pakchunk0-WinGDK.pak - i just reuploaded my files to have original file structure and an original untouchedWeaponGeneralSetupPrototypes.cfg included so you can compare for what was changed
Many thanks, would you be able to add possibility to add the laser upgrades at the technicians to Ar416 platform? Without the benefits for the statistics bars, just the visual effect. I've tried by myself but no luck
some of those IDs are not in WeaponGeneralSetupPRototypes.cfg
here - im going to paste what you need to add to whichever weapon you want to add laser to. PART ONE:
IF the weapon does not already have a laser attachment possible (such as clusterfuck) 1) find your gun in the cfg file. scroll down till you see: //Attachments CompatibleAttachments : struct.begin {bskipref} and it will probably have several attachments already listed. add this behind the last entry: [999] : struct.begin AttachPrototypeSID = EN_Laser_1 WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M10/T_inv_w_m10_en_laser_1.T_inv_w_m10_en_laser_1' Socket = LaserSocket IconPosX = 150 IconPosY = 30 AdditionalPlankMeshPrototypeSID = RailCustom AdditionalPlankSocket = SideRailSocket struct.end and change the 999 in the brackets to the appropriate number - if it's a russian gun and you want a russian laser - change en_laser to ru_laser wherever you see it.
this allows the gun to take the attachment if it didn't have it before.
PART TWO: IF THE GUN CAN ALREADY TAKE A LASER, AND YOU JUST WANT TO FORCE THEM TO HAVE IT (which is what i did for most guns) YOU ONLY NEED TO DO PART TWO
now find this line (its the next section after the above) PreinstalledAttachmentsItemPrototypeSIDs : struct.begin {bskipref}
and under that will also be some attachments (such as iron site, default magazine etc...) add this: [999] : struct.begin AttachSID = EN_Laser_1 bHiddenInInventory = false struct.end
again change the 999 to the appropriate number, and if it's a russian laser change EN to RU
now i'll post all of clusterfuck:
this is how clusterfucks attachments section and presinstalledattachements section should now look:
Without those, upgrade with laser wasn't visible at the technician shops.
I have two struggles however:
1. Each time I launch the game, it screams that I have broken formatting in the file I've edited and it asks if I want to fix it. No mater if I choose yup or nah, it continues to scream with this annoying message each game boot.
2. The code says that the laser is attached to the side of the barrel, which is ok, but nevertheless, the laser comes out from the bottom of the gun and is not connected to reload animation. Is is fixable?
3. Lastly, don't know if is it fixable as well - the mesh model of the laser sight is not visible on the weapon when I use it
1. Each time I launch the game, it screams that I have broken formatting in the file I've edited and it asks if I want to fix it. No mater if I choose yup or nah, it continues to scream with this annoying message each game boot.
it does this to me too - it's all about formatting and you have something where it doesn't belong. many times i've just started over and tried to be careful what i changed.
2. The code says that the laser is attached to the side of the barrel, which is ok, but nevertheless, the laser comes out from the bottom of the gun and is not connected to reload animation. Is is fixable?
3. Lastly, don't know if is it fixable as well - the mesh model of the laser sight is not visible on the weapon when I use it
this was copy pasted with no concern about visible meshes.. i just wanted the laser effect. i have noticed the animation error but have no clue how to fix it. that's above my paygrade.
No matters what i do the mod doesn't seems to do anything.
Does it add a new option in the technician upgrade menu ? Does it just add laser to every weapon without ability to disable/enable them ? What weapon should i use to check if the mod works ? I tried the AR but it didnt had any laser nor the tech menu had any new option. I removed most others mods but still same issue, any incompat we should know about ?
it has nothing to do with technician upgrades. it just visibly adds the laser to all non-unique guns. and no it can't be enabled disabled. the net effect is in firefights you will see where the NPCs are aiming
11 comments
IDs:
AR416 - GuardGunM16_ST / GunM16_ST
AR416 Monolith - Gun_RifleMonolith_AR - Deluxe Edition
SOFMOD - Gun_SOFMOD_AR
Clusterfuck - Gun_Sharpshooter_AR
Unknown Stalker's AR416 - Gun_Unknown_AR
Many many thanks in advance :)
here - im going to paste what you need to add to whichever weapon you want to add laser to.
