I have the number of possible choices set to 5 as well as the number of items set to 5 with 5 items in the list.
So I feel like there is something I don't know that I'm supposed to do in addition to the changes I've already made. Any ideas?
Thank you for any help you can provide.
-MadMechanic
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Re: MG3 to MG42 Conversion[message #365031 is a reply to message #365027]
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Sun, 11 December 2022 02:04
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MadMechanic |
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Messages:20
Registered:November 2022 |
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Hi Rattus, thank you for responding to my question(s).
rattus wrote on Fri, 09 December 2022 08:04Dumb question you are editing the xml files in the Ja2\Data-1.13\TableData folder? except for the impitemchoice file in \Inventory.
Fair question, and yes I am editing the xml files found in data-1.13\TableData and it's sub-folders.
I am using Notepad++ exclusively, mostly because I've used it before and it's what I know.
rattus wrote on Fri, 09 December 2022 08:04Also the primary index number in each list must be in order or it won't work reliably.
No issues there, I have been keeping index numbers in order across all XML files I have edited mostly because of my own 'OCD'.
rattus wrote on Fri, 09 December 2022 08:04I would use the next free index (rather than an NADA item) in case something in-game calls that NADA item.
Understandable, but my ultimate goal is to actually cut down the weapons, items and equipment offered in-game significantly down to WW2 era stuff, so in order to stop the game (militia, enemies, Bobby Ray's) from using the massive selection of weapons and equipment that 1.13 adds, I have been setting a lot of items.xml index positions to NADA. There are some items I have left alone because I know from experience playing 1.13 through the entire arulco campaign that there are some scripted things that rely on items (like tank cannons).
rattus wrote on Fri, 09 December 2022 08:04I'm going to assume that ammo type 46 comes in single, 50 box, 100 belt [your new magazine size] and 2500 crate. By default there is also a mag type [0] of 8 rounds (presumably for the Garand). I do not know if that is the issue. The Mauser 98K uses a 5 round mag type 1 so there is no conflict for 7.92x57. See if you can at least get a belt (of AP/FMJ) to appear as purchasable in IMP generation and let me know. Vague chance that commonality in starting string in naming "Browning 1919" is an issue - I don't know if the game reads the whole string or just stops at a certain number of characters.
Let me know how you go.
I have been able to get the game to issue specific magazines I have 'coded' of specific calibers and ammo types, but still have not been able to get the game to issue a gun during IMP creation using the IMPGearChoices default items section.
I've been posting up code sections on another post found here specific to what I'm trying to do.
http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=25097&start=0&
Thank you for any help, this is really frustrating me that I can't get the game to issue weapons even though the correct ammo/magazine items exist. I keep feeling like there is some other file buried somewhere that stipulates what the default ammo type is for a given weapon. I'm pretty confident that the game can't require ever caliber to have magazines for ever ammo type because if you look at the M1 Carbine which uses the 30 Car round, there is only AP and HP ammo for this. No cold loads or ball ammo.
[Updated on: Sun, 11 December 2022 02:04] Report message to a moderator
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Re: MG3 to MG42 Conversion[message #365032 is a reply to message #365031]
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Sun, 11 December 2022 10:48
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rattus |
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Messages:33
Registered:March 2003 |
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I looks like you have the same issue I had. The issue was in the Weapons file (the new/converted weapon) or the Items file for that weapon. I use XML notepad as it is a good way of checking the structure at a glance. Other things I noted was the occasional missing "/<Item>" or "<Item>" due to copy/paste errors or (although it should not make a difference) on the same line... but then the using notepad++ you can sometimes get them under the wrong cascade. I take it you are getting everything you want in the IMP item choices to appear but not the MG itself? It really is useful to know if you can get a 100 round belt of 3006 to appear in your selection. If you are let me know and I will see if I can either replicate the issue or make it work.
Regards
Ratty
Oh, one more thing, the editors keep a temp version of the last file edited and its important to close all but the one you actually want to edit or you can end up overwriting amended files. Usually it will give you a warning about reloading the changed file but YAMMV.
