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Forum: All Forums : Call of Duty: World at War
Category: CoDWW Scripting
Scripting and coding with Call of Duty: World at War.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: sp weapons to mp
irishstorm
General Member
Since: Jan 19, 2009
Posts: 128
Last: Feb 25, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Tuesday, May. 19, 2009 11:53 pm
hey there,
i'm trying to convert sp weapons to mp
i opened asset Manager went to raygun copied it and changed where it said single player to multiplayer hit f10 and converted it but in game i dont see any thing is it a xmodel problem or something?
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Drop_Deadx
General Member
Since: Jul 1, 2008
Posts: 212
Last: Jul 6, 2009
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Level 4
Category: CoDWW Scripting
Posted: Wednesday, May. 20, 2009 12:05 am
What gun did you replace it with?
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irishstorm
General Member
Since: Jan 19, 2009
Posts: 128
Last: Feb 25, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Wednesday, May. 20, 2009 12:14 am
hmm what do you mean?
just changed it form where it said singleplayer to multiplayer and hit f10 then added weapon,mp/raygun_mp to my mod's csv file and hit converter then build mod
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Wednesday, May. 20, 2009 01:08 am
irishstorm writes...
Quote:
hey there,
i'm trying to convert sp weapons to mp
i opened asset Manager went to raygun copied it and changed where it said single player to multiplayer hit f10 and converted it but in game i dont see any thing is it a xmodel problem or something?


You must have the xmodels used by those SP weapons loaded in your mod.ff, e.g for Ray gun, in mod.csv, add:

Code:
xmodel,viewmodel_usa_ray_gun
xmodel,weapon_usa_ray_gun
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irishstorm
General Member
Since: Jan 19, 2009
Posts: 128
Last: Feb 25, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Wednesday, May. 20, 2009 01:36 am
still cant get this working
here is my mod's csv file
Code:
weapon,mp/ray_gun_mp
xmodel,weapon_usa_ray_gun
xmodel,viewmodel_usa_ray_gun


here is the weapon file
Code:

