Making new ammo types

kreez

First time out of the vault
Is there a special trick to making new types ammunition in the FOT editor?

I’ve created new ammo before a long time ago and it worked fine. Now I can’t seem to figure out the procedure. Besides ammo.txt and item.txt is there anywhere else I should be writing new text? It shows up in the entities folder, but not the ammo type’s listing.

What am I missing?

If there's already a topic on this that has my anwser that I missed when I searched, politely direct me there. Thanks.
 
Well I read the JJ86 tut. and re-dug out my old copy of BoSEE and followed the instructions step by step, but when I go to assign the ammo entity in the FOT Editor my new ammo type still fails to show up.

So instead I just replaced the sprites and descriptions for the Needler gun and its ammo to my new gun and ammo sprites and descriptions.

I never use the Needler anyway.

Requiem: Pop quiz, as in you're threating to ban or vat me? I don't follow you, maybe all the diesel fumes I have to work around are getting to me finally.
 
kreez said:
Well I read the JJ86 tut. and re-dug out my old copy of BoSEE and followed the instructions step by step, but when I go to assign the ammo entity in the FOT Editor my new ammo type still fails to show up.
You have to assign the ammo type to the weapon in BoSEE as well, the ammo list in the entity editor is hard coded and can't be changed.

4) Open the ammo entities and weapons that you want to set to this type of ammo with BoSEE and change the ammo field to whatever is in the "name_" portion of your ammo.txt file.

kreez said:
Requiem: Pop quiz, as in you're threating to ban or vat me? I don't follow you, maybe all the diesel fumes I have to work around are getting to me finally.
Man you are paranoid, it was just a throwaway line.
 
I have kind of hit a snag. I did everything described in the tutorial there, including altering the ammo.txt in locale\game

But then when I tried to run the FT Tools (after having created a new ammo type), I got an error message saying:

Fatal error, blablabla Couldnt parse items.txt in something something locale\game

And then after that I got another error saying:
C:\preuni\dev\bos\sprite\wentity_editor.cpp(313): warning: could not get folder information

Tried to run FT Tools several times, wouldnt work.
Replaced ammo.txt with the original one and FT Tools work again.

So I figured I can do without altering the ammo.txt, Ill just replace the description and sprites for the ammo types Im getting rid off.

Cause Im getting rid of many of them.

Questions!
1.Is there any way to work around having to alter the ammo.txt (but still making new ammo types) that you know of?

2. For my 40 mm Flechette canister, I was hoping to give it the V shaped blast thing that shotguns have, you know how the pellets fan out? like that.

Is that possible?
Also Id like to remove that trait from the 12 gauge slugs.


3. there are so many type of ammo available in the entity editor (10?), but there are several sub categories for some of the ammo types, for example we have the "12 gauge" ammo category, but there are 4-5 types of 12 gauge ammo availabe.

Can I somehow assign certain types of 12 gauge to be fired out of a certain shotgun, but not others?
For example can I set things up so the Pancor Jackhammer will fire the 12 slug and 12 gauge buckshot (the regular kind, the red shells) but not 12 gauge flechette and 12 gauge EMP?



As far as I know the answer to all 3 questions is no, but I figuered you might know a way. :)
 
1. When you edited the ammo.txt did you delete the line

sentinel = {!}

if so add it back in. And double check all your brackets are correct and closed off.

I.e. {}

2. Only if you change the flechette grenade to a custom ammo type and then make a seperate weapon that uses only that ammo.

3. Again only if you make a new ammo type for the Pancor, but then again aren't the CAWS shells non standard 12 guage, what about the Pancor?
 
Ultimate weirdness, I re-edited the ammo.txt and everything is working now.

I wouldve sworn I would notice if I had deleted sentinel = {!} or something similar.


[EDIT]: nope the problem is back, this time I get cant parse items.txt etc again. :(

All I did was to add 1 line under the last one in that ammo list so it looks like this:

{name_Small Energy Cell} = {Small Energy Cell}
{name_37mm} = {37mm}

The rest of it, I didnt change.


Im thinking of making the 6 shot grenade launcher only shoot flechette.

Pancor, I dont know, CAWS did have its own ammo, but Im replacing the Ithaca pump action, neostedt, CAWS and Pancor Jackhammer with Mossberg 500 (most popular pump action in america), Benelli M1014 (semi automatic, entering service with the us military) and SAIGA-12K (very cheap and popular shotgun in the us).

Im also including the super-shorty shotgun, sawed off double barreled and Im renaming the beretta silverhawk to "generic redneck cannon".
 
Gimpster said:
{name_37mm} = {37mm}
Is the 37mm in name_37mm the same as what you put into BoSEE? No capitals, spaces, full stops etc?

Also try adding your new line after {short_Depleted Uranuim} = {DU} since the ammo types are hard coded you might have to keep the same order in the ammo.txt.
 
Ok Ill try that.

Yeah, I wrote it exactly like that, I even checked again just now to be sure.

Fun fact, Now even replacing the ammo.txt cant make the FT Editor to work, I mean the one with the -path wicked (my folder), the regular one works fine. :D
 
Delete the ammo.txt entirely and try starting the editor. Then copy it back across (if it starts alright).

I broke my install once, by missing a bracket when editing the taunts.txt. Nothing I could do would get the game or editor to start up with or without the path. Re-install time.
 
Yeah Ill get the damned thing to work, or I always have the almighty re-install to resort too.

Editing combat taunts was my next step actually.

EDIT: when you said:

"2. Only if you change the flechette grenade to a custom ammo type and then make a seperate weapon that uses only that ammo. "

how do I make it behave like a shotgun shell? assuming I do include it as a custom ammo and make a gun that only fires it?

Is it the damage type (only found fire, laser etc) or what? :?
 
Unless there's something hardcoded to the ammo type I'm unaware of the only difference between the shotguns and other firearms is the Spread (Arc) under weapon mode. All the shotguns are set to cone, IIRC.
 
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