[Updated on: Sun, 11 December 2022 11:03] Report message to a moderator
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Re: MG3 to MG42 Conversion[message #365039 is a reply to message #365037]
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Mon, 12 December 2022 09:09
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MadMechanic |
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Messages:20
Registered:November 2022 |
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Here is my code for the Browning MG:
From Items.xml
<ITEM>
<uiIndex>7</uiIndex>
<szItemName>M1919 A6</szItemName>
<szLongItemName>Browning M1919 A6</szLongItemName>
<szItemDesc>Simple and reliable (if heavy) the A6's firepower was favored by American paratroopers during WW2.</szItemDesc>
<szBRName>Browning M1919 A6</szBRName>
<szBRDesc>An oldie but goodie with a high rate of fire, this classic belt-fed LMG will answer all your offensive and defensive needs.</szBRDesc>
<usItemClass>2</usItemClass>
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>7</ubClassIndex>
<ItemFlag>128</ItemFlag>
<ubCursor>3</ubCursor>
<ubGraphicNum>205</ubGraphicNum>
<ubWeight>147</ubWeight>
<ItemSize>9</ItemSize>
<usPrice>7182</usPrice>
<ubCoolness>6</ubCoolness>
<bRepairEase>1</bRepairEase>
<Damageable>1</Damageable>
<Repairable>1</Repairable>
<WaterDamages>1</WaterDamages>
<Metal>1</Metal>
<Sinks>1</Sinks>
<ShowStatus>1</ShowStatus>
<TwoHanded>1</TwoHanded>
<BigGunList>1</BigGunList>
<Unaerodynamic>1</Unaerodynamic>
<BR_NewInventory>3</BR_NewInventory>
<BR_UsedInventory>1</BR_UsedInventory>
<BR_ROF>500</BR_ROF>
<DefaultAttachment>209</DefaultAttachment>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<DamageChance>10</DamageChance>
<DirtIncreaseFactor>20.0</DirtIncreaseFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
This is a straight cut and relocate of the 1.13 Browning M1919A6 from it's standard position at 627 to it's new position at 7. The only other thing to change here is <ubClassIndex> being changed to 7 to correspond to Weapons.xml
Here is the Weapons.xml code
<WEAPON>
<uiIndex>7</uiIndex>
<szWeaponName>Browning M1919 A6</szWeaponName>
<ubWeaponClass>4</ubWeaponClass>
<ubWeaponType>7</ubWeaponType>
<ubCalibre>46</ubCalibre>
<ubReadyTime>26</ubReadyTime>
<ubShotsPer4Turns>13.18</ubShotsPer4Turns>
<ubBurstPenalty>6</ubBurstPenalty>
<ubBulletSpeed>22</ubBulletSpeed>
<ubImpact>38</ubImpact>
<ubDeadliness>56</ubDeadliness>
<bAccuracy>5</bAccuracy>
<ubMagSize>100</ubMagSize>
<usRange>670</usRange>
<usReloadDelay>200</usReloadDelay>
<BurstAniDelay>60</BurstAniDelay>
<ubAttackVolume>77</ubAttackVolume>
<ubHitVolume>7</ubHitVolume>
<sSound>351</sSound>
<sBurstSound>43</sBurstSound>
<sSilencedBurstSound>127</sSilencedBurstSound>
<sReloadSound>104</sReloadSound>
<sLocknLoadSound>110</sLocknLoadSound>
<SilencedSound>157</SilencedSound>
<bBurstAP>14</bBurstAP>
<bAutofireShotsPerFiveAP>2</bAutofireShotsPerFiveAP>
<APsToReload>32</APsToReload>
<SwapClips>1</SwapClips>
<MaxDistForMessyDeath>13</MaxDistForMessyDeath>
<AutoPenalty>7</AutoPenalty>
<NoSemiAuto>1</NoSemiAuto>
<ManualReloadSound>476</ManualReloadSound>
<nAccuracy>82</nAccuracy>
<bRecoilX>2</bRecoilX>
<bRecoilY>10</bRecoilY>
<ubAimLevels>7</ubAimLevels>
<Handling>26</Handling>
<usOverheatingJamThreshold>40000</usOverheatingJamThreshold>
<usOverheatingDamageThreshold>21000</usOverheatingDamageThreshold>
<usOverheatingSingleShotTemperature>140</usOverheatingSingleShotTemperature>
</WEAPON>
Index position 7 (same as in items.xml) <ubCalibre> set to 46 (.30-06), magsize is 100. Otherwise, no changes.