WEAPONFILE\weaponType\projectile\weaponClass\pistol\impactType\bullet_ap\guidedMissileType\None\inventoryType\primary\maxSteeringAccel\3000\displayName\WEAPON_RAY_GUN\AIOverlayDescription\\modeName\\playerAnimType\rocketlauncher\gunModel\viewmodel_usa_ray_gun\gunModel2\\gunModel3\\gunModel4\\gunModel5\\gunModel6\\gunModel7\\gunModel8\\gunModel9\\gunModel10\\gunModel11\\gunModel12\\gunModel13\\gunModel14\\gunModel15\\gunModel16\\handModel\viewmodel_hands_no_model\isHandModelOverridable\1\idleAnim\viewmodel_ray_gun_idle\emptyIdleAnim\viewmodel_ray_gun_idle\fireAnim\viewmodel_ray_gun_fire\lastShotAnim\viewmodel_ray_gun_fire\meleeAnim\viewmodel_knife_slash\meleeChargeAnim\viewmodel_knife_stick\reloadAnim\viewmodel_ray_gun_reload\raiseAnim\viewmodel_ray_gun_raise\dropAnim\viewmodel_ray_gun_drop\firstRaiseAnim\viewmodel_ray_gun_raise\altRaiseAnim\viewmodel_ray_gun_raise\altDropAnim\viewmodel_ray_gun_drop\quickRaiseAnim\viewmodel_ray_gun_quick_raise\quickDropAnim\viewmodel_ray_gun_quick_drop\emptyRaiseAnim\viewmodel_ray_gun_raise\emptyDropAnim\viewmodel_ray_gun_drop\sprintInAnim\\sprintLoopAnim\\sprintOutAnim\\nightVisionWearAnim\\nightVisionRemoveAnim\\adsFireAnim\viewmodel_ray_gun_fire\adsLastShotAnim\viewmodel_ray_gun_fire\adsUpAnim\viewmodel_ray_gun_ADS_up\adsDownAnim\viewmodel_ray_gun_ADS_down\moveSpeedScale\1\adsMoveSpeedScale\1\sprintDurationScale\1\lowAmmoWarningThreshold\0.33\damage\1000\meleeDamage\150\fireDelay\0\meleeDelay\0.05\meleeChargeDelay\0.15\fireTime\0.33\meleeTime\0.5\meleeChargeTime\1\reloadTime\3\reloadShowRocketTime\0\reloadAddTime\0\dropTime\0.8\raiseTime\0.8\altDropTime\0\altRaiseTime\0\quickDropTime\0.25\quickRaiseTime\0.25\firstRaiseTime\0.8\emptyDropTime\0.8\emptyRaiseTime\0.8\sprintInTime\0.2\sprintLoopTime\0.6\sprintOutTime\0.2\nightVisionWearTime\0.5\nightVisionWearTimeFadeOutEnd\0\nightVisionWearTimePowerUp\0\nightVisionRemoveTime\0.5\nightVisionRemoveTimePowerDown\0\nightVisionRemoveTimeFadeInStart\0\clipOnly\0\adsTransInTime\0.245\adsTransOutTime\0.25\adsZoomFov\60\adsZoomGunFov\40\adsZoomInFrac\0.75\adsZoomOutFrac\0.7\adsOverlayShader\\adsOverlayReticle\none\adsOverlayInterface\none\adsOverlayWidth\220\adsOverlayHeight\220\adsBobFactor\0.5\adsViewBobMult\0.3\hipSpreadStandMin\1\hipSpreadDuckedMin\1\hipSpreadProneMin\1\hipSpreadMax\2\hipSpreadDuckedMax\2\hipSpreadProneMax\2\hipSpreadDecayRate\3.25\hipSpreadFireAdd\1\hipSpreadTurnAdd\0.25\hipSpreadMoveAdd\0.5\hipSpreadDuckedDecay\1.25\hipSpreadProneDecay\1.65\hipReticleSidePos\0\adsSpread\0\adsIdleAmount\25\hipIdleAmount\32\hipIdleSpeed\1.2\adsIdleSpeed\0.93\idleCrouchFactor\0.8\idleProneFactor\0.4\gunMaxPitch\2\gunMaxYaw\8\adsAimPitch\0.2\adsCrosshairInFrac\0.9\adsCrosshairOutFrac\0.7\adsReloadTransTime\0.2\adsGunKickPitchMin\-35\adsGunKickPitchMax\-40\adsGunKickYawMin\0\adsGunKickYawMax\0\adsGunKickAccel\825\adsGunKickSpeedMax\2000\adsGunKickSpeedDecay\25\adsGunKickStaticDecay\100\adsViewKickPitchMin\40\adsViewKickPitchMax\55\adsViewKickYawMin\25\adsViewKickYawMax\-25\adsViewKickCenterSpeed\1300\hipGunKickPitchMin\-30\hipGunKickPitchMax\-35\hipGunKickYawMin\-2\hipGunKickYawMax\18\hipGunKickAccel\1000\hipGunKickSpeedMax\1200\hipGunKickSpeedDecay\100\hipGunKickStaticDecay\2\hipViewKickPitchMin\40\hipViewKickPitchMax\45\hipViewKickYawMin\25\hipViewKickYawMax\-25\hipViewKickCenterSpeed\1200\swayMaxAngle\5\swayLerpSpeed\5\swayPitchScale\2\swayYawScale\0.25\swayHorizScale\0.16\swayVertScale\0.35\swayShellShockScale\5\adsSwayMaxAngle\6\adsSwayLerpSpeed\7\adsSwayPitchScale\0.06\adsSwayYawScale\0.045\adsSwayHorizScale\0.07\adsSwayVertScale\0.06\hudIcon\hud_icon_colt\killIcon\hud_icon_colt\dpadIcon\\ammoCounterIcon\\hudIconRatio\1:1\killIconRatio\1:1\dpadIconRatio\4:1\ammoCounterIconRatio