PART ONE:
IF the weapon does not already have a laser attachment possible (such as clusterfuck)
1) find your gun in the cfg file. scroll down till you see:
//Attachments
and it will probably have several attachments already listed.CompatibleAttachments : struct.begin {bskipref}
add this behind the last entry:
[999] : struct.begin
and change the 999 in the brackets to the appropriate number - if it's a russian gun and you want a russian laser - change en_laser to ru_laser wherever you see it.AttachPrototypeSID = EN_Laser_1
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M10/T_inv_w_m10_en_laser_1.T_inv_w_m10_en_laser_1'
Socket = LaserSocket
IconPosX = 150
IconPosY = 30
AdditionalPlankMeshPrototypeSID = RailCustom
AdditionalPlankSocket = SideRailSocket
struct.end
this allows the gun to take the attachment if it didn't have it before.
PART TWO:
IF THE GUN CAN ALREADY TAKE A LASER, AND YOU JUST WANT TO FORCE THEM TO HAVE IT (which is what i did for most guns) YOU ONLY NEED TO DO PART TWO
now find this line (its the next section after the above)
PreinstalledAttachmentsItemPrototypeSIDs : struct.begin {bskipref}
and under that will also be some attachments (such as iron site, default magazine etc...) add this:
[999] : struct.begin
AttachSID = EN_Laser_1
bHiddenInInventory = false
struct.end
again change the 999 to the appropriate number, and if it's a russian laser change EN to RU
now i'll post all of clusterfuck:
this is how clusterfucks attachments section and presinstalledattachements section should now look:
//Attachments
CompatibleAttachments : struct.begin
[0] : struct.begin
AttachPrototypeSID = Sharpshooter_Silen
Muzzle = SilencerMuzzle
Socket = SilencerMuzzleSocket
IconPosX = 205
IconPosY = 9
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_sharpshooter_en_silen_4.T_inv_w_sharpshooter_en_silen_4'
struct.end
[1] : struct.begin
AttachPrototypeSID = M701_Scope
Socket = X8ScopeSocket
IconPosX = 60
IconPosY = 0
AimMuzzleVFXSocket = X8ScopeMuzzle
AimShellShutterVFXSocket = X4ScopeShells
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_sharpshooter_en_x8scope_1.T_inv_w_sharpshooter_en_x8scope_1'
struct.end
[2] : struct.begin
AttachPrototypeSID = EN_Grip_2
Socket = GripSocket
IconPosX = 100
IconPosY = 40
RequiredUpgradeIDs : struct.begin
[0] = GunM16_Upgrade_Attachment_Grip
struct.end
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_m16_en_grip_2.T_inv_w_m16_en_grip_2'
struct.end
[3] : struct.begin
AttachPrototypeSID = GunM16_MagDefault
Socket = jnt_clip_base
IconPosX = 0
IconPosY = 0
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_m16_magdefault.T_inv_w_m16_magdefault'
struct.end
[4] : struct.begin
AttachPrototypeSID = GunM16_MagIncreased
Socket = jnt_clip_base
IconPosX = 0
IconPosY = 0
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_m16_magincreased.T_inv_w_m16_magincreased'
struct.end
[5] : struct.begin
AttachPrototypeSID = EN_GLaunch_1
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M16/T_inv_w_m16_en_glaunch_1.T_inv_w_m16_en_glaunch_1'
Socket = SocketOffset
IconPosX = 0
IconPosY = 0
struct.end
[6] : struct.begin /////////////////////////////////////////////////////// LASER CODE START
AttachPrototypeSID = EN_Laser_1
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M860/T_inv_w_m860_en_laser_1.T_inv_w_m860_en_laser_1'
Socket = LaserSocket
IconPosX = 150
IconPosY = 30
AdditionalPlankMeshPrototypeSID = GunBucket_TopRail
AdditionalPlankSocket = SideRailSocket
struct.end /////////////////////////////////////////////////////////////// LASER CODE END
struct.end
PreinstalledAttachmentsItemPrototypeSIDs : struct.begin
[0] : struct.begin
AttachSID = M701_Scope
bHiddenInInventory = true
struct.end
[1] : struct.begin
AttachSID = GunM16_MagDefault
bHiddenInInventory = true
struct.end
[2] : struct.begin
AttachSID = Sharpshooter_Silen
bHiddenInInventory = true
struct.end
[3] : struct.begin //////////////////////////////////////////////////////////// LASER CODE START
AttachSID = EN_Laser_1
bHiddenInInventory = false
struct.end /////////////////////////////////////////////////////////////////// LASER CODE END
struct.end
i hope that helps - i'm about to be gone for christmas for the next few days so will be out and about.