For the ammo belt 'magazine', starting with Items.xml
<ITEM>
<uiIndex>11</uiIndex>
<szItemName>.30-06 Belt AP</szItemName>
<szLongItemName>.30-06 Belt, AP</szLongItemName>
<szItemDesc>This belt contains 100 rounds of standard .30-06 AP ammo.</szItemDesc>
<szBRName>.30-06 Belt AP</szBRName>
<szBRDesc>This belt contains 100 rounds of standard .30-06 AP ammo.</szBRDesc>
<usItemClass>1024</usItemClass> <!-- Item Class, Ammo -->
<nasLayoutClass>1</nasLayoutClass>
<ubClassIndex>9</ubClassIndex> <!-- Points to index #9 in magazines xml -->
<ItemFlag>256</ItemFlag> <!-- Item Flag, Ammo Belt -->
<ubGraphicType>1</ubGraphicType>
<ubGraphicNum>164</ubGraphicNum> <!-- icon graphic -->
<ubWeight>33</ubWeight>
<ItemSize>27</ItemSize>
<usPrice>750</usPrice>
<ubCoolness>6</ubCoolness>
<Metal>1</Metal>
<Sinks>1</Sinks>
<usOverheatingCooldownFactor>100.0</usOverheatingCooldownFactor>
<STAND_MODIFIERS />
<CROUCH_MODIFIERS />
<PRONE_MODIFIERS />
</ITEM>
This is a cut/paste/modify of the 7.62x51mm AP ammo belt in standard 1.13 (found at items.xml index position 125). Changes made are to the flavor text as well as the <ubClassIndex> now being set to position 9.
And here is Magazines.xml
<MAGAZINE>
<uiIndex>9</uiIndex>
<ubCalibre>46</ubCalibre> <!-- Caliber -->
<ubMagSize>100</ubMagSize> <!-- Magazine Capacity -->
<ubAmmoType>1</ubAmmoType> <!-- Ammo Type, FMJ, AP, etc -->
<ubMagType>0</ubMagType> <!-- Magazine Type -->
</MAGAZINE>
In my AmmoTypes.xml I moved the AP ammo to position 1, eliminating the HP ammo type.
With all of this done, I can get the game to issue the ammo belt during IMP merc creation using IMPItemChoices.xml Default Items list. But the game will not issue the weapon.
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Re: MG3 to MG42 Conversion[message #365046 is a reply to message #361080]
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Fri, 16 December 2022 04:47
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rattus |
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Messages:33
Registered:March 2003 |
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Given you aren't using the a version that has optional gear choices for the IMP I'm not sure if my results will help. I'm using 8796. I've checked my IMPITEMSchoice files and I can see nothing wrong with yours. Nor from making the 455 available at start have I done anything essentially different. The fact that you can give to an AIM Merc at start and get your ammo to show up but not the gun with your IMP points to an error in the IMPItems choice file but I cann't see one.
@Asdow - any chance this latest version will work with JA2UCHybrid?
Regards
Rattus
Edit: Try something - give it to a starting merc you will recuruit for day 1. generate an imp and when they both chopper in. give the weapon to your imp merc and see if it looks/works fine and has ammo etc.(GABBI kill all enemnies if they interfere).
[Updated on: Fri, 16 December 2022 05:46] Report message to a moderator
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Re: MG3 to MG42 Conversion[message #365049 is a reply to message #365048]
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Sun, 18 December 2022 01:00
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MadMechanic |
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Messages:20
Registered:November 2022 |
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I have updated to a newer version of 1.13 using Kitty's download link. I don't know how to properly give the version information as it would seem the project is no longer using the 4-digit release codes since the move to Github hosting.
The file I downloaded is SCI_JA2v1.13_20221122_sc 7a0a567 + gc 4648659. I'm pretty sure the "20221122" is November 22, 2022, so it's a very new version. It does have the new IMP gear selection screen along with a newer Items.xml file.