\4:1\ammoCounterClip\Magazine\flipKillIcon\1\worldModel\weapon_usa_ray_gun\worldModel2\\worldModel3\\worldModel4\\worldModel5\\worldModel6\\worldModel7\\worldModel8\\worldModel9\\worldModel10\\worldModel11\\worldModel12\\worldModel13\\worldModel14\\worldModel15\\worldModel16\\worldClipModel\\rocketModel\\knifeModel\viewmodel_usa_kbar_knife\worldKnifeModel\weapon_usa_kbar_knife\ammoName\ray_gun\maxAmmo\160\startAmmo\160\clipName\ray_gun\clipSize\20\dropAmmoMin\32\dropAmmoMax\48\viewFlashEffect\weapon/muzzleflashes/fx_raygun_view\worldFlashEffect\weapon/muzzleflashes/fx_raygun_world\shellEjectEffect\\lastShotEjectEffect\\worldClipDropEffect\\pickupSound\weap_pickup\pickupSoundPlayer\weap_pickup_plr\ammoPickupSound\ammo_pickup\ammoPickupSoundPlayer\ammo_pickup_plr\projectileSound\weap_rgun_loop\fireSound\weap_rgun_fire\fireSoundPlayer\weap_rgun_fire_plr\lastShotSound\weap_rgun_fire\lastShotSoundPlayer\weap_rgun_fire_plr\emptyFireSound\dryfire_pistol\emptyFireSoundPlayer\dryfire_pistol_plr\meleeSwipeSound\melee_swing_small\meleeSwipeSoundPlayer\melee_swing_small_plr\rechamberSound\\rechamberSoundPlayer\\reloadSound\gr_raygun_reload\reloadSoundPlayer\gear_player\reloadEmptySound\gr_raygun_reload\reloadEmptySoundPlayer\gear_player\reloadStartSound\\reloadStartSoundPlayer\\reloadEndSound\\reloadEndSoundPlayer\\altSwitchSound\\altSwitchSoundPlayer\\raiseSound\weap_raise\raiseSoundPlayer\weap_raise_plr\firstRaiseSound\weap_raise\firstRaiseSoundPlayer\weap_raise_plr\putawaySound\weap_putaway\putawaySoundPlayer\weap_putaway_plr\bounceSound\\nightVisionWearSound\\nightVisionWearSoundPlayer\\nightVisionRemoveSound\\nightVisionRemoveSoundPlayer\\reticleCenter\\reticleSide\reticle_side_small\reticleCenterSize\4\reticleSideSize\8\reticleMinOfs\0\enemyCrosshairRange\320\crosshairColorChange\1\altWeapon\\boltAction\0\armorPiercing\0\aimDownSight\1\rechamberWhileAds\0\noADSAutoReload\0\adsViewErrorMin\0\adsViewErrorMax\0\adsFire\0\noAdsWhenMagEmpty\0\avoidDropCleanup\0\cancelAutoHolsterWhenEmpty\0\suppressAmmoReserveDisplay\0\blocksProne\0\noPartialReload\0\reloadAmmoAdd\0\autoAimRange\500\aimAssistRange\3200\aimAssistRangeAds\3200\fightDist\720\maxDist\250\aiVsAiAccuracyGraph\colt.accu\aiVsPlayerAccuracyGraph\pistol.accu\sprintOfsF\3\sprintOfsR\-4\sprintOfsU\-5\sprintRotP\5\sprintRotY\0\sprintRotR\5\sprintBobH\6\sprintBobV\8\sprintScale\0.9\standMoveF\0\standMoveR\2.5\standMoveU\-2.5\standRotP\0\standRotY\0\standRotR\0\duckedSprintOfsF\-3\duckedSprintOfsR\-5\duckedSprintOfsU\-5\duckedSprintRotP\0\duckedSprintRotY\0\duckedSprintRotR\0\duckedSprintBobH\1\duckedSprintBobV\1\duckedSprintScale\1\duckedOfsF\-0.8\duckedOfsR\1.2\duckedOfsU\-1\duckedMoveF\0\duckedMoveR\3\duckedMoveU\-3\duckedRotP\0\duckedRotY\0\duckedRotR\0\proneOfsF\1.2\proneOfsR\3\proneOfsU\0\proneMoveF\-65\proneMoveR\25\proneMoveU\-110\proneRotP\0\proneRotY\300\proneRotR\-165\posMoveRate\10\posProneMoveRate\8\standMoveMinSpeed\0\duckedMoveMinSpeed\0\proneMoveMinSpeed\0\posRotRate\10\posProneRotRate\8\standRotMinSpeed\0\duckedRotMinSpeed\0\proneRotMinSpeed\0\explosionRadius\64\explosionInnerDamage\1500\explosionOuterDamage\300\damageConeAngle\180\projectileSpeed\3200\projectileSpeedUp\0\projectileActivateDist\0\projectileLifetime\10\projectileModel\tag_flash\projExplosionType\none\projExplosionEffect\misc/fx_exp_raygun_impact\projExplosionEffectForceNormalUp\0\projExplosionSound\weap_rgun_exp\projDudEffect\\projDudSound\\projImpactExplode\1\canUseInVehicle\0\projTrailEffect\misc/fx_trail_raygun_geotrail\projectileDLight\200\projectileRed\0\projectileGreen\1\projectileBlue\0\projIgnitionDelay\0\projIgnitionEffect\\projIgnitionSound\\destabilizationRateTime\0\destabilizationCurvatureMax\0\destabilizeDistance\30000\