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fireclown71

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11 comments

  1. MaartenVaanThomm
    MaartenVaanThomm
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    Hey, in which pak I can find the vanilla WeaponGeneralSetupPrototypes.cfg? I wanted just to add laser possibility upgrade to one weapon (clusterfuck)
    1. fireclown71
      fireclown71
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      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
    2. MaartenVaanThomm
      MaartenVaanThomm
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      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 

      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 :)

    3. fireclown71
      fireclown71
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      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:


      //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.
    4. MaartenVaanThomm
      MaartenVaanThomm
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      Hey, many thanks for this quick guide! It works nearly as intended, however I had to do some additional changes:

      [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
    5. fireclown71
      fireclown71
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      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.
  2. acecel
    acecel
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    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 ?
    1. fireclown71
      fireclown71
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      • 2 kudos
      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
  3. gooko1472
    gooko1472
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    What a wonderful mod!!    the game is more Exciting in combat...
  4. nerko2111
    nerko2111
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    that video funny af
  5. nerko2111
    nerko2111
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    npcs have lasers??