[6] : struct.begin
AttachPrototypeSID = EN_Laser_1
WeaponSpecificIcon = Texture2D'/Game/GameLite/FPS_Game/UIRemaster/UITextures/Inventory/WeaponAndAttachments/M860/T_inv_w_m860_en_laser_1.T_inv_w_m860_en_laser_1'
Socket = LaserSocket
RequiredUpgradeIDs : struct.begin \\\\\\\\\\\\\\\ HERE
[9] = GunM860_Upgrade_Attachment_Laser \\\\\\\\\\\\\\\ HERE
struct.end \\\\\\\\\\\\\\\ HERE
IconPosX = 150
IconPosY = 30
AdditionalPlankMeshPrototypeSID = GunBucket_TopRail
AdditionalPlankSocket = SideRailSocket
struct.end
struct.end
PreinstalledAttachmentsItemPrototypeSIDs : struct.begin
[0] : struct.begin
AttachSID = M701_Scope
bHiddenInInventory = true
struct.end
[1] : struct.begin
AttachSID = GunM16_MagDefault
bHiddenInInventory = true
struct.end
[2] : struct.begin
AttachSID = Sharpshooter_Silen
bHiddenInInventory = true
struct.end
struct.end
//Upgrades
UpgradePrototypeSIDs : struct.begin
[0] = GunM16_Upgrade_Attachment_Grip
[1] = GunM16_Upgrade_Barrel_1
[2] = GunM16_Upgrade_Barrel_2_1
[3] = GunM16_Upgrade_Barrel_2_2
[4] = GunM16_Upgrade_Barrel_3
[5] = GunM16_Upgrade_Body_1
[6] = GunM16_Upgrade_Grip_1
[7] = GunM16_Upgrade_Grip_2
[8] = GunM16_Upgrade_Stock_1
[9] = GunM860_Upgrade_Attachment_Laser \\\\\\\\\\\\\\\ HERE
struct.end
Without those, upgrade with laser wasn't visible at the technician shops.
I have two struggles however:
1. Each time I launch the game, it screams that I have broken formatting in the file I've edited and it asks if I want to fix it. No mater if I choose yup or nah, it continues to scream with this annoying message each game boot.
2. The code says that the laser is attached to the side of the barrel, which is ok, but nevertheless, the laser comes out from the bottom of the gun and is not connected to reload animation. Is is fixable?
3. Lastly, don't know if is it fixable as well - the mesh model of the laser sight is not visible on the weapon when I use it
it does this to me too - it's all about formatting and you have something where it doesn't belong. many times i've just started over and tried to be careful what i changed.
this was copy pasted with no concern about visible meshes.. i just wanted the laser effect. i have noticed the animation error but have no clue how to fix it. that's above my paygrade.
Does it add a new option in the technician upgrade menu ?
Does it just add laser to every weapon without ability to disable/enable them ?
What weapon should i use to check if the mod works ? I tried the AR but it didnt had any laser nor the tech menu had any new option.
I removed most others mods but still same issue, any incompat we should know about ?