parallelDefaultBounce\0.5\parallelBarkBounce\0.5\parallelBrickBounce\0.5\parallelCarpetBounce\0.5\parallelClothBounce\0.5\parallelConcreteBounce\0.5\parallelDirtBounce\0.5\parallelFleshBounce\0.5\parallelFoliageBounce\0.5\parallelGlassBounce\0.5\parallelGrassBounce\0.5\parallelGravelBounce\0.5\parallelIceBounce\0.5\parallelMetalBounce\0.5\parallelMudBounce\0.5\parallelPaperBounce\0.5\parallelPlasterBounce\0.5\parallelRockBounce\0.5\parallelSandBounce\0.5\parallelSnowBounce\0.5\parallelWaterBounce\0.5\parallelWoodBounce\0.5\parallelAsphaltBounce\0.5\parallelCeramicBounce\0.5\parallelPlasticBounce\0.5\parallelRubberBounce\0.5\parallelCushionBounce\0.5\parallelFruitBounce\0.5\parallelPaintedMetalBounce\0.5\perpendicularDefaultBounce\0.5\perpendicularBarkBounce\0.5\perpendicularBrickBounce\0.5\perpendicularCarpetBounce\0.5\perpendicularClothBounce\0.5\perpendicularConcreteBounce\0.5\perpendicularDirtBounce\0.5\perpendicularFleshBounce\0.5\perpendicularFoliageBounce\0.5\perpendicularGlassBounce\0.5\perpendicularGrassBounce\0.5\perpendicularGravelBounce\0.5\perpendicularIceBounce\0.5\perpendicularMetalBounce\0.5\perpendicularMudBounce\0.5\perpendicularPaperBounce\0.5\perpendicularPlasterBounce\0.5\perpendicularRockBounce\0.5\perpendicularSandBounce\0.5\perpendicularSnowBounce\0.5\perpendicularWaterBounce\0.5\perpendicularWoodBounce\0.5\perpendicularAsphaltBounce\0.5\perpendicularCeramicBounce\0.5\perpendicularPlasticBounce\0.5\perpendicularRubberBounce\0.5\perpendicularCushionBounce\0.5\perpendicularFruitBounce\0.5\perpendicularPaintedMetalBounce\0.5\fireRumble\defaultweapon_fire\meleeImpactRumble\defaultweapon_melee\adsDofStart\0\adsDofEnd\9\requireLockonToFire\0\hideTags\\notetrackSoundMap\ray_reload_open ray_reload_open
ray_reload_battery_out ray_reload_battery_out
ray_reload_battery_in ray_reload_battery_in
ray_reload_close ray_reload_close
knife_stab_plr knife_stab_plr
knife_pull_plr knife_pull_plr
Knife_slash_plr Knife_slash_plr
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zeroy
General Member
Since: Nov 26, 2007
Posts: 1060
Last: Mar 12, 2014
[view latest posts]
Level 8
Category: CoDWW Scripting
Posted: Thursday, May. 21, 2009 11:45 am
I cant see properly but did you set the Weapon file as MP and not SP? Best practice is to create those using Asset Manager, its a lot easier that way. You have a class set to Pistol, that can be an problem too.
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irishstorm
General Member
Since: Jan 19, 2009
Posts: 128
Last: Feb 25, 2011
[view latest posts]
Level 4
Category: CoDWW Scripting
Posted: Thursday, May. 21, 2009 12:31 pm
hey there,

i got this working
Quote:
Here is how:

1. Place the ray_gun weapon file in:

weapons/mp/ray_gun

then add the ray_gun to your mod.csv:

Quote

weapon,mp/ray_gun


That compiles the right viewmodel, etc to your mod.csv assetlist (for some reason, it doesnt if you change the name of the ray_gun file to another weapon - it compiles that weapon, not the ray_gun).

Now, rename the ray_gun file to a weapon already ingame. I choose colt_mp. Put that in your IWD file:

weapons/mp/colt_mp

Viola!! Ray gun instead of colt!
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoDWW Scripting
Posted: Thursday, May. 21, 2009 03:03 pm
Yeah, irishstorm and I worked it out:



And actually, it got me going on some stuff of my own. I now have grenades by nationality in my Demon mod by converting the SP grenadetypes to MP. This is the German stielhandgrenate:



this is the Japanese type97 fragmentation grenade:



And, last but not least, the Russian stick grenade:



Seemed a bit darft having all the nationalities using the same US grenade.
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