What I found out pretty quickly is that my tactic of setting items to 'Nada' in the items.xml file to make them unavailable in-game immediately caused this version of the mod to crash during new game start. Some error about armsdealer list.
So I'm having to completely rethink my strategy on how to restrict item choices in-game and I'm thinking that will involve A LOT of changes to files like GunChoices_Enemy_Regular.xml to add/remove equipment I either want available or remove equipment I don't want in-game. So this will now require a lot more work, but perhaps won't be so game-breaking than my last approach.
That said, I've had much better luck in my latest attempts to modify the game by just adding new items (mainly magazines) to the bottom of the items.xml list. So far I've managed to change the magazine capacity of the Hi-Power HP-35 to the WW2 correct capacity of 13 rounds (also required the creation of a new magazine item, I just copied the 15 round 9mm pistol mag item to the bottom of items.xml, renamed it and created a new entry at the bottom of magazines.xml to correspond, then changed the capacity of the HP-35 in weapons.xml to 13 and all is working fine). I have done the same with the M1 Carbine, changing it's magazine capacity to the WW2 correct 15-round magazine from the 1.13 normal 30-round capacity.
Over the weekend I plan to try and tackle the M1919 Machine Gun to see if I have better luck getting it to work in this newer version of 1.13, I just wanted to try some simpler things first to get a feel for how the newer code behaves.
I will update here with my results. Fingers crossed.
-MadMechanic
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Re: MG3 to MG42 Conversion[message #365050 is a reply to message #365049]
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Sun, 18 December 2022 01:25
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MadMechanic |
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Messages:20
Registered:November 2022 |
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Ok, well that took about all of 5-10 minutes of copy/paste/edit coding and 5-10 minutes of testing. The M1919 A6 chambered for .30-06 with 100-round belts is working no problems.
First thing I did was to rename the normal M1919 A6 (found at index position 627) to 'M1919 A6 NATO' to denote it's chambering for the 7.62x51 NATO cartridge. Next I copied all of it's items.xml code to the bottom of the items.xml list and gave it the next index number in sequence (1764), changed it's name back to just M1919 A6 and then did the same thing over in weapons.xml changing the caliber to '46' for the .30-06 cartridge.
Next I copied the 7.62x51mm Belt from items index position 125 to the end of items.xml and gave it the next index position number of 1765. I then created a new magazine entry in magazines.xml (class index 615) and gave it the properties I wanted (caliber 46 (.30-06), mag size 100, ammo type 0 (ball), mag type 0). Back over in items.xml I made sure to change the ubclassindex flag for the new magazine to 615. I updated the flavor text.
Lastly I went over to IMPItemChoices and added item 1764 (the machinegun) to the list of choices for Auto Weapons major trait and launched the game.
Started a new game, created a new IMP merc, making sure to give him only 1 rank in the Auto Weapons major trait and then used the new inventory system for gear selection and sure enough the gun was there. The one 'broken' thing from a gameplay standpoint is that the game is setup to issue 5 reloads to any weapon selected using the new inventory selection screen, so the game automatically gave the merc 5 extra belts of ammo for the gun. Quite excessive but at least it all worked.
I deployed to the starting sector, killed the 3 enemies using far too much ammo but it all worked.
So I still have no clue at all why I couldn't get any of this to work using the far older "stable" release of 1.13 from back in 2014, but it's all working in this new version of the mod so I'm happy for that.
I have A LOT of work ahead of me now though to remove a lot of weapon and gear choices from the enemy selection tables as well as the vendor tables and militia gear tables but baby steps.
I will also have to learn how to 'properly' add new weapons at some point by learning how to create new STI format images for weapons I hope to add like the M3 grease gun and DP-27 Russian machine gun.
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Re: MG3 to MG42 Conversion[message #365051 is a reply to message #365050]
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Sun, 18 December 2022 06:35
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rattus |
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Messages:33
Registered:March 2003 |
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Great news! It might have been the NADA Weapon all along. I Wasn't brave enough to add new weapons (just conversions) but I did find adding new mags at the end of the list to work reliably. It sure can be frustrating but it's worth it when it finally does work.
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