New Firearms

never try, but i think it's possible, create your acm file, place it in data\sound\sfx\, add the name of your file.acm in the sndlist.lst file and finaly affect the line's number of your file minus 1 in hexa, then it should works...but all of that is purely theory. but why not trying
 
Worked, thanks.

Now I also created a new ammo type for the firearms. But when I was trying too see if it worked correctly on one of the new weapons, it could reload the ammo but not unload it (meaning that the ammo was stuck in the weapon).

I than checked the weapon in fime and saw that the new ammo was just displayed in the "auto ammo" option and not in the "default ammo" option were it was not displayed at all. How do you fix this?
 
not sure creating new tpes of amno is possible....

creating new amno using existing ones is possible, i made it (slug for 12ga) but i don't think making new caliber(don't know if the word exists in english) is possible
 
Hey it did work!

The reason why it couldn't unload the ammo was because I didn't edit ammo id in the property of the weapon in Team Xs mapper.

Although is there a way to edited to the properties of items that are in containers or on critters in their mapper?
 
Although is there a way to edited to the properties of items that are in containers or on critters in their mapper?
Nope, it's impossible. You should edit the PRO file or use BIS mapper.

About new sound: try this thread.

And it's easy to add a new caliber. Just edit proto.msg and PRO file for new ammo and new gun.
 
i know it's possible to add new amno, the think i don't know is if it's possible to add new type of munition, like 1.2354mm or acid bomb you see...
 
You can add new ammo types, just edit the proto.msg. You will however have to edit the ammo prototypes using a hex editor to define the ammo type; the official mapper and fic only allow you to define this field through a list box so any ammunition listed after 7.62mm (I think) does not show on the editors.

It has been a while since I did it but I think you may have to do the same for the weapon prototypes for the ammo to work correctly.
 
Corpse said:
You can add new ammo types, just edit the proto.msg. You will however have to edit the ammo prototypes using a hex editor to define the ammo type; the official mapper and fic only allow you to define this field through a list box so any ammunition listed after 7.62mm (I think) does not show on the editors.

It has been a while since I did it but I think you may have to do the same for the weapon prototypes for the ammo to work correctly.

Either FIC or FIME works with msg files as input to generate those lists. Unless the ammo types list is hardcoded (which would be weird as no other list seems to be), the new type should show up once you edit the file used by the item editor.
 
Personally I like the official editor better than FIME/FIC. Though it does not support it all PRO (and MAP) are saved as text files which are real easy to edit. Though again there is still a limited set of things you can do within the text files themselves which you can still potentially only do within FIME/FIC;

if it can be done with the text files I'll use those before moving to the editors.
 
Is it possible to make a gun that can load 10 round say normal bullets but only one round of a different bullet?

(And yes I know this sounds weird but there is a valid reason for this)
 
rifle.jpg


nade.jpg


something like this you were thinking of making??

it should be possible to make 2 weapons, and script it so that equiping one spawns the other in you inventory and equips it to the second hand slot automatically..

not an ideal solution to the "integrated grende launcher" idea, but one that might work... i'll look into it...
 
not sure it'll be possible... i had the idea of knoking somebody with a rifle (first mode shot /second mode knok) but i never managed to do it
 
ColJack said:
rifle.jpg


nade.jpg


something like this you were thinking of making??

it should be possible to make 2 weapons, and script it so that equiping one spawns the other in you inventory and equips it to the second hand slot automatically..

not an ideal solution to the "integrated grende launcher" idea, but one that might work... i'll look into it...

I was trying to find a way around this too; I wanted to include an M-203 in a mod but ran into too many problems. Besides scripting it I don't see any easy way of incorporating this into the game.
 
YOUR idea?? i've had the same idea, along with just about everyone else who picked up a copy of the editor at some point.. :D
 
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